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/2611b0c094de90231ab1be461bf5e5e62.4KViews1like7CommentsBuilds not working anymore on Quest2
I was just working on my project, and doing testing. I am using Hurricane and I always had some problem at level load: often crashing, but sometimes starting. Anyway, at some point in the process now it doesn’t even show the map: it crashes right after the logo screen. Everything works fine in Unity. Did anyone experience anything similar? How can I bug test something that only happens in the Quest? However, I am not even a programmer, I am using PlayMaker and I do EVERYTHING to stay away from troubles, meaning that I touch as little stuff as possible. But as said, when this happened, I was just testing and testing applying small changes to my levels. I changed some parameters in the Physics properties, removed some props, things like this, NOTHING strange or dangerous. At one point, level 3 didn’t load anymore. I thought “this is Hurricane” (I had changed the distance between the body parts). So then I tried with level 2 and 1 and they don’t load anymore as well. Even though I didn’t change them. Also worth of note: I didn’t install any update, any software, not on my system nor on the Quest when this happened. I think that it might be a problem with PhysX and/or Hurricane, but I have no way to be sure. This is probably a problem of Hurricane in Untiy, but it’s not over. After this, at one point I compiled the nth version and installed it on the Q2, and… the MQDH doesn’t install it. It installs, I see the blue bar rolling, then it disappears. No error message. No app installed. Oh and of course I didn’t change anything in the project preferences when this happened. I am getting mad. P.s.: just opened the console on MQDH and I see all this going on. The Q2 is in sleep mode. These are all RED errors going on continuously. **22:04:59.770****DumpsysProxyService** **com.oculus.socialplatform does not have permission to dump on demand** **22:04:59.831** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:04:59.860** **libosutils** **Failed to get real path of file '/sys/class/power_supply/usb/current_now', err: No such file or directory** **22:04:59.873** **libosutils** **Failed to get real path of file '/sys/class/power_supply/cypd3177/online', err: No such file or directory** **22:04:59.873** **libosutils** **Failed to get real path of file '/sys/class/power_supply/cypd3177/voltage_now', err: No such file or directory** **22:05:00.599** **audit** **rate limit exceeded** **22:05:05.112** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:05.603** **audit** **rate limit exceeded** **22:05:10.299** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:25.599** **audit** **rate limit exceeded** **22:05:25.888** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:30.599** **audit** **rate limit exceeded** **22:05:31.069** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:36.231** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:40.601** **audit** **rate limit exceeded** **22:05:41.413** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:41.947** **PowerStats** **getResults:Failed to open file /sys/kernel/wifi/power_stats: No such file or directory** **22:05:41.966** **system_server** **Cannot obtain CPU frequency count** **22:05:41.967** **system_server** **Cannot obtain CPU frequency count** **22:05:41.967** **system_server** **Cannot obtain CPU frequency count** **22:05:41.967** **system_server** **Cannot read thread CPU times for PID 1231** **22:05:46.590** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:50.602** **audit** **rate limit exceeded** **22:05:51.749** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:56.938** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:05:59.870** **libosutils** **Failed to get real path of file '/sys/class/power_supply/usb/current_now', err: No such file or directory** **22:05:59.883** **libosutils** **Failed to get real path of file '/sys/class/power_supply/cypd3177/online', err: No such file or directory** **22:05:59.883** **libosutils** **Failed to get real path of file '/sys/class/power_supply/cypd3177/voltage_now', err: No such file or directory** **22:06:00.603** **audit** **rate limit exceeded** **22:06:02.109** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:06:07.293** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:06:10.599** **audit** **rate limit exceeded** **22:06:12.477** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:06:17.690** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:06:20.609** **audit** **rate limit exceeded** **22:06:22.873** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:06:25.602** **audit** **rate limit exceeded** **22:06:28.030** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754** **22:06:33.209** **system_server** **Dex checksum does not match for dex: /system/priv-app/VrDriver/VrDriver.apk.Expected: 2142731775, actual: 927396754**766Views0likes2CommentsINSTALL_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&)3.1KViews0likes2CommentsUnity Build extremely broken
Hello there, I've been making a small VR scene in Unity. Everything is fine when im playing in the editor but when I make a build and load it through the Meta Quest Developer Hub it looks like the pic below! I've tried disabling the lightmaps and make everything realtime cause I thought that could have been the issue but it didn't fix anything. I can't even really google it because im not sure what is happening and every search I already tried didn't really help. I want to say that some months ago, like in, september, i was able to build the scene just fine. I added some extra models and an extra interactable, but nothing else that could suggest breaking the build like that. Also im using the v56 of the occulus integration package because that's the package i had when i started the project and i didnt want to break anything by upgrading (lmao). Any ideas? Also an extra problem, even though the game is only using hand tracking the Oculus is forcing me to use controllers and wont even let me launch the app. Edit: I upgraded the project to the latest package (Meta XR all in one) but unfortunately it didn't help Edit 2: I finally realised the problem was with an ice shader i was using for some ice cube in front. I was literally rotating and when it was going out of view everythign looked fine. Here is the shader i was using, which was working perfectly fine while testing through Air Link mind you. Idk why but it breaks the rendering when i have it. I will look further into it on my free time but if anyone has a guess feel free to reply https://github.com/lindenreid/Unity-Shader-Tutorials/blob/master/Assets/Materials/Shaders/ice.shaderSolved1.2KViews0likes1CommentMoving Oculus Store app to App Lab
Hello, I created an app under Quest (Store) when it should of actually been App Lab. This app is still in Alpha. How can I move this application to App Lab without creating a new application? I'd like to keep the same name, but I'm unable to do so trying to create an new app as App Lab.592Views0likes0CommentsBuild problems in UE5.3
I'm trying to build to UE5 for Quest 2 and have followed the steps here TWICE. Unreal Engine 5.3.2 for Meta Quest VR | Epic Developer Community (epicgames.com) Can anyone tell me what's missing or why my builds are failing? I'm pretty sure it's a simple fix... (I hope)535Views0likes0CommentsChanging package name
I loaded an package with the wrong name. If I try to load an new package with a new name, I get an error: com.OldComp.OldName ---> com.NewComp.NewName This upload uses a new package name, "com.NewComp.NewName", but the package name must not change between versions. Please upload a new build with the original package name, "com.OldComp.OldName". how i can change package name?977Views0likes0CommentsBuild Upload Failed
I am having a problem uploading the latest build for my game to the Alpha channel. I've found several similar posts, but in each of those there's at least some sort of error information. Here's what I get... Not a lot to go on there. In case it's something to do with the version numbering, I am attempting to update from build version "0.3asw.153" to "0.3b.160" --I tried rebuilding as version "0.4.160" but that fails exactly the same way. I'm reduced to shots in the dark with no error information at all. I'd be grateful for any suggestions how to resolve this issue.782Views0likes0CommentsUnity 2021.3.18f1 - Oculus SDK version 56.0 Build not working on macOS
Building /Contents/PlugIns/AudioPluginOculusSpatializer.bundle/Contents/Info.plist failed with output: System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options) at System.Xml.Linq.XDocument.Load(XmlReader reader) at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 199 at UnityEditor.iOS.Xcode.PlistDocument.ReadFromString(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 330 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.ParsePListFile(Byte[]& plistFileContents, String& executablePath, String& bundleIdentifier) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 91 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.Sign(SignFlags signFlags, BundleSignTarget& signedBundle) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 51 at MacOSCodeSignBundleCopy.Run(CSharpActionContext ctx, Data data) UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions) BuildPlatform.BuildPlatform:RunOSXBuildProcess747Views0likes0CommentsIssues with the APK during validation
I'm having problems with my app's Manifest, I want to publish it on the ALPHA channel, but when building I get errors, even using "Create store-compatible AndroidManifest.xml" I tried to debug, I added: |android:exported="true"| and |android:installLocation="auto"| in the Manifest, I was able to build it, but I couldn't upload it. OVR Platform Tool log: NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO - android.permission.MODIFY_AUDIO_SETTINGS Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application. This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only. Preparing for upload... Uploading APK... Uploading... Waiting for processing to begin... rebuilding uploaded file (1/3) validating package contents (2 / 3) ERROR: We found issues with the APK during validation. Please check that the APK meets the `Application Manifest Requirements` and then resubmit your app. * APK install location must be "automatic" (android:installLocation in AndroidManifest.xml). Read the documentation at: https://developer.oculus.com/distribute/publish-mobile-manifest/ Even with |android:installLocation="auto"| I still get this error. What can I do? I need the microphone because I'm using Photon Voice My Manifest: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> <uses-feature android:name="com.oculus.feature.PASSTHROUGH" android:required="true" /> </manifest> UPDATE: It looks like it's a bug from Unity, I was able to upload my APK using the workaround in the comments of this post: https://issuetracker.unity3d.com/issues/android-install-location-changes-when-exporting-project1.5KViews0likes0Comments