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Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/ OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the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).3.9KViews0likes6CommentsUnable to click/drag-drop activity with Trigger button in Oculus Go
Hi, I am working on Oculus Go. Initially, my project was on unity 2018.2.7 then it's working fine now upgraded to 2018.4.23 after this unable to click with trigger button even after upgrading the oculus SDK now it takes click with the touchpad. I want to click the event with the trigger button.840Views0likes1CommentPerspective issues inside a caravan
Hey, I have a problem regarding perspective issues inside a caravan. I am using the Oculus Go. When you look at the image (inside of the caravan) the room seems to be too big. We tried different heights out. Nothing works so far and the perspective still looks odd. Some problems we might think can solve this issue and we already tried out but failed: increase the floor space resize the image, create a smaller and wider image set the view point to different heights I've attached the files (note that the quality is not final yet). Attached are three different heights and one with a wider floor space image. It would be very nice if you could help us! Thanks in advance.1.1KViews0likes0CommentsNullReferenceException from Oculus package
The Oculus package itself raises this error when I try to run my project: NullReferenceException: Object reference not set to an instance of an object OculusSampleFrameworkUtil.HandlePlayModeState (UnityEditor.PlayModeStateChange state) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:43) UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:302) How do I fix this?15KViews0likes13CommentsGrab does not seem to work under any circumstances
Hi everyone, I've been trying for weeks now to get the grab function to work with the Oculus Go. The DistanceGrab scene doesn't work, nor does literally any answer I've found online. Could this be some kind of issue with Unity itself? I'm currently using version 2019.3.12f1; I have also tried on other versions and no luck. I'm at my wits end. I've tried a variety of custom grabs, literally all of the GitHub downloads, and have settled on OVR Grabber which also doesn't work. I've spent hours on YouTube tutorials as well with no success. Aside from grabbing, I've got the pointer, custom movement scripts, and instantiation all working perfectly fine with zero issues. I'm lost and would greaaatttttllllyyyy appreciate any assistance. If anyone has a solution that works every time, or an answer about whether or not it might be an issue with Unity, PLEASE let me know.638Views0likes0CommentsHow 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!868Views0likes1CommentOculus Go ovr-platform-util error SDK
I need to upload a project for Oculus Go in Sdk 21. But i received this message when i upload the apk: Android Target SDK version is 21, but should be 23 or greater (targetSdkVersion in AndroidManifest.xml). I have to use the app with the SDK 21. In the previus version of app i haven't this problem when i upload with ovr-platform-util. Has anyone had the same problem? Thanks Diego816Views0likes1CommentI 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 Unity2018.3.8f1914Views0likes1Comment