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OculusSampleFrameworkProject_1.5.1 won't "launch"

WatookalWatookal Posts: 2
NerveGear
I have followed the instructions https://developer3.oculus.com/documentation/game-engines/1.3/concepts/unity-sample-framework/ and https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-submission-sig-file/ and https://developer.android.com/studio/publish/app-signing.html and https://dashboard.oculus.com/tools/osig-generator/I have
  • I have added my oculussig_xxx file to Plugins/Android/assets
  • I have created a new keystore.
  • I have setup my Publishing Settings to use this keystore
Yet, I still get the error:

"No activity in the manifest with action MAIN and category LAUNCHER. Try launching the application manually on the device."

There are also no app icon created on my device and it is not possible to start the OculusSampleFrameworkProject.

I know I am new to Oculus, but isn't the sample project supposed to work out of the box?

How do I get the sample framework to start?

Comments

  • imperativityimperativity Posts: 3,587 Valuable Player
    Hi, 

    Welcome to the Oculus Forums.

    Referencing this thread here:

    https://forum.unity3d.com/threads/unityexception-unable-to-start-activity.382138/

    Look into this information from the above thread below and see if this helps:

    Are you defining any custom main activity of your own? if not, you should probably at least declare Unity's default activity in the manifest. This is the default one that comes with Unity, you can try to add this into one of the manifests:

    <activity android:name="com.unity3d.player.UnityPlayerActivity"
    android:label="@String/app_name">
    <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
    </intent-filter>
    <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
    </activity>
  • sterlingcrispinsterlingcrispin Posts: 6
    NerveGear
    edited September 2017
    getting the same issue with the oculus generated android manifest file, Unity 5.6.1.f , the above solution does not resolve the problem

    /edit

    add this to the main activity in the android manifest file

      android:label="@string/app_name" 


    and then change
                   <category android:name="android.intent.category.INFO"/>

    to
                   <category android:name="android.intent.category.LAUNCHER"/>

    Apparently for Oculus store releases it has to be on INFO but it won't run for debug purposes unless on LAUNCHER, I don't know if this is documented anywhere 
  • SkyMageSkyMage Posts: 12
    NerveGear
    Unity will compile all AndroidManifest.xml files it finds in the assets directory, if I understand correctly. If the Oculus utilities menu option is used to create a store-ready manifest, it will appear in your assets\plugins\android folder. 
    If you have that file in place, and oculus still rejects your build, see if you have other AndroidManifest.xml files that you don't need / shouldn't have sitting around in your project?
    I've taken to renaming the file to AndroidManifestForOculus.xml when I'm not building for alpha submission, then name it properly when I want to create a compliant built (which can't be run directly on your phone for testing purposes.)
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