Edit (11/11/22): We've found that some users are able to download the
same build and others cannot. We can't see any pattern at the moment
(one user had 2 computers in the same room/network with different
outcomes). Hi everyone, We're seeing an inabi...
Reposted from Unity Forums.Hi,I'm using Unity 2017.2b but this error
also occurred in 2017.1. I'm trying to build an APK for distribution in
the Oculus store. Signed APKs nowadays are generated using Signature
Scheme V2, which Oculus does not support...
Hi @NinjaGG , same issue here. As soon as I hit the upload stage, I get
"A network error occurred. The request will be retried." over and over.
Another post said to just let it run and ignore the errors but I ran out
of memory. The detailed logs say:...
Week 11 - Crab King VRThis week was a continuation of last week, and in
the beginning I focused on lowering the number of SetPass (draw)
calls.After some great conversations in the OLP Discord chat, I realized
that I hadn’t been using the Frame Debug...
Week 10 - Crab King VRThis week’s focus was optimization. I worked with
Gabor Szauer from Oculus to pinpoint some specific issues with the
build.The first pass showed that I had a framerate of 12 FPS. Gabor said
I was GPU bound, so I changed the sett...
Week 9This week was all about publishing to the Alpha channel of the
Oculus Store.I started by making a build of everything that I’ve done up
until now. I made an entry on the Oculus Store, set up the name, etc. I
uploaded the APK to the Oculus store...
Turns out there is no good way to do it from within Unity. Rather than
using Gradle, you can use the regular internal build system then re-sign
using jarsigner. For more information, refer to the following video: