Build stuck on "Malware Test" for days
Hi, We have uploaded a new build to the RC channel of one of our live apps, but it has been stuck on "Running Malware Review Test" since Friday. I have attached a screenshot below: I hoped this was just a visual bug but when trying to push it to the Production channel, this is not deploying live onto any headsets. I have seen online that this issue (being stuck in testing state) appears to occur randomly. Examples: https://forums.oculusvr.com/t5/Developer-Dashboard/Test-State-Stuck-On-Running-for-Store-Channal/td-p/727851 https://forums.oculusvr.com/t5/Developer-Dashboard/Uploaded-builds-can-t-get-past-quot-Running-quot/td-p/733675 https://forums.oculusvr.com/t5/Tool-Feedback/Stuck-at-uploading-build-Oculus-Developer-Hub/td-p/949230 Anyone experiencing this at the moment, or has any past experience to share? I have opened a support ticket with Meta but no answer yet. On that front, it seems the list of topic you can create support tickets for has been reduced and there isn't any "release/store support" field anymore, which makes it a bit convoluted, so any advice on this would be great as well. Thanks in advance!872Views0likes1CommentMy 10 year old son would like to publish his own developed game into the Meta Quest store
My son build his own VR game called Monkey Adventure and after weeks of building, testing, building and testing again with friends in private with APK builds he's ready to publish his game into the Meta Quest store and bring it to the public. After days of struggling filling the game, he get's stuck at the verification part. Is there a developer path designated for enthousiast kids he can take to make this happen, as he has no developer license (he's 10 years old) or business license at this point. If not, there should be in my humble opinion as these young folks are the future and are very talented and eager to learn at younger age. Thanks in advance!980Views0likes1CommentUploading obb expansion files
When packaging games in UE4 (official release or Oculus version) and the game size is over 4gb, an additional expansion obb file is created called 'patch.[StoreVersion].[AppName].obb'. This corresponds with the official Android guidelines (https://developer.android.com/google/play/expansion-files). Sadly, we can't upload such files through the Oculus platform tools as it refuses the store version in the name. What is the intended way of handling this? Creating another activity just loading the file would work but would require some engine changes as well as changes in packaging workflow which are not needed or preferred for other standalone platforms. Thanks Wouter4.4KViews5likes5CommentsBuild Upload Failed
I am having a problem uploading the latest build for my game to the Alpha channel. I've found several similar posts, but in each of those there's at least some sort of error information. Here's what I get... Not a lot to go on there. In case it's something to do with the version numbering, I am attempting to update from build version "0.3asw.153" to "0.3b.160" --I tried rebuilding as version "0.4.160" but that fails exactly the same way. I'm reduced to shots in the dark with no error information at all. I'd be grateful for any suggestions how to resolve this issue.782Views0likes0CommentsBest practice for supporting Quest vs Quest 2 vs Quest 3 differently?
With the gradual improvements in hardware, what is the best practice for submitting a game that supports different hardware capabilities? E.g., different Unreal Engine features are turned on for Quest 3 vs. Quest 2, requiring different build configurations, resulting in different cooked data for the builds (materials, etc.). It's the same app, but either a different apk or different data must load depending on the install hardware.536Views0likes0Commentsovr-platform-util reporting "A network error occurred. The request will be retried."
Heya, My teammates and I have been encountering an error when uploading our builds. The utility keeps spamming that: "A network error occurred. The request will be retried." It seems to be working in spite of these messages, albeit quite slowly. I see there are older posts with similar issue, but were seemingly resolved. Is anyone else having this problem? Thanks!6KViews1like11Comments"Build Upload Error - an error has occurred" while uploading to App lab via Oculus Developer Hub
I wanted to push a project onto the app lab. I followed various information online to make the build compatible (Player settings, Texture Compression, Keystore, Manifest, API ID etc..) but while uploading I get the error : "Build Upload Error - an error has occurred". Is there a way to understand where the issue come from ?940Views2likes0CommentsUnable to upload a file via FTP on device builds
I'm trying to upload a file via FTP. Actually it works fine via Editor but when I make a build and push it to my Quest, I get "The remote name could not be resolved." error when I try to call FtpWebRequest.GetRequestStream(). var request = WebRequest.Create(address) as FtpWebRequest; request.Credentials = ... request.KeepAlive = false; request.UseBinary = false; request.Method = WebRequestMethods.Ftp.UploadFile; request.ContentLength = fileInfo.Length; Then I call request.GetRequestStream() within a try/catch and it throws the timeout exception. I tried adding <uses-permission android:name="android.permission.INTERNET" /> line to my AndroidManifest.xml thinking this might be the issue, but alas no change. Perhaps related but my attempts to get Leaderboard/Achievement data also has errors: Unable to resolve host "graph.oculus.com": No address associated with hostname Both Leaderboards and Achievements work fine via Editor - only when I push a build to my device. Does anyone have any idea?Solved1.7KViews0likes1Comment