Forum Discussion
Ringorjo
7 years agoHonored Guest
The Oculus Quest recognizes the controls as the Oculus Go and only shows one after Frimware Update
hi everyone I developed various experiences for oculus what before the last update when I open the application this only show me a control and is a Oculus Go Controller and the other control does not show it, the projects were made in unity and before the update of the controls the application they worked well , if someone has happened this, please help me
12 Replies
Replies have been turned off for this discussion
- justarobotHonored GuestI'm having the same issue. I'm using unity 2019.1.5. Everything built correctly 2 days ago, then yesterday my builds started acting like oculus go apps, with only a single controller recognized while appearing and acting like a go controller.
- AnonymousSame issue here (Using 2019.2.0b6). Yesterday my app worked fine with the quest and now it is forced to use the GO controller. There was a plugin update that was released today on the Asset Store but running it resulted in nothing changed on this front.
- AnonymousSame here. Firmware broke it, integration update didn't fix it.
From my log running on Quest:
>OVRControllerHelp: Active controller type: Go for product Oculus Go - AGTDigitalExplorerIt can explain why some buttons are not recognize on app when using function like :
OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch)
// or OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger, OVRInput.Controller.Touch)
Now it always return 0. - AnonymousFrom the reddit thread (https://www.reddit.com/r/OculusQuest/comments/chjpu5/fix_for_sideloadedhomebrew_apps_and_games_with):
Oculus > Tools > Remove AndroidManifest.xml
Oculus > Tools > Create store-compatible AndroidManifest.xml
Fixes it for me. - Anonymous
sg_simon said:
From the reddit thread (https://www.reddit.com/r/OculusQuest/comments/chjpu5/fix_for_sideloadedhomebrew_apps_and_games_with):
Oculus > Tools > Remove AndroidManifest.xml
Oculus > Tools > Create store-compatible AndroidManifest.xml
Fixes it for me.
This fixed it for me as well! - PocketMikeyExplorer
sg_simon said:
From the reddit thread (https://www.reddit.com/r/OculusQuest/comments/chjpu5/fix_for_sideloadedhomebrew_apps_and_games_with):
Oculus > Tools > Remove AndroidManifest.xml
Oculus > Tools > Create store-compatible AndroidManifest.xml
Fixes it for me.
Alas, this doesn't fix things for me. I'm using VRTK v4.0. - ojuzuHonored GuestI'm having the same issue where the Quest is being viewed as a Go and the controller is completely borked. The manifest fix suggested above is NOT working for me.
Oculus: Please address ASAP. I can't continue development until this is resolved. - larsonmattrExplorerDo we need an update to the Oculus(Android) package for Unity? Is this where the manifest should be created from during a build with Unity?
- AnonymousI updated to the latest Oculus Unity integration before doing the above manifest change. The key seems to be to have the following in your manifest:<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="false" /><!-- Request the headset DoF mode -->
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device