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Inspiring
February 8, 2020

Unity 2019.3 Oculus Integration: Official installation steps?

I'm looking for an 'official steps to install Oculus to Unity 2019.3', does this exist?

Edited: Added my unofficial steps
The steps I took for Oculus Integration to Unity 2019.3 :
  1. Oculus Integration install via Unity Asset Store (Avatars, etc)
  2. Oculus XR plugin install via Package Manager
  3. Unity XR Management install via Package Manager
  4. Unity XR Legacy Input Helpers install via Package Manager
  5. Unity - Edit - Project Settings - XR Plugin management - Install Oculus XR Plugin
  6. Restart Unity to see new UI for Oculus
  7. Unity - Edit - Project Settings - XR Plugin management - Plugin Providers - Add Oculus Loader
  8. Unity - Edit - Project Settings - XR Plugin management - Oculus - Create serialized instance of the settings data
Build Android 
  1. Install Android SDK and NDK tools, and Open JDK - Unity Hub - Installs - 2019.3 - Add Modules - Android Build Support - drop down menu
  2. Create and edit custom gradle template file to version 1 signing = true, version 2 signing = false (this currently not working for my build to upload to Oculus)

In Unity 2019.3 what is the correct workflow to obtain the latest Oculus Unity Integration updates:  Asset Store Oculus package and Package Manager Oculus package?
Is the Asset Store package going to become a Package Manager package?
Building PC Rift S and Android Go.
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    39 replies

    mousebear
    Honored Contributor
    February 20, 2020
    Thanks for your patience, everyone. Our team is currently looking into how to streamline this process. For the time being, you can get past this conflict through the following steps within the Unity editor:
    1. In Edit > Project Settings > Player > XR Settings, make sure "Virtual Reality Supported" is unchecked
    2. Still within Project Settings, go to 'XR Plugin Management' and install the 'XR Management System Plugin', then the 'Oculus XR Plugin'
    3. Still within 'XR Plugin Management', add the 'Oculus Loader' to the Plugin Providers list
    4. Within a new Oculus subgroup below 'XR Plugin Management', click 'Create' to generate a new settings instance for the Oculus plugin
    Lastly, if you are building for standalone (Oculus Quest/Oculus Go), you'll have to ensure this line is within your AndroidManifest.xml:

    <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" />

    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
    Inspiring
    February 21, 2020
    Thanks @NinjaGG
    Inspiring
    February 23, 2020
    @NinjaGG
    Uploading my Oculus Go build to the developer dashboard no longer works, but it has been successfully uploading for 2 years up until now.

    Error: APK is for 6DoF device only - APK is for 6DoF device only, and cannot be used on 3DoF mobile platform. You can set `android:required="false"` in `android.hardware.vr.headtracking` if the APK should be shared between GearVR/Go and Oculus Quest. The APKs for 3DoF platforms should be V1-signed.

    I have tried adding as you stated: <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" />
    I have also tried adding as the error stated: <meta-data android:name="android.hardware.vr.headtracking" android:required="false" />

    My mainTemplate.gradle does have:  v1SigningEnabled true     v2SigningEnabled false
    When I use jarsigner to force the .apk to v1 it gets rejected by the oculus uploader as a suspicious file that has been signed a second time.

    Oculus Go build only, not quest.
    Everything was previously working fine.
    Please help!
    mousebear
    Honored Contributor
    February 24, 2020
    @stevehinan Could you reach out to us about this through https://developer.oculus.com/contact? If possible, provide me with your AndroidManifest.xml, and screenshots of the "suspicious file" error. I've signed successfully using jarsigner, so I'm curious what may be causing this.
    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
    Inspiring
    February 24, 2020
    Thank you @NinjaGG !

    Yes, I will reach out through the Oculus Contact form now.

    Inspiring
    February 25, 2020
    @NinjaGG
    I provided the details of this issue on the Oculus Contact form as requested and pressed submit but did not receive an indication the submit was successful.  I refreshed the web page (Chrome) and tried again, pressed submit and the same result. Please let me know if you do not receive my message through the Oculus Contact us Directly form as I can post the details on this forum thread instead or please provide an email address to send to.  
    Participant
    February 25, 2020


    @NinjaGG
    I provided the details of this issue on the Oculus Contact form as requested and pressed submit but did not receive an indication the submit was successful.  I refreshed the web page (Chrome) and tried again, pressed submit and the same result. Please let me know if you do not receive my message through the Oculus Contact us Directly form as I can post the details on this forum thread instead or please provide an email address to send to.  



    i happened the same thing, it is frustrating the little infromacion there, I learned the basics but in the end I prefer to go back to oculus integration where there is a little more information and things are more stable for the same
    mousebear
    Honored Contributor
    February 27, 2020
    @stevehinan @DEGUEKAS Please try submitting a ticket once more and let me know if it goes through (or not). If it fails, please e-mail us at developer.support@oculus.com.
    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
    Inspiring
    February 27, 2020
    Thank you @NinjaGG
    I have re-submitted to 'Contact Us Directly' and I believe the submit button works as expected now.
    Inspiring
    March 11, 2020
    @NinjaGG I found a solution that allows me to build Android Signature Scheme v1

    Solution:
    I upgraded the Unity Oculus Integration to v13, created a new Android Manifest via Oculus tools in Unity and edited android:required="false".  <uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1" />

    Oculus Integration v13 no longer supports Gear VR and therefore I can no longer update the Gear VR version of my game, that is why I have been avoiding this upgrade, goodbye Gear VR, it's been a good ride.