Can't delete Add-on files or bundles for Oculus Quest app.
Is there a way to modify or delete Add-on bundles or individual DLC files within bundles? We want to start using Add-ons instead of re-uploading DLC files with every app update, so we created Add-on bundles in App Manager -> Platform Services -> Add-ons and uploaded some test files to experiment with, however we have discovered that there seems to be no way to delete these test files from the bundles, or even delete the bundles themselves. There is an option to leave them unlisted, but these unused test files are still associated with all future app versions and appear in things like Asset File fetch requests.3.4KViews2likes5CommentsSplitting Single OBB Expansion file, into Multiple OBB Expansion files [Unreal Engine 4]
Since OBB files have a limit of 4GB, we are looking at providing multiple OBB expansion files. On this topic, I was reading the following page https://developer.oculus.com/documentation/unreal/ps-assets/ I see how additional OBB expansion files can be provided as required assets, but how can the initial OBB be split into multiple smaller files? Does this require Engine changes? Just wondering if any other Unreal Engine developers have encountered this issue, and how they have solved it? Thanks12KViews2likes11CommentsNo tests initiated for new App Lab build - prevents app from updating for everyone
I uploaded a new build to Oculus Quest App Lab (alpha release channel). Usually, automated testing runs immediately and finishes within a few minutes. Then, the app updates for everyone. However, I am experiencing an issue where no tests are initiated at all. Under "Test Results" it says "No test runs were found to be associated with this build." And under "Build History", it is just blank under "Test Results". This fully prevents the app from pushing to everyone. Because no tests were run, it is stuck on the previous version and the app does not update.3.1KViews0likes5CommentsReleasing for both Oculus Rift and Quest simultaneously
I am planning on releasing an XR app for both Oculus Rift and Quest simultaneously (I guess the closest example of this would be something like Vader Immortal that uses higher quality textures on the Rift but also runs on the Quest with lower quality assets and textures). How do I set up a project like this? It seems like there is only a rift type product and a quest [app lab]-type product as choices, but nothing that combines the two. Thank you!910Views0likes0CommentsQuest App Lab - Hand tracking also requires Touch?
I'm hoping to clarify something vague in the documentation for Quest app specs going to App Lab. Can anyone confirm if it's possible to publish an app to App Lab that only uses hand tracking? Elixir on the Oculus Store, for example, does not seem to recognise controllers at all and won't even launch if using Touch controllers. 'VRC.Quest.Input.7' states that switching between inputs is required only if an app claims to support hands and controllers; however the app submission Specs page states that any app that support hand tracking must also support Oculus Touch. So is it now a blanket requirement to support both if you want to use hands?1.9KViews0likes2CommentsHow to enable Cross Buy?
I know a while back setting up cross buy was possible with App Groups (or similar name, not sure) for Quest and Rift apps. However, I can't find that option anymore. How do I connect a Rift app and a Quest app to be "the same" in terms of a user buying it on one platform and getting it as well on the other?740Views0likes0Comments