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ttobeok's avatar
ttobeok
Honored Guest
1 year ago

Hello, I'm looking to release a VR game made with Unreal on the Oculus Rift!

We have a variety of problems!
I need an answer to this problem.

First, this game production environment.

엔진 : Unreal 5.3 Release
Plug-in: OpenXR
Capacity: 18 GB

1. The business certification is rejected and the review is delayed in the process of resending the documents, so how long is the business certification deadline usually?

2. I try to upload to ovr-platform-utilupload-lift-build with Windows build, but it doesn't work, do I have to build it on Android and upload it?

3. When building Android, it says that OBB files cannot be built beyond the standard capacity. I keep getting errors when I turn on the Allow Large OBB files option, is it impossible to build Android games with 18GB of capacity when packaged in Windows?

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  • Aeromixx's avatar
    Aeromixx
    Expert Protege

    Android as a whole limits OBB files to 4GB each. For mobile devices, it is understood that a game that is 18GB is a massive download for a mobile device. It is best practice to ensure you optimize your game as much as possible and remove unused assets to keep file sizes low.

    Other than that, you can get around it by making use of PAK files, chunks, or even the new Zen Loader to split your game into , where you have a base launcher app that can download and attach extra content to the game within the app.

    Here is more info: https://docs.unrealengine.com/5.3/en-US/cooking-content-and-creating-chunks-in-unreal-engine/ 

    VRC.Quest.Packaging.5 - APK files must be less than 1 GB in size, but can be accompanied by multiple expansion files up to 4 GB each. Further Information 

    If you manage to split your app's data into multiple .obb files under 4GB, that can be the solution.