INSTALL_FAILED_UPDATE_INCOMPATIBLE
Hi, I'm trying to build a test application using unity after changing PC (it use to run and work fine). Now when I try to build and run I get this very long list of errors: Any idea of how to deal with this problem? Thanks. CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details. C:\Program Files\Unity\Hub\Editor\2020.3.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe -s "1WMHH83CHG0505" install -r -d "C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk" stderr[ adb: failed to install C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk: Failure [INSTALL_FAILED_UPDATE_INCOMPATIBLE: Package com.DefaultCompany.VR_GPU_Instancing_Graph signatures do not match previously installed version; ignoring!] ] stdout[ ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.ADB.RunInternal (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDevice.Exec (System.String[] command, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDevice.Install (System.String apkfile) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension+<>c__DisplayClass16_0.<UploadAPK>b__0 () (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension.UploadAPK (UnityEditor.Android.AndroidBuildProperties buildProperties, UnityEditor.Android.AndroidDevice device, UnityEditor.Android.AndroidDeploymentTargetsExtension+LaunchProgressTaskManager taskManager) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension+<>c__DisplayClass12_1.<LaunchBuildOnTarget>b__2 () (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.ProgressTaskManager.Run () (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.Android.AndroidDeploymentTargetsExtension.LaunchBuildOnTarget (UnityEditor.DeploymentTargets.IDeploymentTargetsMainThreadContext context, UnityEditor.BuildProperties buildProperties, UnityEditor.DeploymentTargets.DeploymentTargetId targetId, UnityEditor.ProgressHandler progressHandler) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.DeploymentTargets.DeploymentTargetManager.LaunchBuildOnTarget (UnityEditor.BuildProperties buildProperties, UnityEditor.DeploymentTargets.DeploymentTargetId targetId, UnityEditor.ProgressHandler progressHandler) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.PostprocessBuildPlayer+<>c__DisplayClass19_1.<LaunchOnTargets>b__1 () (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.ProgressTaskManager.Run () (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.PostprocessBuildPlayer.LaunchOnTargets (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, UnityEditor.Build.Reporting.BuildReport buildReport, System.Collections.Generic.List`1[T] launchTargets) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEditor.Android.PostProcessAndroidPlayer.Launch (UnityEditor.BuildTarget target, System.String installPath, UnityEditor.Build.Reporting.BuildReport report) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.Android.AndroidBuildPostprocessor.LaunchPlayer (UnityEditor.Modules.BuildLaunchPlayerArgs args) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0) UnityEditor.PostprocessBuildPlayer.Launch (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, System.String path, System.String productName, UnityEditor.BuildOptions options, UnityEditor.Build.Reporting.BuildReport buildReport) (at <c9b5231e365148a4bc210cc4e439206d>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)3.1KViews0likes2CommentsDid anyone failed sub at Meta with .apk size >1.086.964.737 ? (Quest2 app)
Ever since we split our .apk to .apk and .obb in Unity build the .apk still keeps growing. We started at 927.388.231 which is fine but right now the .apk exceeds 1GB limit thus we are technically failing https://developer.oculus.com/resources/vrc-quest-packaging-5/. Does anyone run into the same issue and failed? Just wondering if it is possible to get a waiver. Yes, we are not using Addressables nor AssetBundles. I have not found a simple way how to manage what goes .apk and .obb without introducing the above mentioned Unity techniques. We are pretty far in development, willing to sub next week 😉 Help or advice on how to eaily controll the .apk / .obb split would be very appreciated.667Views1like0CommentsRandomly large velocities from standard velocity calculator, but only in APK
I keep having extremely large values coming from the StandardVelocityCalculator that don't make sense with how the hand is moved. At first i thought it was tangential velocity influence, but turning that down still showed issues. However these issues would ONLY show up when making an APK and building to a device. Has anyone else experienced this? Note: This can be seen in the TransformerExample scene by just attempting to pick up and release an object (often with no controller movement at all)3.1KViews2likes8CommentsCan Unity break the 2GB apk install limit?
I put my 4k 360 video in Unity and build&run in quest 2, its size is about 3GB. The problem is when I build the apk < 2GB, Unity will build and run perfectly in my quest 2, but when the apk is over 2GB, the build still can be done, but the apk will not install in quest 2. I tried sidequest to install the apk, but when I open it, games just crashing and quit unexpectedly. Just wonder the Oculus store games is about 4 or 5 GB, how can they run the game?1.4KViews2likes0CommentsNot able to delete the unity APK (projects) from oculus quest 2
I am trying to uninstall the existing projects(APK) from my oculus quest 2. I checked the storage tab but the unity projects are not showing there and whenever I hover on the app that time three dots is also not coming (PFA).878Views0likes0CommentsRemote Deployment of .apk to Quest/Meta 2 headset
I wish I had the time to scour the community boards but I don't so I apologize if my question has been addressed already. We have several Oculus Quest 2 headsets that are company owned located across the US. We develop our own virtual reality apps for the headsets - for custom training purposes. Currently the headsets have to be shipped back to home base in order to update our apps. I am looking for a way to update those apps remotely - in the same manner that Oculus/Meta updates the headsets. Many of the users do not have a technical background and manually updating them, by plugging into a computer and opening software, is difficult for them. Is there a way, currently, for me to update the headsets with our custom apps via a remote process? Thanks!1.1KViews0likes0CommentsAPK Unity Build camera split into many tiny screens
Using unity 2021.0.6b I believe. Upgrading to 2021.10 to see if that helps. Then next ill try loweing vulkan below openGL in settings. It's weird. My custom splash screen that shows title that covers the whole screen is fine when it starts then once that's gone the view is like 50 tiny screens of the same camera view. It's fine when viewing in playmode. On build it does this though. I did a build a while back and it was fine then. Not sure what the deal is. Tried ARM64 and ARM7. Using XR plug in. Quest 2. Using vrsideloader for the moment, that shouldn't matter though it's what I used last time I did a build that had worked.904Views0likes0CommentsHow to sign an oculus Go Unity App, really ?
Hi, This message above is driving me crazy. I can not find a real answer to the question in the title of this discussion. Yes, google it ! All you find are documentations throwing you here and there. Nothing here : https://developer.oculus.com/blog/everything-you-need-to-know-to-develop-for-oculus-go/ Nothing here : https://developer.oculus.com/distribute/latest/concepts/publish-create-app/ Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/ OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the manifest). -> I have already released a full game for Oculus RIFT. -> I'm porting it to Oculus GO. -> The App works great in Oculus Go when I Build & Run it from Unity -> I'm NOT in developpement Build in Unity>Build settings -> I HAVE a package name in player settings>Other settings -> I have removed any OSIG file (even if I don't know what or why) -> I have made tools>Oculus>Create store compatible androidManifest (now exists in assets/plugins/android/assets) -> In player settings>Publishing Settings I have tried "use existing keystore" and "create new keystore" and typing any password Nothing works, and by the way, seriously, it is already too much stuffs ! What do I miss ? I even have a Google Play Store Dev account, but there I don't find anything that helps. Do I need to go into Android Studio ? I tried many things in Android Studio but as I don't know this tool, I'm not sure of what I should do. I tried Build>Generate signed apk, but there is 2 choices : Android App Bundle or APK. The first one throws an error saying I have to update gradle plugin, and the button to update it does nothing (I've searched how to update gradle, but this is a new ocean of crazyness). The second creates a ".jks" but I can not put it in the keystore field. Can someone Help me ? Thank you. Cédric. Who sadly spends more time googling than making games... Unity 2018.3.0f2, Oculus Integration 1.32 (I guess, updated it 1 hour ago from asset store, there is nowhere the version information exists in assets folders).3.9KViews0likes6CommentsOculus Quest 2 controllers recognized as Oculus Go after building for Android in Unity 2020
I know it's a common issue with oculus products. I'm working on a VR project with the following tools and plugins: - SteamVR Package - Oculus Integration - Vive Input Utility All of them are in their latest versions. The project seems to run normally, both on the editor and desktop platforms. The problem is, when building for Oculus Quest 2 (Android), the controllers are replaced with the ones from Oculus Go, and the input mapping doesn't work either. I've tried changing the AndroidManifest.xml file, as seen in the following link: https://forum.unity.com/threads/ovr...lus-quest-is-detected-as-an-oculus-go.758540/ But still, It doesn't work. Has someone encountered with the same problem?1.1KViews0likes0CommentsOBB Extension File
I was wondering how to properly install an obb file onto an Oculus Go device after building. I have tried build and run right onto the device from unity as well as sideloading the apk through adb then dropping the obb file in the proper spot but every time the device does not recognize the obb so it crashes when trying to access a new scene or asset that is not directly in the apk. Any info would be appreciated.1.3KViews2likes1Comment