Are there adb commands to disable the proximity sensor?
I was working on full end to end testing and having our quest builds run on hardware as part of our CI/build process. The tests/apk won't run if the screen isn't on. I came up with the following solution as a workaround but this is more of a fun hack than a scalable solution. raspberry pi zero w w/ a servo attached to a cheap skull I found at target.5.2KViews1like2CommentsCan not upload build
I'm trying to upload a build but getting an error message, here it is below. Incorrect file format. Please select a file with one of the following types: application/zip, .zip The thing is, the folder is a .zip folder, and I have always used the same method for uploading builds. Not sure whats going on, I tried asking on the discord but no reply for the moment. I have had to delay this update, which is a bit annoying since it is an extremely important update and fixes game breaking bugs. Anyone know whats going on? I tried clearing cookies and doing all sorts of stuff. Tried restarts and making the build again. I even tried uploading a previous build that had been uploaded before but get the exact same error. Any idea on whats going on?1.2KViews0likes2CommentsError when trying to build for Quest using OSS Oculus and always leads to crashes.
I'm using Unreal 4.26 binary from the Launcher, and every time I try to build my app with OSS Oculus enabled I get the following error; To me it seems like it's always running the Windows version of the OSS and not the Android version, even tough I specify the build to be for Android_ASTC. This error does not stop the build process and a package is made, I can run it on my Quest, but it always crashes on start. If I remove the OSS it works perfectly. I'm working on a multiplayer project so the OSS (Online SubSystem) is needed. I tried changing the code and rebuilding the OSS Oculus removing all the "#if PLATFORM" to try and force it to always use Android but had no results. Any help guys?874Views1like1Comment'APK is for 6DoF devices only' error when uploading build
Hello, I have made a multiplayer game in Unity, i'm trying upload to the developer dashboard to test the network features and i'm getting this error, 'APK is for 6DoF devices only' This is meant for the Quest so that is correct, I have tried unticking support for oculus go and gear vr (the 3DoF devices) in specs thinking that had something to do with it, can anyone help me to understand what it wants here? Thankyou for your time. using : Unity with Oculus integration tool 1.385.8KViews2likes17CommentsOBB too large for Google Play - but I'm not uploading to Google Play
I am trying to upload my app to Oculus, but when I hit Split Application Binary and build, I get an error that says the OBB is too big for Google Play (max 2 GB). But when I look online, I see things that say the OBB can be up to 4 GB for Oculus. Is there a way to get around this error? I know a little about Asset Bundles for Unity, and am using one for some of the audio, but the way my app is set up it would be hard to use a lot of Asset Bundles - I tried to bundle up one of the scenes, and was able to load it from code, but most of the shaders were missing, and hunting down dependencies is not going to work. Since I'm using AV Pro Video for my videos, asset bundles aren't really going to work for the videos either. Any help/info is appreciated, thanks!662Views1like0CommentsBuild a Third Party Library
I have a Unity project with an external library (Eigen) that can be built separately as DLL. I'm trying to include the DLL building it with arm64 toolchain, but I get this error when I test the app: Unable to load library '/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: "/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so" has unexpected e_machine: 62 10-03 16:02:02.636 3963 3978 E Unity : Unable to find Eigen 10-03 16:02:02.652 3963 3978 E Unity : DllNotFoundException: Unable to load DLL 'Eigen': The specified module could not be found. It looks a problem of the ELF, but I'm not an expert. Do you know how I should build an external library under linux that needs to be included in a Unity project? (I follow this for the ARM64 https://dev.to/offlinemark/how-to-set-up-an-arm64-playground-on-ubuntu-18-04-27i6)596Views0likes0CommentsUnreal Quest Builds Crashing After v18 Update?
Hello. So I am tackling a mystery; has anyone run into issues with Unreal builds no longer running on Quest after the latest OS update? Prior to the v18.0 Quest OS update, my projects were running fine on Quest. After the update, any new build I create with Unreal 4.25.1 will not run on Quest. Prior builds install and run fine. I went back to an older archived version of the project from about three weeks ago, tried to build it again, and the new build wouldn't run. However, an archived build did run. It is so confusing. As far as I know, Unreal had not changed. I even went ahead and compiled the Oculus cut of UE 4.25.1 to get the most up-to-date SDK, and those builds won't build either. It is driving me crazy. As far as I know, only the Quest OS changed, but that still doesn't seem to explain why only new builds won't run vs archived older builds. I'll try to bullet point it below. Any help would be, well, helpful. Thanks! 1. Builds created in UE 4.25.1 run fine on Quest. 2. Quest updates to v 18.0 3. Any new builds created in 4.25.1 will not run on Quest. Prior archived builds will still run. 4. Creating new builds from previously working project archives will also not run on Quest. 5. Building from current Oculus cut of 4.25.1 did not solve the issue either.485Views0likes0CommentsRunning Rift build with Unity still open issue(s)
Is there a way to bypass this message: In the past it could run Unity in the background while I tested out some things within my builds. We're supporting Go and Rift so from time to time I'll send an invite over to the Rift on the Go to test out cross-functionality and then I'll get prompted with that when I try to accept the invitation. I've got multiple unity instances open usually when I'm working on things and to have to close them out everytime when I'm testing things is rather annoying. I don't suppose anybody else has run into this issue before and has a solution? It seems as though this is somewhat recent.762Views0likes1CommentRunning an app on Oculus Quest from Unity Editor without rebuilding
Hello everyone, I've seen in various tutorials people run their apps on the Oculus Quest device by simply pressing the play button in the Unity editor. When I do this, the app plays inside the editor, but not on the headset. I have to build and install the apk every time I want to test my app, which is very time consuming. Does anyone know how to enable this option? Thanks in advance.2.9KViews0likes1Comment