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New Participant
July 4, 2019

'APK is for 6DoF devices only' error when uploading build

Hello,
I have made a multiplayer game in Unity, i'm trying upload to the developer dashboard to test the network features and i'm getting this error, 

'APK is for 6DoF devices only'

This is meant for the Quest so that is correct, I have tried unticking support for oculus go and gear vr (the 3DoF devices) in specs thinking that had something to do with it,
can anyone help me to understand what it wants here?
Thankyou for your time.

using : Unity with Oculus integration tool 1.38

17 replies

New Participant
July 14, 2019
Hi, I have the same issue with the APK for the Quest. Did you manage to upload your APK? 
BarracadeAuthor
New Participant
July 19, 2019
No, unfortunately , thanks for your comment , we are just going to keep building the game until its done then get some support from Oculus when we need to start testing deployment, Good to know its not just us hopefully someone will shine some light on this .
July 23, 2019
Same issue! Disappointed to see no fix yet.
August 5, 2019
Did you ever get this to work? I have the same issue.
New Participant
August 12, 2019
The same issue as well. Oculus, please fix this ASAP, so we can upload test releases.
New Participant
August 18, 2019
I am also facing the same issue. Not able to submit for review. 
New Participant
August 22, 2019
I ran into the same issue. I was able to work around this by signing the apk with a V1 signature instead of V2 and setting 'android:required="false"' in the android manifest for 'android:name="android.hardware.vr.headtracking"'. This way the application should be fit for Quest/Gear VR and Go according to: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/  .I found the workaround here: https://forums.oculusvr.com/developer/discussion/56509/how-to-sign-gear-vr-apk-using-signature-scheme-v1 . I tried the custom gradle template approach first, but even with the 'v2SigningEnabled' set to false, the resulting apk would be V2 signed. So i tried the method from one of the responses using 'apksigner'. This resulted in a V1 signed apk but  'META-INF/CERT.SF' still contained a value that had to be set from 2 to 1 in order for this to work. However this seems to me like a very temporary work around and not a proper lognterm solution at all. The documentation from oculus even states that V2 signing indicates a Quest only apk, so this should just be valid to upload: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/ 
New Participant
August 22, 2019
I ran into the same issue. I was able to work around this by signing the apk with a V1 signature instead of V2 and setting 'android:required="false"' in the android manifest for 'android:name="android.hardware.vr.headtracking"'. This way the application should be fit for Quest/Gear VR and Go according to: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/  .I found the workaround here: https://forums.oculusvr.com/developer/discussion/56509/how-to-sign-gear-vr-apk-using-signature-scheme-v1 . I tried the custom gradle template approach first, but even with the 'v2SigningEnabled' set to false, the resulting apk would be V2 signed. So i tried the method from one of the responses using 'apksigner'. This resulted in a V1 signed apk but  'META-INF/CERT.SF' still contained a value that had to be set from 2 to 1 in order for this to work. However this seems to me like a very temporary work around and not a proper lognterm solution at all. The documentation it states 
New Participant
August 22, 2019
I ran into the same issue. I was able to work around this by signing the apk with a V1 signature instead of V2 and setting 'android:required="false"' in the android manifest for 'android:name="android.hardware.vr.headtracking"'. This way the application should be fit for Quest/Gear VR and Go according to: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/  .I found the workaround here: https://forums.oculusvr.com/developer/discussion/56509/how-to-sign-gear-vr-apk-using-signature-scheme-v1 . I tried the custom gradle template approach first, but even with the 'v2SigningEnabled' set to false, the resulting apk would be V2 signed. So i tried the method from one of the responses using 'apksigner'. This resulted in a V1 signed apk but  'META-INF/CERT.SF' still contained a value that had to be set from 2 to 1 in order for this to work. However this seems to me like a very temporary work around and not a proper lognterm solution at all. The documentation from oculus even states that V2 signing indicates a Quest only apk, so this should just be valid to upload: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/ 
New Participant
September 24, 2019
Would love an update from oculus on this!