Unity app crushes when trying to launch it from another app (Oculus Quest 2)
Hello. I have a build of my VR Unity app for Oculus Quest 2 and it starts and works just fine. In addition for this app I have a launcher - an android 2D app that was written using .NET MAUI framework. This launcher allows to start Unity app by clicking "Launch" button. Here is button handler code: static partial void PLaunch() { PackageManager packageManager = Android.App.Application.Context.PackageManager; Intent intent = packageManager.GetLaunchIntentForPackage(MainPage.appPackageName); MainActivity.Instance.StartActivity(intent); } With VR headsets from another companies this handler works as expected. It launches my Unity app as if it was launched directly. But in case of Oculus Quest 2 it tries to launch my Unity app inside of launcher window as 2D app and then it crushes. I want to figure out how to fix it. Here is device logs for two scenarios: direct_app_launch.txt - Unity app launches directly (works ok): https://drive.google.com/file/d/1kIGc_p14XDXfwghB8ernp3QY7szBWg6L/view?usp=drive_link launcher_app_launch.txt - Unity app launches using launcher (crash happening): https://drive.google.com/file/d/1b3EaeV5-rWFZLmOotM36YpGacG4EEmtT/view?usp=drive_link Package names Unity app: com.stemgames.vics.studio launcher: com.stemgames.vics_science_studio_launcher I will appreceate any help with this issue.438Views0likes0CommentsMenu Canvas Not Responsive
Details Unity Version: Set-Up: Meta Integration: Meta XR All-in-One SDK Using Oculus Quest 2 Hello! I am not new to VR development but I am for some reason struggling to build this new app I am currently working on. I have three issues. 1. I am trying to add a Menu/intro scene in my app but the Canvas I have created is not responsive. The UIHelpers are working on hit-target, but the buttons are not. E.g., a button that should bring you to the start scene does not work. I have checked and re-checked the script and all the steps of this tutorial that I used in the past for other projects, but I cannot understand why it isn't working. 2. The Menu Scene is not showing when loading the build - I am automatically redirected to the main scene. It only works when I remove the Main scene from the list of the scenes to load. Any suggestions for this issue? 3. Grabbable props I am using are not showing in the scene. I am following the official Meta guideline to build this app, although it should be simpler to create experiences in software using the Meta XR All in One integration I am finding it extremely frustrating as it is the second time I had to start from scratch. Shall I follow a more traditional approach and follow the Unity VR tutorials or is there anyone who can advise me on how to create a VR app without encountering these many issues? Thank you. MetaStoreHelpSolved1.5KViews0likes1CommentCan't make SQLite work in the headset
Hello everyone, I'm making a small VR game in Unity for the Quest 2 and I'm facing some problems to manage the data saved. I decided to use SQLite because this game is to try to take an exam in my country and I know one of the modules is about databases (and that the jury loves SQL). From the link I gave, I downloaded the precompiled for Android and put it in Assets/Plugins/Android/libs but when I do "Build and Run" and try to do some of the things that are supposed to be saved and restart the game, nothing was saved. I saw this tutorial that used ".so" files for Android so I followed the android bindings documentation written next to the link for Android in the tutorial and when I put the ".so" file like that: Assets/Plugins/Android/libs/arm64-v8a/libsqlite3.so, and added another file Assets/Plugins/Android/AndroidManifest.xml to give the read/write permission: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="org.sqlite.database" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="23" android:targetSdkVersion="34" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/> <application android:allowBackup="true" android:label="@string/app_name" android:supportsRtl="true" > </application> </manifest> And here's the Awake() of my DataManager: private void Awake() { if (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageWrite)) Permission.RequestUserPermission(Permission.ExternalStorageWrite); if (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageRead)) Permission.RequestUserPermission(Permission.ExternalStorageRead); _connectionString = $"URI=file:{Path.Combine(Application.persistentDataPath, "data.db")}"; _dbConnection = new SqliteConnection(_connectionString); _dbConnection.Open(); InitializeDatabase(); if (IsUsersTableEmpty()) { CurrentUser = new(); InsertUser(CurrentUser); } else RetrieveUser(); } When I'm in PCVR, the game works correctly and the database is created and all but when I'm in Quest standalone, I can't even start the game even though it worked before using SQLite. Do anyone know how I can make SQLite work correctly? Thanks in advance2.2KViews0likes8Commentsandroid.permission.RECORD_AUDIO
Can somebody show me how to remove this from the manifest? Please remove all unnecessary permissions. If any of the following permissions are required, please explain in detail why the app requires them in order to function: android.permission.RECORD_AUDIO I don't see this on the manifest to remove.654Views0likes0Comments