Problem with using hopper-developer-sdk in Unity for the XR4ED pilot

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  • July 18, 2025 at 8:59 am #1820

    Dear XR4ED team,

    We have reviewed the provided resources, including the latest versions of World Builder and Portal Hopper, as well as the toolkits on GitHub.

    Given the problems we faced in working with the Builder (which you are well aware of), most of our efforts have focused on building in Unity, hoping a migration path would soon be available. A hopper-developer-sdk has been recently made available on GitHub. However, we could not find detailed documentation or examples explaining how to properly integrate and use this SDK within a Unity project.

    Could you kindly provide us with more specific guidance or documentation on:

    How to integrate and use the hopper-developer-sdk inside Unity?
    Whether it is possible to implement our pilot entirely within Unity and have it fully supported by the XR4ED platform (e.g., compatibility with the Portal Hopper)?
    Additionally, if there are example projects or sample scenes we could use as reference, this would be extremely helpful.

    Thank you in advance for your support!

    July 18, 2025 at 10:05 am #1821

    Please bring this topic to our meeting next Wednesday. We can stay longer at the end of the meeting and discuss the details. The SDKs on github have unfortunately not been updated for logistical reasons (access rights), but I can provide you with zip files which you can download. I don’t want to post the links here because they will become invalid soon. However, you may not actually need to download them depending on what you want to do exactly. But let’s discuss that next Wednesday.

    The short answer is yes, you can create your entire project in the Unity editor and later adapt it to run in the Portal Hopper.

    September 9, 2025 at 1:44 pm #1852

    Dear XR4ED team,

    I have the exact same question as the one raised above. In my case, I already have a Unity project that I would like to build and publish on the Portal Hopper, so I am particularly interested in knowing whether there have been any updates or more detailed guidance on how to properly achieve this integration.

    In addition, could you please confirm whether the technical meetings in September are still taking place? I still have the link from before, but I no longer receive any invitations.

    Thank you very much in advance!

    September 10, 2025 at 3:27 pm #1856

    Hello Pierre and who else wants to launch VR projects from the Portal Hopper. I recently wrote an article about how to launch an external app. This app can be created using any tool, typically Unity, Real Engine, Godot, Cry Engine, and more.

    The Hopper will handle the download and launch. It will then wait for the external app to finish before grabbing the screen/headset again.

    September 23, 2025 at 12:33 pm #1865

    Hello robert, i have some questions about the article

    A bit of context :
    I have a Unity build of my medical training app that I would like to publish on the marketplace.

    Problem :
    I created a VRML file using the example provided in the article (thanks for that!).
    At first, I was only able to use the VRML file to download the .exe file, not the entire build folder, which made the app unusable.

    To work around this, I tried using Enigma Virtual Box to package my data and the .exe into a single executable. This did create a single exe file and worked for my first scene but on the other side, it broke some parts of my build. For example:

    Certain DLLs (lightweight versions of other apps I use for physics simulation) stopped working.
    The app could no longer access the data folder properly.

    Question
    Is there a way to configure the VRML file so that it downloads more than just the .exe? a VRML element that i don’t known? Or alternatively, is there a better approach to distribute a Unity build with all its dependencies intact?

    September 23, 2025 at 3:00 pm #1867

    I use Inno and have no problems with the install. If the installer is worth its salt, it will create a 1 to 1 image of the original files. Make sure that the executable which is registered in the Registry is pointing at the exe file which will run your app. You should be able to manually run your app by double-clicking it after the install. If that doesn’t work properly, it might be because of a bad install of because of the following:

    During my experiments with this feature, I also ran into issues with access right. If your app tries to store/edit any files in your folder, then this will not work if you installed it in the Programs (x86) folder because that’s protected. In that case you should change your scriopts to use C:\Users\<yourname>\AppData\LocalLow\YourDataFolder to store data. Unity has predefined paths for this in the Application class.

    As a test if you are having protection issues, you could uninstall and reinstall into an unprotected folder (e.g. “C:\mycompany\myapp”) and see if that solves the issue.

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