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Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/ OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the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).4KViews0likes6CommentsMoving 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.2.8KViews0likes12CommentsOculus Go:UDPClient is not working.
Dear community, I attempted to receive UDP packets using the following code. However, the following exceptions are occurring when I launch the application on oculus go. Is there anyone in the same situation? Please tell me the solution. Unity 2018.1.8f1 Exception: System.Threading.ThreadAbortException: Thread was being aborted at (wrapper managed-to-native) System.Net.Sockets.Socket:RecvFrom_internal (intptr,byte[],int,int,System.Net.Sockets.SocketFlags,System.Net.SocketAddress&,int&) at System.Net.Sockets.Socket.ReceiveFrom_nochecks_exc (System.Byte[] buf, Int32 offset, Int32 size, SocketFlags flags, System.Net.EndPoint& remote_end, Boolean throwOnError, System.Int32& error) [0x00000] in <filename unknown>:0 at System.Net.Sockets.Socket.ReceiveFrom_nochecks (System.Byte[] buf, Int32 offset, Int32 size, SocketFlags flags, System.Net.EndPoint& remote_end) [0x00000] in <filename unknown>:0 at System.Net.Sockets.Socket.ReceiveFrom (System.Byte[] buffer, System.Net.EndPoint& remoteEP) [0x00000] in <filename unknown>:0 Source Code: using UnityEngine; using System.Collections; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; public class UDPReceive : MonoBehaviour { int LOCA_LPORT = 22222; static UdpClient udp; Thread thread; void Start () { udp = new UdpClient(LOCA_LPORT); udp.Client.ReceiveTimeout = 1000; thread = new Thread(new ThreadStart(ThreadMethod)); thread.Start(); } void Update () { } void OnApplicationQuit() { thread.Abort(); } private static void ThreadMethod() { while(true) { try { IPEndPoint remoteEP = null; byte[] data = udp.Receive(ref remoteEP); // The exception raises here. string text = Encoding.ASCII.GetString(data); Debug.Log(text); } catch(Exception ex) { Debug.LogError(ex); } } } } Best Regards,Solved2.2KViews0likes2CommentsOculus 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?1.6KViews0likes4CommentsOculus go inverts controls unexpectedly in unity!
hi im using camera.main.transform.rotation, in debug mode the values dont change and everything is fine, but when i press the turn off button to stand by the oculus the axis invert and the values are still the same, when i look to the left i move to the right and that not correct, i have to restart the oculus go to solve it, anyone knows why this happens?1.3KViews0likes4CommentsUnity / 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 1.35835Views0likes1CommentUnity Lighthweight VR Rendering Pipeline (LW RP) not working on Oculus Go
I just tried the Unity sample template for Lightweight VR Render Pipeline on Unity 2018.2.13f1. The sample scene seems to run in editor but when I deploy it to Oculus Go all I see is a black screen. According to Unity release notes it should support Linear Color Space as well which I thought could be the issue. Tried the latest Unity Beta version as well (Unity 2018.2.0b6). The scene comes up but there is not head tracking in this case. Has anyone had any luck running the LW VR RP on the Go?832Views0likes1Comment