Unity 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.shaderSolved1.3KViews0likes1CommentBuild 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)536Views0likes0CommentsMQDH / Developer Dashboard - Server Error - API Error - No Tests Ran on Build
I am having a number of issues with Meta Quest Developer Hub and Developer Dashboard. For the past three days I have been unable to upload a build through MQDH due to a few different errors. I am using the latest version of MQDH. When uploading a build I either get an API_ERROR, ECONNRESET error, or PROCESSING_ERROR "please try again later". Looking at the logs it said server error, attempting to try again, and does this over and over. It doesnt seem to be an issue with my actual build, or manifest or anything that I am able to solve on my end. Have tried reinstalling MQDH or switching the adb file path to match unity. After repeated attempts failing through MQDH I decided to try using the OVR Platform Utility Tool. I was able to upload my .apk with an OBB file, though I received multiple server errors in the process. After about and hour and a half the upload process finally succeeded through the server errors and I am able to see my new build in developer dashboard inside a new release channel. My new issue is that the new build uploaded has not yet gone through the automated testing. I uploaded the build over 16 hours ago. Dashboard still says "No test runs were found to be associated with this build." Because of this I cant actually install and play this new build. And with both MQDH and Dashboard causing issues I am at a complete standstill on my project. Is there some sort of server issue on Metas side that is causing this? Any assistance is greatly appreciatted1.2KViews1like0CommentsUnity build crashes when using external dll's in project that has Oculus Integration Package
Hello, for a small personal project, I'm trying to use a MySQLConnector for database read/write operations from my Quest 2 headset. However, there appears to be some type of conflict between the Oculus Integration Package and the external dll's required for the database connection to work. In Play Mode, everything is fine and works perfectly, but when launching a build, the enitre program crashes before it even has a chance to start (not even getting past the Unity logo). Removing my VR Rig or the required external dll's solves the issue, but of course, I would like both. Could this be some type of a manifest or API number issue? I don't particularly have any ideas left so I'd love to hear your thoughts.727Views0likes0CommentsAre there adb commands to disable the proximity sensor?
I was working on full end to end testing and having our quest builds run on hardware as part of our CI/build process. The tests/apk won't run if the screen isn't on. I came up with the following solution as a workaround but this is more of a fun hack than a scalable solution. raspberry pi zero w w/ a servo attached to a cheap skull I found at target.5.2KViews1like2CommentsUnity build for Quest has only sound but no video
Hi i am developing a VR Game for oculus quest in unity 2019.2.15f1. To save computational power i started to move from realtime lighting to mixed lighting. If i build the game with realtime lighting or baked lighting or mixed lighting (subtractive) all works fine. If i change to shadowmask, i can bake and build without problems but when i start the game on the quest, i see the "made with unity" screen and a few moments later i just see a grey (or black) screen. But i can hear the game music. I am quite desperate and any help would be much appreciated. I never build a game for the oculus, please help. Let me know if you need more information. Thanks1.2KViews0likes1CommentUnity doesn't find Quest for play & build (go-adb driver is installed).
I'm trying to load an apk onto the quest. I've tried doing it straight from Unity with play & build but Unity can't find the device. I've tried via adb.exe push myApp.apk /data/app. and this doesn't find the quest either. The quest is in developer mode. Thanks.3.1KViews0likes8CommentsPossible to run Quest test build on device without yet having an accepted pitch?
Hi! Is it possible to upload one's build to one's app channel (say, Alpha) without yet having an accepted pitch, or otherwise test it on the device? I'm getting the following response from the Oculus command line tool when I try, even though I tried to define the app as Quest in as many places as I knew of (but not all seem to have the option): "ERROR: You uploaded a build for platform Mobil but the app's platform is Rift" Thanks!2.7KViews1like5Comments