Tutorial: Automate publishing Unity VR apps to Oculus Store
Hi everyone! We (Codemagic.io) have a new tutorial: how to automate deployment of your Unity VR app to Oculus Store with CI/CD. I would be happy if you guys read it and give me some feedback if you know how to improve the workflow. I would be even more happy if you try it out :). Another very welcome piece of feedback would be topic suggestions touching VR apps CI/CD, automated testing, or whatever. Any thoughts are very welcome :). A short story behind it: We've recently introduced a CI/CD for Unity, and we had several customers asking for automated deployment to Oculus store. Our googling didn't result in any ready made solutions, so we decided to build our own proof-of-concept using Oculus CLI tool and Codemagic's Unity CI/CD.1.3KViews0likes0CommentsOculus Go doesn't like the Google Mobile Services
Hi, I am trying to export a Gear Vr app to Oculus Go. It works well if I install it directly from my computer to Oculus Go but the problem is when I try to upload it to Oculus store. It says "The package uses Google Mobile Services, which is not supported on this device." My Gear vr app has several plugins(like TextMesh Pro) and it doesn't have Unity services integrated. I have deleted all the permissions on androidmanifest.xml for google.I have not seen anything in the code that uses the google services, but it didn't work. My app still works in gear vr but is not supported for the oculus go. My questions is, How could I know what google services my app is using? I think, the warning message could be more detailed. I am using Unity 5.6.6f2. with oculus utilities 1.27. Thank you.2KViews0likes5CommentsDuring testing we experienced progression blockers, crash events that led to data loss such as saved
Hi all, I've submitted for the second time and I still gotten this feedback. App rejected of course. "During testing we experienced progression blockers, crash events that led to data loss such as saved games status and downloaded assets. Login menu, no login credentials provided" The one thing I don't get is, how is it possible for data loss when user couldn't log in? Data will only be downloaded once user have logged in. Am I missing something here? Anyone else gotten this feedback before? How did you manage to clear this up? or replicate on your side so that we can fix this? The rest was just "We could not continue this test due to a failure or crash in your app." I am guessing because of they couldn't log in. @vrdaveb require your assistance captain! I've also open a ticket in Oculus support, didn't get any answer from there. ticket id: 262744 259006 Regards, Gibbie2.5KViews0likes10CommentsWays to debug when connected to Gear VR Headset in order to debug in app purchase process
Hi there. I am trying to implement in app purchase using oculus store to my current project for Samsung Gear VR. I have set up everything and it works like charm inside unity. Unfortunately when i build the app and connect it to head set literally nothing happens when i tap on button to make a purchase. I have tried to debug it. In order to do so i have enabled VR developer mode and run the app on the phone itself while connected through USB to my Mac. Debug log says it behaves like it was inside the unity not in the Gear VR headset. So I wonder if VR developer mode should behave like it was connected to real Gear VR or it behaves like it is not. How do i find out what causing the problem? Thank you1.8KViews0likes5Comments