Forum Discussion
Anonymous
9 years agoTest process for universal home menu interaction
Hello,
I am making my first app on GearVR with Unity and want to publish it on the Oculus Store.
To do that, I use OVRPlatformMenu.cs in order that my app can handle long and short press on back button, so the app should be able to go back to the Universal Home Menu or show the Confirm Quit menu.
Is there a way to test it without uploading my app on the dashboard each time I change something ? My app is huge because of 360 videos so it is a large waste of time to wait for the upload each time I do a modification.
Moreover, I made a mistake with the certificat and signing stuff, so I had to create a new app on the dashboard in order to upload a new version with a different keystore and bundle identifier (package name). How can I remove the first app from the dashboard ?
Thank you in advance.
I am making my first app on GearVR with Unity and want to publish it on the Oculus Store.
To do that, I use OVRPlatformMenu.cs in order that my app can handle long and short press on back button, so the app should be able to go back to the Universal Home Menu or show the Confirm Quit menu.
Is there a way to test it without uploading my app on the dashboard each time I change something ? My app is huge because of 360 videos so it is a large waste of time to wait for the upload each time I do a modification.
Moreover, I made a mistake with the certificat and signing stuff, so I had to create a new app on the dashboard in order to upload a new version with a different keystore and bundle identifier (package name). How can I remove the first app from the dashboard ?
Thank you in advance.
2 Replies
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- delphinius81Rising StarYou should be able to just "build and run" from Unity to push the new apk to the device. As long as your phone's osig is included as part of the build, you'll be able to run it. All the platform menu stuff should be accessible assuming you've implemented it properly.
As an aside, you probably shouldn't be bundling a lot of 360 videos into your initial apk in order to keep apk size down. The initial apk should be more of a container program that has logic for downloading/streaming videos from another source. - AnonymousHello, thank you for your answer.
Actually I couldn't build&run because I changed AndroidManifest.xml intent-filter from "LAUNCHER" to "INFO", and set in the PlayerSettings the InstallLocation from "preferExternal" to "internalOnly", in order to upload my app on the Alpha Channel. I thought I had to do that in order to test the platform menu stuff and I didn't know it is accessible even if my app is not uploaded on the store. But I tested it yesterday with the "build&run" option and it worked. :-)
So everything should work out of the store, before uploading it on the dashboard.
Yes, I agree with you about the size of the apk. Thanks for the advice.
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