Forum Discussion
adrianmeyerart
5 years agoHonored Guest
Required Assets Workflow - Unity / Oculus Quest
Hi,
is there a more detailed documentation on how to use the "Required Assets" workflow in Unity for Oculus Quest?
The docs just cover it briefly in "unity/ps-assets/" (can't post links yet unfortunately)
I want to have a large 8GB video file as "Required Asset" file and use it in the Unity Video Player.
How does this work together with the Unity AssetBundle System?
How do I exclude the original video from the .apk?
How do I reference the video from the "Required Asset" file in the Video Player?
I first want to test this locally and not use the Oculus Store but push the .apk locally with ADB.
Any help would be very much appreciated!
is there a more detailed documentation on how to use the "Required Assets" workflow in Unity for Oculus Quest?
The docs just cover it briefly in "unity/ps-assets/" (can't post links yet unfortunately)
I want to have a large 8GB video file as "Required Asset" file and use it in the Unity Video Player.
How does this work together with the Unity AssetBundle System?
How do I exclude the original video from the .apk?
How do I reference the video from the "Required Asset" file in the Video Player?
I first want to test this locally and not use the Oculus Store but push the .apk locally with ADB.
Any help would be very much appreciated!
1 Reply
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- CNevanProtege
Hi there, did you ever figure this out? I'm trying to do something similar, decrease my build size by putting large files like videos into Required Assets.
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