Android Question GoogleVR Library 64-bit support – any help?

scsjc

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Any 64-bit solution for Google VR or replacement library?

Hi!
I’ve been trying to publish an app using the Google VR library (B4A wrapper). Play Console rejects it because it doesn’t meet the 64-bit requirement.
Has anyone found a way to use this library with 64-bit, or is there a similar VR library (panorama / head-tracking) that works in B4A and is Play Store-ready?

Any advice or alternatives would be very welcome. Thanks!
 
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scsjc

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Hi,
I would like to get in contact with @warwound (not sure if he will read this), but I’d really like to know if there is any chance of updating the Google VR library for 64-bit compatibility.


Thanks!
 
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Serge Bertet

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The best way I think is to send him a private message maybe he'll answer.
 
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scsjc

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Hi Serge,
I also wish I could contact @warwound, but it seems direct messages to him are disabled. Not sure if others have the same issue, but unfortunately I can’t send him a private message.
The best way I think is to send him a private message maybe he'll answer.
 
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Serge Bertet

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My bad, I didn't check for that, not an issue I think.
His last post was on August 15th ... maybe he is on vacations, who knows?
Wait and see ... no other idea
 
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scsjc

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Today I finally managed to get it working with version gvr-android-sdk-vv1.180.0 by downloading the AAR files (which include both 32-bit and 64-bit) from this link:
https://github.com/googlevr/gvr-android-sdk/archive/refs/tags/vv1.180.0.zip

I had to rename the files so they would work with the B4A Google VR Library.
I also had to download protobuf-javanano-3.1.0, which is required for version 1.180.0, and add it in the manifest like this:


B4X:
#AdditionalJar: common.aar
#AdditionalJar: commonwidget.aar
#AdditionalJar: panowidget.aar
#AdditionalJar: videowidget.aar
#AdditionalJar: protobuf-javanano-3.1.0


However, the Google VR library from @warwound seems to be only 32-bit and does not work with 64-bit.
I don’t know if someone with this information might get a clue and help us find a solution. Any help would be greatly appreciated. Many thanks to everyone!
 

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DonManfred

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Today I finally managed to get it working with version gvr-android-sdk-vv1.180.0 by downloading the AAR file
if it is working now then you are finished.

A b4a library usually does not have any .so files and are 64bit compliant already. So there is no new library needed.
 
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scsjc

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Hello @DonManfred, thanks a lot for your clarification
What confuses me is that in the GoogleVR.jar file of the B4A library there is a folder lib/armeabi-v7a/ with two .so files inside, and I don’t see any 64-bit folder (arm64-v8a).


I even tried removing that folder from the .jar and, interestingly, the app still works on the device, but when I upload the AAB to Play Console it gets rejected because there is no 64-bit version.


That’s why I think maybe the wrap is explicitly pointing only to the 32-bit binaries, and that could be the issue.
Could it be that this particular library really depends on those .so files, and that’s why Google blocks it when there’s no arm64-v8a equivalent?


Thanks again for your time and guidance.



 
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scsjc

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Just a quick update for anyone following this thread. In the end, I couldn’t resolve the GoogleVR 64-bit issue, so I switched to A-Frame using an HTML/JavaScript approach inside a WebView.
At first, I didn’t really trust this solution, but it turned out to work surprisingly well — even better than I expected. With A-Frame I actually have more options to place objects, add animations, and create movement in VR.
That said, I’ll still be keeping an eye out in case a proper 64-bit solution for GoogleVR ever shows up. But for now, A-Frame has proven to be a very solid alternative.


Sometimes when one path doesn’t work out, you just have to look for alternatives
 
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