APK No Longer Loading onto Headset
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?Solved4.2KViews1like5CommentsINSTALL_FAILED_UPDATE_INCOMPATIBLE
Hi, I'm trying to build a test application using unity after changing PC (it use to run and work fine). Now when I try to build and run I get this very long list of errors: Any idea of how to deal with this problem? Thanks. CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details. C:\Program Files\Unity\Hub\Editor\2020.3.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe -s "1WMHH83CHG0505" install -r -d "C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk" stderr[ adb: failed to install C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk: Failure [INSTALL_FAILED_UPDATE_INCOMPATIBLE: Package com.DefaultCompany.VR_GPU_Instancing_Graph signatures do not match previously installed version; ignoring!] ] stdout[ ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.ADB.RunInternal (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDevice.Exec (System.String[] command, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDevice.Install (System.String apkfile) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension+<>c__DisplayClass16_0.<UploadAPK>b__0 () (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension.UploadAPK (UnityEditor.Android.AndroidBuildProperties buildProperties, UnityEditor.Android.AndroidDevice device, UnityEditor.Android.AndroidDeploymentTargetsExtension+LaunchProgressTaskManager taskManager) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension+<>c__DisplayClass12_1.<LaunchBuildOnTarget>b__2 () (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.ProgressTaskManager.Run () (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension.LaunchBuildOnTarget (UnityEditor.DeploymentTargets.IDeploymentTargetsMainThreadContext context, UnityEditor.BuildProperties buildProperties, UnityEditor.DeploymentTargets.DeploymentTargetId targetId, UnityEditor.ProgressHandler progressHandler) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.DeploymentTargets.DeploymentTargetManager.LaunchBuildOnTarget (UnityEditor.BuildProperties buildProperties, UnityEditor.DeploymentTargets.DeploymentTargetId targetId, UnityEditor.ProgressHandler progressHandler) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.PostprocessBuildPlayer+<>c__DisplayClass19_1.<LaunchOnTargets>b__1 () (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.ProgressTaskManager.Run () (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.PostprocessBuildPlayer.LaunchOnTargets (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, UnityEditor.Build.Reporting.BuildReport buildReport, System.Collections.Generic.List`1[T] launchTargets) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.Android.PostProcessAndroidPlayer.Launch (UnityEditor.BuildTarget target, System.String installPath, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidBuildPostprocessor.LaunchPlayer (UnityEditor.Modules.BuildLaunchPlayerArgs args) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.PostprocessBuildPlayer.Launch (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, System.String path, System.String productName, UnityEditor.BuildOptions options, UnityEditor.Build.Reporting.BuildReport buildReport) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)3KViews0likes2Comments[Issue] Total uninstallation
Hi, I've got this issue multiple times but mostly because I create a VRGame and I have to install/uninstall often... It seems that most of the files are removed when we uninstall a game but not all, which leads to errors when trying to install an APK, some issues are from versions, if we try to downgrade even after uninstalling we have some errors. The solution would be to remove all references to the game when uninstalling a game. (it seems Meta Quest Developper Hub's uninstallation process remove more things because i have less issues) PS : Also, another thing, being able to remove uninstalled games from the library. If we installed a great number of free games for testing, I don't want these games to haunt my library forever...585Views0likes0CommentsDid anyone failed sub at Meta with .apk size >1.086.964.737 ? (Quest2 app)
Ever since we split our .apk to .apk and .obb in Unity build the .apk still keeps growing. We started at 927.388.231 which is fine but right now the .apk exceeds 1GB limit thus we are technically failing https://developer.oculus.com/resources/vrc-quest-packaging-5/. Does anyone run into the same issue and failed? Just wondering if it is possible to get a waiver. Yes, we are not using Addressables nor AssetBundles. I have not found a simple way how to manage what goes .apk and .obb without introducing the above mentioned Unity techniques. We are pretty far in development, willing to sub next week 😉 Help or advice on how to eaily controll the .apk / .obb split would be very appreciated.657Views1like0CommentsInstalling apk on MQDH took forever till shutting down the MQDH
Hi, Each time I want to install an apk on MQDH which connected to my Quest 3, it took forever, but if I shut down the MQDH and relaunch it, it was installed before and can launch on quest, I don't know why this happens. thanks764Views0likes1CommentAPK/OBB Size Limitation
According to the Tech Note on expansion files, the total application size of a Quest application can be increased by building an APK file that loads OBB expansion files. However, this page indicates that the maximum supported size of APK and OBB expansion files is 4GB. Our application is currently about 20GB in size. How would the asset bundle OBB expansion file along with the main APK file approach allow for the total 20GB size, so that our application can be uploaded? Are there any workflow tutorials on this method? Unity 2019.1.5f1, Oculus SDK 1.49.0, thanks.8.8KViews0likes10CommentsONGOING ISSUE with split binary APK and OBB uploads not loading
This is still an ongoing issue months later. I have a split binary apk and obb build that I upload using the Oculus Platform Tool. My build is about 5gb. The first scene in my game is the APK, the rest of the game is within the OBB. When I download my game from the Meta servers in my test channel, I cannot load any scene beyond the first. I cannot play my game. As a test, if I remove half of my scenes to reduce the file size it magically loads the next scene. What?! I need the full game to work. This is still an issue months later and I have ZERO issues on Steam. It's getting a bit ridiculous now since I have to push out an update soon on the Meta Quest. Through UNITY, I have tried doing an Asynchronous Scene load and a regular SceneManager load and the results are the same.Solved1.6KViews0likes1CommentOur game won't get past loading screen in Quest
Hi Guys. For the last few days I've not been able to get our game to launch natively in VR in the Quest and I'm wondering what types of topics I should be looking into. I can build in Unreal 4.27.2 Meta Fork v57, and it was all working last Wednesday lunchtime. I can upload the APK successfully to the Quest 2 and 3, and both fail to get past the initial loading screen and return to the main Quest menu/lobby. I have tried going back in Gitlab/GitHub to the last day it worked with a dedicated branch and I did manage to get one successful build to launch in the Quest, but unfortunately I am not really sure which setting made it work and when I try to reproduce it again it fails. The last setting I changed was moving it from 'Shipping' to 'Development' so I thought it was that, but it appears not. Since then I've been trying Git branches from different days with various settings I know I played with when it did work, and haven't had any luck. I'm now trying to see if I get a Vanilla VR Template from Epic to build, and having trouble getting it to copy the APK to the headset (fails with the red bar in HUB) but that's never surprising as any initial project setup always takes some noodling to get it to work. The upgrade to Meta Fork 4.27.2 v57 was fairly recent but it has been working for a couple of weeks. The only other change was integrating FMOD into our pipeline and that we got working as well for a couple of days. I've looked into that, but it's hard to eliminate it as a related issue. Any clues would be appreciated. Thank you.956Views0likes1CommentRandomly large velocities from standard velocity calculator, but only in APK
I keep having extremely large values coming from the StandardVelocityCalculator that don't make sense with how the hand is moved. At first i thought it was tangential velocity influence, but turning that down still showed issues. However these issues would ONLY show up when making an APK and building to a device. Has anyone else experienced this? Note: This can be seen in the TransformerExample scene by just attempting to pick up and release an object (often with no controller movement at all)3.1KViews2likes8Comments