How 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Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/ OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the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).3.9KViews0likes6CommentsHow to test your app on multiple Oculus gadgets?
What is the typical way to test the app in a team? Let's say each developer has an Oculus gadget and he want's to test a specific build. Through adb the game is uploaded only locally. Is there a method to upload the game in the personal account so each member with the credentials can see and run the app? Thank you!871Views0likes1CommentI would like to take countermeasures against heat. What should I start with?
If the OculusGo app is running for a long time, the app may shut down when waking from sleep. We are developing VR apps on Unity. The reason for this conclusion is the logcat log This is because we confirmed the following flow. ・ When sleeping -------------------------------------------------- --------------------------------------- D VrPowerManagerService: processing message: device idling I VrPowerManagerService: transition from HEADSET_MOUNTED to WAITING_FOR_SLEEP_MSG I PowerManagerService: Going to sleep by application request (uid 1000) ... I PowerManagerService: Sleeping (uid 1000) ... D VrKeyguardService: onStartedGoingToSleep () called with: reason = [2] I Unity: onPause I VRLifecycleSessionManager: Stored session info. I VrApi: ovr_HandleHmdEvents: HMT was UNmounted V KeyguardServiceDelegate: onScreenTurnedOff () D VrKeyguardService: onScreenTurnedOff () called I DisplayManagerService: Display device changed state: "Built-in screen", OFF D SurfaceFlinger: Set power mode = 0, type = 0 flinger = 0x7fa5648000 I SDM: HWCDisplay :: SetPowerMode: display = 0, mode = 0 I SDM: DisplayBase :: SetDisplayState: Set state = 0, display 0 W FingerprintManager: isFingerprintHardwareDetected (): Service not connected! W VRLifecycleManager: onHeadsetUnmounted D OVRPlugin: Leaving VR mode. I VrApi: ---------- vrapi_LeaveVrMode [start] ---------- I InputDeviceManager: ovrInputDeviceManager :: Shutdown I InputHooks_Internal: InputHooksThreadRun ShutdownRequest received D InputHooksJava: Disabling Java Input Hooks D BatteryReceiver: Unregistering battery receiver -------------------------------------------------- --------------------------------------- ・ When returning from the Oculus controller -------------------------------------------------- --------------------------------------- D VrPowerManagerService: processing message: system sleep I VrPowerManagerService: transition from WAITING_FOR_SLEEP_MSG to STANDBY D TrackingService: Received transition request to SLEEP current is RUNNING D TrackingService: Executing transition from RUNNING to STANDBY D TrackingService: Setting power state to STANDBY D TrackingService: Executing transition from STANDBY to SLEEP D TrackingService: Scheduling delayed transition to SLEEP in 120000ms D VrPowerManagerClient: Headset state: 4 V ControllerNotifications: Handling unmount notification -------------------------------------------------- --------------------------------------- So the question is, to take the best approach to heat, Where should I improve from the following? 1.CPU 2.GPU 3.Memory 4.Network communication Also, please tell us how you have improved if you have experience in implementing measures so far. ·Development environment Unity2018.3.8f1923Views0likes1CommentOculus Go - Grabbable / Grabber not working
I've tried following a couple tutorials for grabbing and finally found the Oculus sample framework called 'Room.' This is a room of cubes that should be grabbable and it builds just fine. I can move the "cube hand" just fine. I can inch forward and backwards on the Oculus Go controller track pad. I can't figure out how I should be grabbing things. One thing is that the OVRGrabber script has the 'R Touch' controller selected and the Go doesn't use the Touch. I tried selecting 'All' But no luck there. Is there some script that needs to be edited to allow for the Oculus-Go controller to grab things? Thanks!2KViews1like1CommentWhy controller is not registering input after you change the scene?
Hello guys! I have ran into an issue in my project and cannot find solution so far. I am using OVRPlayerController prefab in my project. I have two scenes, one is offline another is online. I switch them with my NetworkManager, not overriding anything. OVRInput.GetDown(OVRInput.Touch.PrimaryTouchpad) works in the first scene, but it doen't work after i go online i.e. changing to online scene. I have another OVRPlayerController as player prefab. Device is Oculus Go. Unity version is 201.3.8f1 Any suggestions?1.5KViews0likes4CommentsUnity / Oculus Go - Enable Recording
None of the projects that I've build with Unity work with the Oculus Go recording feature. When I start recording and navigate to one of these apps the recording captures a black screen. Is there a way to enable recording--something I'm missing? Unity 2018.3.6f1 Utilities for Unity 1.35812Views0likes1CommentShake headset to reset?
Hey friends, I am working on a app for the Oculus Go that will be used in a expo setting. The app will play a 360 experience then when the user is done will hand the Oculus Go back to the Booth rep. The booth rep will then shake the headset to reset it. I am using Unity to create the 360 experience and wondered if there is a good way to use the accelerometer within the headset to reset the scene. Thanks!664Views0likes2Comments