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Blank Unity project won't launch on Quest 2

AnsisMalinsUbisoft
Honored Guest

I've created a fresh new Unity 2023.2.0f1 project, added the com.meta.xr.sdk.core package and its dependencies, built it for Android, and pushed it to my Quest 2. The app shows up in the Unknown Sources section, but does not launch when clicked. Looking at logcat, there are some messages from the system like "starting intent such and such" and then nothing. No errors, not a single message from Unity itself, and I'm not sure if the process is started at all. What am I missing?

3 REPLIES 3

AnsisMalinsUbisoft
Honored Guest

Maybe these two error messages are relevant:

Error LibraryStorage Attempting to edit app that is not entitled

Error AssistantUserEdService The user ed service will not process the intent due to GK not passing

AoS.Wasted
Expert Protege

I have the same issue but with a Quest 3. I can't get it to work with the new Meta XR packages. I got some errors though but don't really understand why.

UnityError.png

lsummers
Protege

I think I figured this one out.  The key was here:

 Permission Denial: starting Intent { act=android.intent.action.MAIN cat=[android.intent.category.INFO] id=com.oculus.vrshell.activity.completed_launch_checks flg=0x10010000 pkg=com.redironlabs.socialvr cmp=com.redironlabs.socialvr/com.unity3d.player.UnityPlayerActivity (has extras) } from ProcessRecord{dbe6793 2859:com.oculus.vrshell/u0a27} (pid=2859, uid=10027) not exported from uid 10125

Specifically them mention of "not exported" at the end stood out to me.  Checking my AndroidManifest, I see:

<activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:exported="false">

Manually changing this to android:exported="true" should resolve it.  It looks like disabling this doesn't block the OS from accessing the application, but it does block the VRShell launcher.