Build Deployment Automation Failing on Server Side using ovr-platform-tool.exe
Hi, I've been working on a bash script that deploys to the app lab using the ovr-platform-tool.exe, the idea is to hook it up in my build automation machine and for specific targets (like a release) deploy it automatically from Unity Cloud Build to the App Lab. I referenced a lot of the code provided in the Unity SDK, particularly the content of OVRPlatformTool.cs I'm getting a server side error: [error] ERROR: An unexpected error occurred [error] 2024-02-24T03:02:04.219Z [ERROR] Server log: {"app_id":6906526809465140,"client":"COMMAND_LINE","log_level":"ERROR","event_name":"UNEXPECTED_ERROR","stack_trace":"TypeError: Cannot read properties of undefined (reading 'eventStart')\n at y (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at Function.from (<anonymous>)\n at Object.genUploadChunksConcurrently (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js\n at runMicrotasks (<anonymous>)\n at processTicksAndRejections (node:internal/process/task_queues:96:5)\n at async C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js","extra":"{\"caught\":true,\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.96.0.000001\",\"compatibility_version\":2,\"session_id\":\"6906526809465140_2024-02-24T03:01:58.650Z\",\"command\":\"upload-quest-build\",\"app_id\":6906526809465140,\"platform\":\"ANDROID_6DOF\"}","platform":"ANDROID_6DOF","cli_version":"1.96.0.000001","session_id":"6906526809465140_2024-02-24T03:01:58.650Z","binary_id":"","duration":null,"is_patch_upload":0,"duration_since_session_start":5569} [error] 2024-02-24T03:02:04.242Z [ERROR] Server log: {"app_id":6906526809465140,"client":"COMMAND_LINE","log_level":"ERROR","event_name":"COMMAND_FAILED","stack_trace":"TypeError: Cannot read properties of undefined (reading 'eventStart')\n at y (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at Function.from (<anonymous>)\n at Object.genUploadChunksConcurrently (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js\n at runMicrotasks (<anonymous>)\n at processTicksAndRejections (node:internal/process/task_queues:96:5)\n at async C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js","extra":"{\"caught\":true,\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.96.0.000001\",\"compatibility_version\":2,\"session_id\":\"6906526809465140_2024-02-24T03:01:58.650Z\",\"command\":\"upload-quest-build\",\"app_id\":6906526809465140,\"platform\":\"ANDROID_6DOF\"}","platform":"ANDROID_6DOF","cli_version":"1.96.0.000001","session_id":"6906526809465140_2024-02-24T03:01:58.650Z","binary_id":"","duration":null,"is_patch_upload":0,"duration_since_session_start":5592} [error] [2024-02-24T03:02:05.869Z] - 7.3.35.2.7.4 - ERROR: User script exited with status 1. Aborting. [error] [2024-02-24T03:02:05.995Z] - 7.3.35.2.7.4 - ERROR: Build of 'release' failed. 783: unexpected token at '' Any idea about whether it's a bug or something I'm missing on my end? This is my current deployment script: https://gist.github.com/hector-yumebau/2611b0c094de90231ab1be461bf5e5e62.4KViews1like7CommentsAttempting to retrieve APK runtime version number showing 0.0.0.0 fail
I am using Assembly.GetExecutingAssembly().GetName().Version.ToString() to get apk runtime version number. I have the same call in another apk that is not pushed to Oculus but runs on phones. That works. The Quest reports 0.0.0.0. Anybody else run across this?912Views0likes0CommentsScreen flickering when paused in a Unity app on Oculus Go
Hi, I'm developing a game with Unity on Oculus Go. When I use the pause feature of my game, the screen starts to flicker severely. The pause feature is currently achieved by setting Time.timeScale to 0. Has anyone encountered this problem? Or are there any settings that I can try to tweak? Thanks in advance.1.1KViews0likes2CommentsClosing the Oculus App Crashes Unity
Pushing play on any of the demos scenes in the unity sdk will open the Oculus app, if you close it at any time unity will crash about 25-30 seconds later. I know you get a warning saying it will close any app your running in vr but why does the unity editor crash!? Looking at the crash log you get the error "The thread tried to read from or write to a virtual address for which it does not have the appropriate access." Thanks Steve Collins2.3KViews0likes5Comments[Unity] Clipping through rigid walls when rotate in a certain angle
First time posting here, I hope this is the correct place. I'm working on a student project using Unity and Oculus, I don't have a lot of experience with either but my game world is coming together. I'm using the SDK, plugins, and avatar from the Oculus dev section. I've had one main issue that is causing me a bit of an issue when it comes to clipping. The first was with stairs, using the locomotive function, with the snap rotation I seem to be clipping through objects that have rigid bodies. Depending on what the locomotive rotation is set to then altered using physical turning will affect how if I climb the stairs correctly or if I clip through half of the stairs before climbing. The same is now happening with the walls. If I turn one rotation and walk into a wall I don't collide with the wall until I'm halfway inside it, but if I turn myself 180 degrees with the right stick and physically turn my view I hit the wall like its meant to. I have no idea what I'd google to find a solution to this, I can provide a diagram or video footage if what I've written doesn't make sense.675Views0likes0CommentsKeeping Forward Direction Between Scenes.
My title scene has the main game logo straight ahead when you start. Player presses a button and the the next scene loads which is the level select/options scene. In the level select/ options scene a virtual screen is straight ahead. So here is the problem. At the title screen is a bunch of audio visualization FX and the player is looking around while the next scene is loading. When the level select/options scene loads wherever they were looking becomes the new straight ahead direction. My game is a seated experience so if they were to return to looking forward in a resting position now the virtual screen is way off center where they were looking when the scene loaded. Now I have a recenter button on the gamepad and touch controls but I cannot expect every player to know to just use that. Is there anyway to ensure the next scene loaded is always oriented at a default direction instead of the initial head direction when the scene loads?1.6KViews0likes5CommentsHow to set the IPD (without using the Rift Sensor) correctly?
I`m trying to increase the area in which in can use my CV1. To achieve this I`ve tried to get rid of the CV1`s tracking and exchange it with data I receive from tracking my CV1 with a motion capturing system. I stream this data to Unity 3D, using a Unity 3D Plug-In, provided by the Motive developers. I`ve already given up on the rotation though, since I`m missing to much of the CV1`s correction software. And well, the rotation is not bound to the Rift Sensor anyways and cables can be extended. What`s left now is the position of my CV1. I want to exchange the position tracking data the sensor delivers with that of the mocap system. This works fine (I can just turn of pos tracking using the OVRManager script on the OVRCameraRig), but while I get the position of the WHOLE HMD(or to be precise it`s center), I have no information about the IPD(eye distance), which results in divergence. I`ve found out that I can interact with the position of the eye anchors, so I´ve tried to add a distance of 66mm manually, but this won`t do a thing once I put the HMD on(works fine in the Unity preview though, which is confusing). The code looks like this: trackerAnchor.localRotation = tracker.orientation; centerEyeAnchor.localRotation = VR.InputTracking.GetLocalRotation(VR.VRNode.CenterEye); leftEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : VR.InputTracking.GetLocalRotation(VR.VRNode.LeftEye); rightEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : VR.InputTracking.GetLocalRotation(VR.VRNode.RightEye); trackerAnchor.localPosition = tracker.position; centerEyeAnchor.localPosition = VR.InputTracking.GetLocalPosition(VR.VRNode.CenterEye); leftEyeAnchor.localPosition = VR.InputTracking.GetLocalPosition(VR.VRNode.LeftEye) + new Vector3(-0.033f, 0, 0); rightEyeAnchor.localPosition = VR.InputTracking.GetLocalPosition(VR.VRNode.RightEye)+ new Vector3(0.033f, 0, 0); Also I`ve tried to use the FakeTracking script provided here: https://forums.oculus.com/community/discussion/comment/450853/#Comment_450853 But nothing seems to work. Am I missing something? Is there more to the sensor than just position and IPD? Unity Version: 5.4.03f Oculus Utilities Version: 1.9 Mocap System: Motive Body 1.9 Plug-Ins: OptiTrack Unity Plugin1.9KViews0likes1CommentDuring 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, Gibbie2.5KViews0likes10CommentsUnity PlayerPrefs stored with app or Oculus framework?
I noticed that with a GearVR app made in Unity, a "PlayerPrefs" setting value seems to be persistent even after deleting the app data and even after uninstalling the app. It occurs to me that this might be explained if the PlayerPrefs are stored with the Oculus framework, and not as part of the app.2.9KViews0likes1CommentHow to deploy app to public or public beta?
We have trouble using Oculus Developer website. 1. I don't see any options to publish internal test version. Out app is not yet ready to release a completely public release version, but we are always ready to give the app to the selected persons, except for importing signiture files, is there any other ways to deploy to any other gear phones? 2. If I don't want to use Oculus Store to publish our app, how to publish gear app to Google Play? 3. I contacted Oculus Support, they don't have a single response.893Views0likes1Comment