Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
Piflyon's avatar
Piflyon
Explorer
7 years ago

How to sign an oculus Go Unity App, really ?


Hi,
This message above is driving me crazy.
I can not find a real answer to the question in the title of this discussion. Yes, google it ! All you find are documentations throwing you here and there.

Nothing here : https://developer.oculus.com/blog/everything-you-need-to-know-to-develop-for-oculus-go/
Nothing here : https://developer.oculus.com/distribute/latest/concepts/publish-create-app/
Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/
OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the manifest).

-> I have already released a full game for Oculus RIFT.
-> I'm porting it to Oculus GO.
-> The App works great in Oculus Go when I Build & Run it from Unity
-> I'm NOT in developpement Build in Unity>Build settings
-> I HAVE a package name in player settings>Other settings
-> I have removed any OSIG file (even if I don't know what or why)
-> I have made tools>Oculus>Create store compatible androidManifest (now exists in assets/plugins/android/assets)
-> In player settings>Publishing Settings I have tried "use existing keystore" and "create new keystore" and typing any password

Nothing works, and by the way, seriously, it is already too much stuffs !
What do I miss ? I even have a Google Play Store Dev account, but there I don't find anything that helps.

Do I need to go into Android Studio ?  I tried many things in Android Studio but as I don't know this tool, I'm not sure of what I should do. I tried Build>Generate signed apk, but there is 2 choices : Android App Bundle or APK. The first one throws an error saying I have to update gradle plugin, and the button to update it does nothing (I've searched how to update gradle, but this is a new ocean of crazyness). The second creates a ".jks" but I can not put it in the keystore field.

Can someone Help me ?
Thank you.
Cédric.
Who sadly spends more time googling than making games...
Unity 2018.3.0f2, Oculus Integration 1.32 (I guess, updated it 1 hour ago from asset store, there is nowhere the version information exists in assets folders).

6 Replies

Replies have been turned off for this discussion
  • Here is the solution of this insane procedure, for people who will land here and for me because I'm not gonna make it everyday (and it is about impossible to remember) :

    STEP BY STEP SIGN A Unity APK APPLICATION IN RELEASE MODE :

    In Build settings>Player settings>publishing settings
    1 - click
    2 - Make up a password, twice.
    3 - Click "browse Keystore" (?! WTH this name, and why on earth is it above)
    3bis - I let "user.keystore" then "save"
    3ter - I choosed the root folder of the project
    4 - Click and choose create new key
    4bis - I entered the name of the game as alias, companyName, first & last name, set country code to FR (I'm french)
    4ter - click create Key 
    4 - Click again on this list and choose the new key in the list
    5 - Reenter the password made up step 2

    Now you're done.  The worst logic ever. Don't click again on "browse keystore" or you're good to start over.

    => Warning : backup the .keystore file everywhere you can, if you lose it, you will have to create a whole new app on the oculus dashboard. I've been there. Unity may ask you for this file at any time. And will ask for its password at each unity new session to build.

    Hope that will save time to others. If yes, like me ! :blush:
    Edit : publishing settings, and a final warning you must read.

    • EarthAdam's avatar
      EarthAdam
      Protege

      I'm trying this in Unity 2020.1.4f1 for uploading a Quest app to the App Lab, and still getting a similar error. I even test it with apksigner, and it confirms "Verified using v2 scheme", but Oculus still returns the error: "ERROR: Please sign your APK and then resubmit."

  • Anonymous's avatar
    Anonymous

    Piflyon said:

    Ok, thank you Richooal,



    No problem I "like" to help.


    Piflyon said:

    Hope that will save time to others. If yes, like me ! :blush:



    Hmmmm, me too @Piflyon :o

  • dmarfurt's avatar
    dmarfurt
    Honored Guest

    Piflyon said:

    Ok, thank you Richooal, that leads me to a new track, then I finally got it to work.


    You saved me. Thanks Piflyon!