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Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
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  1. Setting up the ENGAGE SDK

Installing a platform build module

PreviousChecking for SDK updatesNextENGAGE SDK project folders

Last updated 2 months ago

ENGAGE apps are available for four platforms - Windows, macOS, Android, and iOS. If you want to test your locations or IFX on a particular platform, you must build asset bundles specifically for that platform. If you install Unity on a Windows device, you can build asset bundles for Windows. To build asset bundles for a different platform, you must install a platform build support module.

Many standalone VR headsets, such as the Oculus Quest 2 and Pico Neo 3, use the Android operating system. If you want to test bundles on an Android-based VR headset, install the Android build module.

To add platform build support modules through Unity Hub, complete the following steps:

  1. Open the Unity Hub.

  2. On the side menu, select Installs.

  3. Select the cog icon for the install that you use for the ENGAGE SDK, and then, from the list that appears, select Add modules.

  1. In the Add modules window, select the check box for the platform that you want to build bundles for. The options that you can select are as follows:

    • Android Build Support

    • iOS Build Support

    • Mac Build Support (mono)

  2. Select Install.

To build asset bundles for Android, you need only select Android Build Support. You don't need to select any of the child options, such as Android SDK & NDK Tools or OpenJDK.

If there isn't an option to Add modules, go to , and then download the build support that you want to install. Ensure that you select the 2022.3.32 Editor folder when you install the build support.

https://unity.com/releases/editor/whats-new/2022.3.32