In order to get your app running on an oculus go, you need a custom AppGameKit Player.
Add:
- GearVRf
- OculusSDK Mobile
both can be found on git.
Then try to get the GearVRf demo apps running first, It does also explain where to put the OculusSDK.
Now you need to merge the GearVRf into AGK. First I changed all AGKT2 paths that requested upper level files (../../Filename.type) to subfolders inside the AppGameKit project, this was quite nasty, as I did it from hand. You also need to know how to use the android.mk file.
If someone really want to try it: Do not update gradle at any time, if you get asked by Android Studio.
Then you need to bypass the AppGameKit openGL context creation and refer to the glcontext created by the GearVRf, in order to use the maximal power out of it.
Then you need some sort of jni interface optimation (the interface between AppGameKit c++ and Java), as AppGameKit does too many jni calls and jni calls are very expensive.
Once you also have the proper manifest settings, you can compile, at least AppGameKit Tier2 to an Oculus go/ GearVR, using the native oculus rendering method.
Would be quite nice to do this from Tier1.
I researched this topic some time ago, and my only problem was to bypass the glcontext creation and refer to the oculus context, so I helped me out by creating a second glcontext for AppGameKit and pass all data orientation data over jni and do a custom stereoscopical rendering in AGKT2, but this method gives a small delay and a great amount of heat, because you have actually two renderings up and running, so I dropped it. Better use the native Oculus OpenGL context to send your rendering tasks to it.
I think, with the help of Paul, it would be done in some days. I know, it's doable in AppGameKit Tier2 Android Studio, if you got the proper information about openGL and GearVRf.
I think a Custom player for Oculus Go would be nice to have.