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.apk works when sideloading, but can't be uploaded to Applab

Krakentanz
Explorer

Hey there,

I have a game on AppLab built with Unity that was initially released about a year ago. Recently I've been trying to upload an update with minor fixes using MQDH but all I get is an "Upload Failed" message with the text "The build you were trying to upload has failed. Build Upload Error - an error has occured for app id: 4879[...]".

I CAN just sideload the apk via the "Device Manager" tab of MQDH and everything works fine on my Quest 2, which makes me think that the apk itself is okay. Plus, the error is exactly the same when I disconnect from the internet before trying the upload, so my guess is that the apk fails some internal check *before* it is sent to the server, but unfortunately, the error message is not very informative as to where the problem is located. I only remember changing the Minimum API level and the Build Name and Build Code in Unity, everything else is pretty much the same as with the version I uploaded a year ago without problems. I have tried multiple builds with minor changes and have tried uploading with different MQDH versions over a period of several weeks.

Does anybody know this problem? Is there a way to contact a Meta engineer and have them take a look at the apk? Are there any known workarounds? How would you narrow down the error?

Very thankful for any help and suggestions!

Cheers,

Felix

 

PS: I posted this issue before in the Tools Feedback Forum, but I think this here is a more appropriate place.

1 ACCEPTED SOLUTION

Accepted Solutions

Krakentanz
Explorer

For those stumbling across the issue: The problem was that saetting the Target API level to "automatic" only works under very specific circumstances, determined by your ADB installation. In our case, setting the API level to a fixed 32 in Unity solved the issue.

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1 REPLY 1

Krakentanz
Explorer

For those stumbling across the issue: The problem was that saetting the Target API level to "automatic" only works under very specific circumstances, determined by your ADB installation. In our case, setting the API level to a fixed 32 in Unity solved the issue.