How to launch development app from within headset
I am developing an app for Meta Quest 2. When I Build & Run out of Unity, the APK correctly launches on the headset. I am also able to directly download the APK to the device using the Meta Quest Developer Hub (MQDH) and launch it using MQDH's file manager. But once such a development build is on the device, how can I launch it directly on the device, without needing to go through MQDH file manager? The app is listed in MQDH's file manager, but no icon appears in the app library on device.Solved3.4KViews0likes2CommentsAPK No Longer Loading onto Headset
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?Solved4.3KViews1like5CommentsInstalling apk on MQDH took forever till shutting down the MQDH
Hi, Each time I want to install an apk on MQDH which connected to my Quest 3, it took forever, but if I shut down the MQDH and relaunch it, it was installed before and can launch on quest, I don't know why this happens. thanks778Views0likes1CommentAPK/OBB Size Limitation
According to the Tech Note on expansion files, the total application size of a Quest application can be increased by building an APK file that loads OBB expansion files. However, this page indicates that the maximum supported size of APK and OBB expansion files is 4GB. Our application is currently about 20GB in size. How would the asset bundle OBB expansion file along with the main APK file approach allow for the total 20GB size, so that our application can be uploaded? Are there any workflow tutorials on this method? Unity 2019.1.5f1, Oculus SDK 1.49.0, thanks.9KViews0likes10CommentsONGOING ISSUE with split binary APK and OBB uploads not loading
This is still an ongoing issue months later. I have a split binary apk and obb build that I upload using the Oculus Platform Tool. My build is about 5gb. The first scene in my game is the APK, the rest of the game is within the OBB. When I download my game from the Meta servers in my test channel, I cannot load any scene beyond the first. I cannot play my game. As a test, if I remove half of my scenes to reduce the file size it magically loads the next scene. What?! I need the full game to work. This is still an issue months later and I have ZERO issues on Steam. It's getting a bit ridiculous now since I have to push out an update soon on the Meta Quest. Through UNITY, I have tried doing an Asynchronous Scene load and a regular SceneManager load and the results are the same.Solved1.6KViews0likes1CommentOculus Developer Hub obb download
Hi, I'm currently working on porting a Unity game from Rift to Quest 2. The issue I'm facing is regarding split applications using obb files. I uploaded both the apk and the obb file via the Oculus Developer Hub. (ODH) However, when I install the game on the Quest 2 via ODH it installs the apk but does not download the obb file, even though the large file option is checkt in the settings. Now when I manually put the obb file on the Quest 2's file system the game is not able to load the obb file. After I put the obb file on the Quest 2 I have to reinstall the apk by drag and drop in the ODH in order to make it load the obb file. So I'm a bit concerned how the obb file handling is working with the store? Has anyone else experienced this issue? Am I doing something wrong with the ODH?2.6KViews0likes1CommentCan't upload new build due to "The apk is signed with different certificate"
It has been many months since we have uploaded a build to our Alpha Channel. Today I try uploading and get: 'The apk is signed with different certificate than previous version'. Of course, we have NOT changed our certificate - ever. Any thoughts on what else could cause this? Previous uploads were done through the website (deprecated) or the Oculus Platform Tool in Unity. Trying this build through MQDH. Any suggestions would really help my blood pressure!852Views0likes0CommentsUnity Split Binary Causes APK to Not Open
I posted this in OpenXR thread, but think this is more of just a quest question. I am building my game using OpenXR for the Quest 2. Everything works in editor and plays and runs fine on PC with Link Cable connected. I tried to build the full game in one apk but that was around 3.5 GB, too big to upload with adb. I was able to get a smaller build with just my menu scene working, so I know the first scene works. When I try to build with Split Application Binary, it successfully builds, gives me a 300 mb apk which i can upload to the headset, and gives me a ~3.5GB obb file. I load both onto the headset, with the obb in the correct location. But when I try to run the apk I only see the three loading dots(the loading the shows for a couple second when opening a game) on the Oculus and the app never opens. I am unsure how to fix this issue. I tried ADB Logcat and can't seem to find any error popping up. Any Suggestions2.2KViews0likes2CommentsAPK does not run on business Quest (OFB) when Oculus XR version > 1.10.0
Hi, When I make a Quest build using Unity 2020.3.23, using Oculus XR Plugin 1.10, it runs fine on both my 'consumer' and 'business' (OFB) Quest2. However, when I update OculusXR Plugin to 1.11 or higher, the APK no longer works on the OFB device, hanging on the '3 dots'. The same APK still runs fine on the consumer Quest2. ADB Logcat is not showing anything suspicious: consumer and business versions give the same logs. I have tried using the latest LTS version of Unity (2021.3.16f1) with the associated OculusXR Plugin (3.22), and made a test build using the sample scene. This gave me the exact same problem. Note that I am not using the Oculus Integration package from the asset store, only the Oculus XR package. I have seen the posts on https://forums.oculusvr.com/t5/Unity-VR-Development/APK-runs-on-consumer-Quest-2-but-not-OFB-headset/td-p/886190 but I would rather not have to include the Integration package in my project, since it would bloat my project. Have other people experienced the same? Is there a solution? Can anyone successfully run a build on the OFB Quest without the Oculus Integration package? I'd love to hear from you. Martijn703Views1like0Comments