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Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/ OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the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).3.9KViews0likes6CommentsOculus 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?1.6KViews0likes4CommentsUnity / 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 1.35826Views0likes1CommentShake 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!681Views0likes2CommentsMove an object along the z axis by Oculus Go touchpad
I have written a script to pick an object with a rigidbody component by the ray casted from the controller and move it around. I make the object, the child of the controller to move it in the scene then. I already have a script to detect the object by the ray casted from a controller, picking it up and moving it up and down and left and right with the controller. Now , I want to make that selected object along the z-axis by using the touchpad of oculus go. However I am not sure how to do it. This is the function i am using it to attach to the parent: public virtual void Store(Transform NewParent) { //The following stops the object being effected by physics while it's in the players hand rb.isKinematic = true; //And fixes it to the new parent it is given by the player script to follow. transform.parent = NewParent; //It then resets it's position and rotation to match it's new parent object //transform.localRotation = Quaternion.identity; //transform.localPosition = Vector3.zero; } and then i use it in the pointer class to attach it to the ray: void Intract() { //We set up the input "OculusPrimaryIndexTrigger" in the Input manager if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { selectVisual.ClearObject(); //Check if you are holding something you can throw first if (inHand != null) { inHand.Release(controllerRef.forward, throwForce); inHand = null; //We do this check here to prevent Errors if you have nothing selected } else if (selectedObject != null) { //Check if you can pick up the selected object second if (selectedObject.GetComponent<PickUp>()) { //Beacuse PickUp is a child of PropBase, we can ask InHand to store selectedObject as PickUp, rather than use GetComponent inHand = selectedObject as PickUp; inHand.Store(holdingRef); //If non of the above were valid then simple call the trigger function of the selected object } else { selectedObject.Trigger(); } } //If you have a object that you need to hold down a button to intract with } else if (pointerOver != null) { if (pointerOver.GetComponent<PropBase>()) { selectedObject = pointerOver.GetComponent<PropBase>(); } else { selectedObject = null; } } else { selectedObject = null; } } } If anyone could point me in a right direction or help me with this, I would greatly appreciate it! Thanks in advance!633Views0likes0CommentsRestrict the movement of the object attached to the controller in Oculus Go
Hey, I have written a script to pick an object with a rigidbody component by the ray casted from the controller and move it around. Now, I want to limit the movement of the object. After parenting the object to the controller, i want it to move in just one direction, e.g. along the x-axis only. I tried doing it by freezing the object's position in its rigid body component, however, it as no effect, when the controller is attached to the object. If anyone could help me with this, I would greatly appreciate it! Thanks in advance.747Views0likes0CommentsMoving Oculus controller back and forth(along the z axis)
Hey, I have written a script to pick an object with a rigidbody component by the ray casted from the controller and move it around. I parent the object to the controller to move it in the scene then. However, I can not move neither the controller nor the object in the forward or backward direction. I can move it up and down or in a circle but I also want to move it along the z axis. If anyone could point me in a right direction or help me with this, I would greatly appreciate it! Thanks in advance.2.8KViews0likes12Comments