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The Oculus Quest recognizes the controls as the Oculus Go and only shows one after Frimware Update

Ringorjo
Honored Guest
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 itthe projects were made in unity and before the update of the controls the application they worked well , if someone has happened thisplease help me 
12 REPLIES 12

justarobot
Honored Guest
I'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.

Anonymous
Not applicable
Same 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.

Anonymous
Not applicable
Same 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

AGTDigital
Explorer
It 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.

Anonymous
Not applicable
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.

Anonymous
Not applicable

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!

PocketMikey
Explorer

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.

ojuzu
Honored Guest
I'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.

larsonmattr
Explorer
Do 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?