Forum Discussion
Inpu
8 years agoProtege
Oculus Go and mobile DLC/Asset Files
Hi !
Using Unity, I'm trying to load files from asset bundles. It's working fine on my editor, but for some reason it's not working on my Oculus Go.
I followed the procedure (https://developer.oculus.com/blog/introducing-mobile-dlc-support-in-beta/) and managed to upload my asset files, but I'm unable to retrieve them at runtime.
I'm using "UnityEngine.Networking.UnityWebRequest.GetAssetBundle" to load the asset bundle, but I'm not sure what URL to use on the Oculus Go. If I check the build details on the Oculus dev portal, it seems each file is assigned an ID, and it says on the interface "Use the following IDs to download Asset Files on demand at runtime from your app.", but how am I supposed to use them ? Or even retrieve them ?
I followed the procedure (https://developer.oculus.com/blog/introducing-mobile-dlc-support-in-beta/) and managed to upload my asset files, but I'm unable to retrieve them at runtime.
I'm using "UnityEngine.Networking.UnityWebRequest.GetAssetBundle" to load the asset bundle, but I'm not sure what URL to use on the Oculus Go. If I check the build details on the Oculus dev portal, it seems each file is assigned an ID, and it says on the interface "Use the following IDs to download Asset Files on demand at runtime from your app.", but how am I supposed to use them ? Or even retrieve them ?
Thanks !
EDIT : Alright, I figured out that I have to use the Platform SDK, nevermind :>
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
- 3 months ago
- 7 months ago