Renderdoc Meta Fork 44.1 - Failed to install Android remote server
Hi, I've been having this really frustrating issue with Renderdoc Meta Fork (previously called Renderdoc for Oculus). When selecting replay context (both Oculus Quest 2 and Oculus Quest 2 Profiling Mode) I'm getting a following error message: "Failed to install Android remote server for unknown reasons: Couldn't install APK(s). stderr: . lease check that your device is connected and accessible to adb, and that installing APKs over USB is allowed." Of course I have adb configured and Quest 2 in developer mode. I am able to install any apk's and when using regular Renderdoc (not the oculus-specific fork) the replay context attaches successfully. I've been able to succesfully connect with previous version of this tool (v40.1) in the past. However, when I downgraded today, even the old version showed the same error. I have no idea why this issue magically popped up, but I would be really glad if something could be done about this. Here's the renderdoc log if this is of any importance: RDOC 008684: [13:09:16] core.cpp( 497) - Log - RenderDoc v1.22 Windows 64-bit Release (RENDERDOC_FOR_META_QUEST) loaded in replay application RDOC 008684: [13:09:16] core.cpp( 500) - Log - Packaged for RenderDoc Meta Fork (44.1) - www.oculus.com RDOC 008684: [13:09:16] core.cpp( 508) - Warning - Couldn't open socket for target control RDOC 008684: [13:09:16] settings.cpp( 460) - Log - Loading config from C:\Users\<user>\AppData\Roaming\RenderDocMetaFork\renderdoc.conf QTRD 008684: [13:09:16] qrenderdoc.cpp( 169) - Log - QRenderDoc initialising. QTRD 008684: [13:09:16] mainwindow.cpp( 270) - Log - Disabling error reports due to invalid commit hash QTRD 008684: [13:09:16] mainwindow.cpp(3202) - Log - Couldn't load layout from "C:/Users/<user>/AppData/Roaming/QRenderDocMetaFork/DefaultLayout.config" "Nie można odnaleźć określonego pliku." RDOC 008684: [13:09:16] android_tools.cpp( 347) - Log - Initialising adb using 'C:\Program Files\Android\platform-tools\adb.exe' QTRD 008684: [13:09:16] toolwindowmanager.cpp(1548) - Warning - area parameter ignored for this type RDOC 008684: [13:09:16] d3d11_replay.cpp( 142) - Log - Running replay on nVidia / NVIDIA GeForce RTX 3060 31.0.15.1694 RDOC 008684: [13:09:17] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 root' RDOC 008684: [13:09:17] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.product.manufacturer' RDOC 008684: [13:09:17] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.product.model' RDOC 008684: [13:09:17] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.build.version.sdk' RDOC 008684: [13:09:17] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell "getprop ro.product.manufacturer"' RDOC 008684: [13:09:17] streamio.cpp( 428) - Warning - Socket unexpectedly disconnected during reading RDOC 008684: [13:09:17] remote_server.cpp(1211) - Warning - Didn't get proper handshake RDOC 008684: [13:09:17] streamio.cpp( 428) - Warning - Socket unexpectedly disconnected during reading RDOC 008684: [13:09:17] remote_server.cpp(1211) - Warning - Didn't get proper handshake RDOC 008684: [13:09:18] d3d12_sdk_select.cpp( 370) - Log - System D3D12 runtime is version 2 RDOC 008684: [13:09:18] d3d12_replay.cpp( 111) - Log - Running replay on nVidia / NVIDIA GeForce RTX 3060 31.0.15.1694 RDOC 008684: [13:09:18] vk_replay.cpp(4711) - Log - Created device. RDOC 008684: [13:09:24] streamio.cpp( 428) - Warning - Socket unexpectedly disconnected during reading RDOC 008684: [13:09:24] remote_server.cpp(1211) - Warning - Didn't get proper handshake RDOC 008684: [13:09:24] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.build.version.sdk' RDOC 008684: [13:09:24] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell "getprop ro.product.manufacturer"' RDOC 008684: [13:09:24] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell pm list packages com.oculus.renderdoccmd' RDOC 008684: [13:09:24] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.product.cpu.abi' RDOC 008684: [13:09:24] android.cpp(1187) - Log - Starting RenderDoc server, supported ABIs: RDOC 008684: [13:09:24] android.cpp(1189) - Log - - armeabi_v7a RDOC 008684: [13:09:24] android.cpp(1189) - Log - - arm64_v8a RDOC 008684: [13:09:24] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.product.cpu.abi' RDOC 008684: [13:09:24] android.cpp( 480) - Log - Checking for server APK in C:\Program Files\RenderDocForMetaQuest/plugins/android/ RDOC 008684: [13:09:24] android.cpp( 487) - Log - APKs found: C:\Program Files\RenderDocForMetaQuest/plugins/android/ RDOC 008684: [13:09:24] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.build.version.sdk' RDOC 008684: [13:09:24] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 install -r -g "C:\Program Files\RenderDocForMetaQuest/plugins/android/com.oculus.renderdoccmd.arm32.apk"' RDOC 008684: [13:09:29] android.cpp( 538) - Log - Installed package 'C:\Program Files\RenderDocForMetaQuest/plugins/android/com.oculus.renderdoccmd.arm32.apk', checking for success... RDOC 008684: [13:09:29] android.cpp( 374) - Log - Checking installed version of com.oculus.renderdoccmd.arm32 on 1WMHHA6DBG1454 RDOC 008684: [13:09:29] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell pm dump com.oculus.renderdoccmd.arm32' RDOC 008684: [13:09:29] android.cpp( 416) - Log - Installed server version (122:441) is compatible RDOC 008684: [13:09:29] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell getprop ro.build.version.sdk' RDOC 008684: [13:09:30] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 install -r -g "C:\Program Files\RenderDocForMetaQuest/plugins/android/com.oculus.renderdoccmd.arm64.apk"' RDOC 008684: [13:09:34] android.cpp( 538) - Log - Installed package 'C:\Program Files\RenderDocForMetaQuest/plugins/android/com.oculus.renderdoccmd.arm64.apk', checking for success... RDOC 008684: [13:09:34] android.cpp( 374) - Log - Checking installed version of com.oculus.renderdoccmd.arm64 on 1WMHHA6DBG1454 RDOC 008684: [13:09:34] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell pm dump com.oculus.renderdoccmd.arm64' RDOC 008684: [13:09:35] android.cpp( 416) - Log - Installed server version (122:441) is compatible RDOC 008684: [13:09:35] android_tools.cpp( 321) - Log - COMMAND: C:\Program Files\Android\platform-tools\adb.exe '-s 1WMHHA6DBG1454 shell pm list packages com.oculus.renderdoccmd' RDOC 008684: [13:09:35] android.cpp( 573) - Error - Couldn't install APK(s). stderr: RDOC 008684: [13:09:35] android.cpp(1216) - Error - Failed to install RenderDoc server app7.8KViews2likes6CommentsRun / debug a build from Unity to Oculus Go live over USB?
I've gotten the procedure outlined in the docs working: make a build from Unity, install it using adb, open it on the Oculus Go headset. It works! However, that's a prohibitively slow workflow. I need a way to press Run in Unity and see the app launch in the headset, like I can using a non-mobile VR platform. If that's not currently possible, how is one supposed to develop apps for the Go? Is there some way to simulate the VR environment within Unity without using a headset? Or, should I develop using a full Oculus or Vive and then convert it for mobile as a final step? I don't feel it will be practical to have to make and transfer a build and navigate the menu system every time just to try my latest changes. Thanks in advance7.4KViews1like13CommentsHow to debug packaged oculus go game from UE4?
Hi, I've been developing an oculus go game for some time now and even longer considering it originally started as a rift game . It's finally come to a point where things are getting serious and the general design is looking to be promising (hopefully). Using UE4 I've setup a large open world that streams in level slices. I've built some test pieces for the world slices that vary in polycount / texture size, number of lods, and even a multi-tiered level for each slice kind of lod in a lod thing. I'm wanting to start profiling performance so that I can come down on which setup is giving the best results but I have no experience debugging a package title. I'm used to using the console commands for debugging and I have some experience declaring scoped stats in my code blocks. The part that I'm confused about is debugging on the oculus go. Currently my process has been to test as best as I can using PIE, and mobile preview in ue4. I do some traces and text prints when I package (launch ) to the go but that's it on the device itself. Right now I'm running into two problems that I want to solve and I think they require me to up my debugging game. The first is a level streaming hitch I get upon launch of the game on the go The game immediately loads you into the world where you last were. Currently it only loads the distant versions of those level slices in a kind of stylized wire frame mode while the player deals with the menu (continue, new, etc...). The ideas being that should they select continue the distant low poly versions swap for the high versions with localized lods all of which was streaming/ loading in while they were getting situated and navigating the in world menu. The second issue is that I can't get the game to run with EDL "event driven loader" on. Now with the first issue I experience a couple hitches while the high version of the level slices is streaming in. It's my understanding this shouldn't happen as it's supposed to be async. Those pieces are not made visible, only loaded. I've been told that there is a console command I could run called stat hitches that should dump to a log file. This is confusing because I have no keyboard on the oculus go so I don't understand how I would enter this command and where this log file would go. How are others entering console commands on the oculus go Do you just sync in a Bluetooth keyboard and type xb1 controller? My oculus go is connected via the micro USB, this is how the game is launched to the go from ue4. I've come across the debugging here on the oculus dev section and I don't understand how to setup oculus remote monitor, or ovr metrics tool , and gdb debugging - all of which sound great but are very confusing in how to setup. I tried setting up the first oculus remote monitor. I was able to get the adb path setup and have it see my connected Go but when I went to create session it did not see a host. Today was my first day looking into this and about no progress after a couple hours I decided to instead just cleanup code and tidy up the project so I could feel like I accomplished something. Tomorrow I try again ..2.2KViews0likes3CommentsQuest must be restarted while plugged in to be detected by Win10 PC on Developer mode
We are using the latest Oculus adb drivers, but the Quest in developer mode won't be detected by the PC once plugged in or started up whilst it is plugged in. The Quest seems to need to be plugged in while on, then restarted while still plugged in to be detected. Is this expected and desired behaviour? It creates a few extra minutes of hassle every day when setting the device up for building and testing on from a development PC.2KViews1like7CommentsWays to debug when connected to Gear VR Headset in order to debug in app purchase process
Hi there. I am trying to implement in app purchase using oculus store to my current project for Samsung Gear VR. I have set up everything and it works like charm inside unity. Unfortunately when i build the app and connect it to head set literally nothing happens when i tap on button to make a purchase. I have tried to debug it. In order to do so i have enabled VR developer mode and run the app on the phone itself while connected through USB to my Mac. Debug log says it behaves like it was inside the unity not in the Gear VR headset. So I wonder if VR developer mode should behave like it was connected to real Gear VR or it behaves like it is not. How do i find out what causing the problem? Thank you1.8KViews0likes5CommentsProcess finished when hit breakpoint remote debugging Oculus Quest 2
I'm starting to play with Android Studio and Mobile SDK and Oculus Quest 2. Everything is working correctly but when I start remote debugging any of the SDK samples in the device, when the debugger hits a breakpoint, after two or three seconds the process finishes and the debugging session closes. The logcat pane shows something like this: Process 26768 exited due to signal 9 (Killed) And the Debug pane shows something like this: Process finished with exit code 22 Is there a way to avoid the process to finish/exit when debugging the application? Thanks in advance.1.4KViews0likes2CommentsIs there a way to attach gdb to debug my application on the oculus quest?
I'm using an android NativeActivity, so I need to debug my `libApp.so`. I've used adb logcat, but because my program crashes essentially immediately, there isn't time to do much meaningful inspection. The backtrace it prints isn't symbolized, so that also isn't helpful. I've looked into adbd, but I get the error "/system/bin/sh: adbd: not found", so I don't think that's a possibility.1.3KViews0likes3Comments