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.5.3KViews1like2Comments'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 1.386KViews2likes17CommentsBuild 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)612Views0likes0CommentsUnreal 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.491Views0likes0CommentsRunning 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.2.9KViews0likes1CommentSharing UE4 Packages (non profit)
Hi, there Dear Oculus Quest World, Can I share My UE4 Packaged Build on my friend's Quest? I have managed to launch my test Unreal project on my quest, but I want my friend to test it on hers, is it possible? Or do I need to upload it to a store and get it signed and everything? Is it as easy as drag and drop? Their headset is in the developer mode as well and Unkwon sources is enabled! Basically do I have to publish it to the store and get it reviewed in order for my friend to see it on her Quest? apologize I should have posted this as a question not discussion! Really be psyched if this works, Thanks in advance.613Views0likes1CommentHow can I give my client access to a build without making them a developer?
I want (need) to give some staff at our client's office access to a recent build. It seems that I can add their email to that distribution channel, but they can not put the headset in developer mode without being a member of our organization (or maybe they need to create a different org.?) I don't want them to have general developer rights (e.g. build management) or a view to the other modules we are working on - which appear in the library menu on the quest even if you are not subscribed to them but are a company developer. How is this intended to work? Feels really broken right now.1.3KViews1like4Comments