App Library flakiness
I'm trying to figure out if the app library is really as flaky as it seems or if I'm simply doing something wrong. Many times, I will bring up the app library, and my title simply won't be there, even though it's installed. Just now, I saw it there, then I used the three-dot menu to get to "settings" and checked that I have the correct release channel selected, and then when I returned to the App Library, I watched it refresh and my app was gone. So were a bunch of other apps. The "all" category showed 24 items, and the "installed" category showed 25. I rebooted my headset, and the all category now had 35 items, with 34 in the "installed" category, and my title was again visible. Another question is how I force my title to update when I change the release channel. I swear I saw an "update" button on the main title details screen that I used before, but this seems to be missing now, and no matter what I do, I can't get it to update, despite the HMD telling me that I have a different build code installed than the one that's available in the selected channel. I've tried changing the release channel and changing it back, and I've tried rebooting. Is there a way to force this?30Views0likes1CommentOrg Members unable to access release channels
Hello, We are experiencing an issue where a few members of our organisation are unable to view an unreleased applications release channels. I have confirmed they have no app constraints. I have confirmed they are correctly logged into their account. They can view everything in the back end. When clicking through to the PDP they have a limited amount of information visible and the "Version" field reads as "N/A". I've tried changing their organisation role. I've tried removing and re-adding them to the organisation. Inviting the affected people to a specific release channel then allows them access, and the ability to see all the other release channels for that application on the PDP. If they are then removed, they become unable to see any release channels again. Is this a known issue, or perhaps there is something else I can verify on my end as to why this might not be working? Many thanks, Ryan.631Views0likes1CommentBug: Inviting external people to the Release Channels for my Meta Quest 2 App doesn't always work
Hello, I have the issue that when I invite external people to my Meta Quest 2 App through the Alpha, Beta or RC Channel, they can not access the build. They always receive the invite and can accept it, and the app will be shown in their Preview App. However, they can not install it through their App Library, and they can not access the Meta Store page of my app (it is saying "Whooops... Something went wrong". Throwing them out of the User list for the Release Channel and reinviting them usually solves the issue, but it is a blocker and a nuisance to people and some of them may not be able to look at my build, so I really need this fixed. Any ideas / workarounds that don't require resending the invite? Thank you!786Views2likes0CommentsNeed to have a way for App Lab Subscribed Users to choose which Release Channel they want to test
Presently, if a Subscribed User is in more than one Release Channel, they are prompted to download the latest build from any channel that they are subscribed to. We have the need to be able to test staging builds that target a staging database, and release builds that target a production database, and allow testers to switch between those builds. As far as I can tell, there is really no way to do this with the current Release Channels without creating an entirely separate app.3.1KViews3likes1CommentFew questions on DevOps for Quest 2 with Unity
Hi there! I have been working on an app for Quest 2 using Unity. Myself and 2 others have been using the app lab alpha channel to share and test builds and it has been working well. Now, we are hoping to open up a private beta, but of course still want to retain the ability to test new development features amongst the core team. I thought that using different release channels would be the way to go, but I've learned from reading that only the highest version number build will be available to each of us, even across channels. Does this mean that, in our Oculus organization, we should make separate "apps" for the dev and public-facing versions of our app? Now, when it comes to keysigning, this is also an area I am not too comfortable with. I assume we should be fine to use the same keystore for both apps if we go that way? Also, can someone help clarify what would happen if we lose/change the keystore used to sign the app? Finally, what other parameters, if changed, could cause the build to be rejected by Meta? (e.g. if we change the change the name of the app within Unity, or the name of the APK) Just looking to get a general sense of best practices for this sort of thing, and if there are any major potential issues to look out for. Thanks so much, and I'm happy to provide more info/context if needed! Lorenzo786Views0likes0CommentsApps not appearing when adding users to Release channels
I am adding my co workers to release channels such RC or Staging for some of the apps. However, we are noticing some weird behaviors the past few months that didn't happens few months before (I can't remember when this issue began but it's been a while). When I add users to a release channel, they automatically become a subscribed user instead of pending user. They do no receive an email. They also do not see the app in their headset. Some of these users have accepted the apps in the past but we had to remove them at some point If I add users to both Staging and Production channels, they don't always see the highest version. E.g Staging is v1 and Production is V2. I add them to staging, they see V1 but when II add to Production, they do not see V2. How we tried to resolve but apps still do not show, and still get added to subscribed user : A) I checked all release channels and removed all their emails. Then readd their emails to one of the channels B) I told them to use adb uninstall in case there are conflicting files C) Told them to check unknown sources in case they have sideloaded this build before, but there were none D) Factory reset (only 1 user tried this since factory reset is not fun) This happens to some co-workers only If you have any suggestions we can try that would be great. Thank you so much!1.4KViews4likes2CommentsVulnerability tests are not running
All builds submitted to my release channels in the last 24 hours have no vulnerability test results and are therefore not published to the release channel. Examining the test results of these builds shows this: "No test runs were found to be associated with this build." Is this a system-wide issue or just related to my app?Solved10KViews0likes2CommentsCloud Backup questions
I have a couple questions regarding Cloud Backup during development. 1) What are the details for cloud backups and different release channels? Are they separate per channel? 2) I've noticed game data persisting after uninstall before reboot. Is this data used if the application is reinstalled before it is deleted? Can the data be used across release channels?718Views0likes0CommentsPublic opt-in in release channels not working
I enabled "Enable public opt-in" for my ALPHA and BETA release channels, yet I can't find a way that users can opt-in themselves to the app through the Oculus software or website. With a test account, I've tried searching for the app by full name in the Oculus Store (website, mobile, and in headset) or by using a direct link to the app listing. Neither of these works. How are users supposed to opt-in themselves? Thanks you.2.9KViews2likes6CommentsDetect what release channel the application is running on or get current release channel.
Is there away to tell if an application build is running on ALPHA/BETA/ … etc. I'd like to test out different content depending if it's on a given release channel, something like get current release channel. This way I can build the application once and migrate it down the release channel pipeline without having to rebuild for each channel if all I'm doing is changing a pointer.779Views2likes0Comments