Forum Discussion
jphilipp
6 years agoProtege
Possible to run Quest test build on device without yet having an accepted pitch?
Hi! Is it possible to upload one's build to one's app channel (say, Alpha) without yet having an accepted pitch, or otherwise test it on the device? I'm getting the following response from the Ocul...
jphilipp
6 years agoProtege
Ok, an update. USB-C to USB works. I then have to verify the connection, and clear the Manifest from the "Oculus" entry in the Editor window, and can build from Unity, resulting in "succeeded".
However, my project only shows darkness, and three Oculus-native loading dots from within Quest. I hear the environment audio of my project but nothing will display. There is also no error message anywhere to be seen, and occasionally Quest tells me my project stopped working.
What can be done to investigate this? (I tried ticking the "Development Build" and "Script Debugging" options to no avail.)
For what it's worth, I'm, using stable Unity 2019.1.0f2 with .NET4. I did not tick the "Enable ARM64 support" in the Oculus Build Settings [Edit: enabling that didn't help either]. My Oculus ID, Bundle version and identifiers are entered.
However, my project only shows darkness, and three Oculus-native loading dots from within Quest. I hear the environment audio of my project but nothing will display. There is also no error message anywhere to be seen, and occasionally Quest tells me my project stopped working.
What can be done to investigate this? (I tried ticking the "Development Build" and "Script Debugging" options to no avail.)
For what it's worth, I'm, using stable Unity 2019.1.0f2 with .NET4. I did not tick the "Enable ARM64 support" in the Oculus Build Settings [Edit: enabling that didn't help either]. My Oculus ID, Bundle version and identifiers are entered.
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