Forum Discussion
Anonymous
7 years agoQuest settings run as Oculus Go in Unity 2019.1.11f1
I've tried building with Oculus integration 1.39, 1.38 & 1.37 with Unity 2019.1.11f1
All settings are as recommended (no vulcan, XR set to Oculus, Android kitkat etc.) and OVRmanager is set to Quest.
When I build test scene Assets/Oculus/VR/Scenes/GearVrControllerTest.unity to Quest, controllers appear as Oculus Go handsets, and only one is visible at a time. I made sure they were set to touch. Also the FOV is slightly tighter than the normal Quest FOV.
In the debug log when the apk builds it says Quest is set to true.
If anyone else can confirm?
All settings are as recommended (no vulcan, XR set to Oculus, Android kitkat etc.) and OVRmanager is set to Quest.
When I build test scene Assets/Oculus/VR/Scenes/GearVrControllerTest.unity to Quest, controllers appear as Oculus Go handsets, and only one is visible at a time. I made sure they were set to touch. Also the FOV is slightly tighter than the normal Quest FOV.
In the debug log when the apk builds it says Quest is set to true.
If anyone else can confirm?
2 Replies
- StaRky_FRProtegeHave you find the solution yet ? This comes from the Oculus Quest update 7.0. Everything is explained here https://forums.oculusvr.com/developer/discussion/79056/how-to-build-for-oculus-quest-w-unity-after-the-7-0-update#latest
You just have to reload the Android Manifest. Oculus can help you do it by the menu. there is a "delete android manifest" and a "create store compatible manifest" - Anonymousthanks, removing and following that guide worked wonders.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 4 years ago
- 6 months ago
- 2 years ago