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Unknown Sources and Casting

GeomediaGeomedia Posts: 2
NerveGear
edited November 2018 in General Development
We are developing a non-distributed app that will only be installed locally on an Oculus Go.  We want to cast this app but are unable to because the app resides in the "Unknown Sources" tab which makes the casting feature unusable. How can this be accomplished?

Answers

  • ERap320ERap320 Posts: 1
    NerveGear
    @Geomedia

    You need to have an application that is residing in your release channel to enable casting feature on our platform.
    Sorry for the possibly dumb question, I am still in the early development phases and don't know about the channels you are talking about, but I undestand it has to do with deployment to the store.
    To make it clear, are you saying there is absolutely no way to cast an application (with the included feature) that is purely an "unknown sources", and doesn't have a published previous version?

  • ThatOtherVRGuyThatOtherVRGuy Posts: 11
    NerveGear
    crickets
  • Schneider21Schneider21 Posts: 48
    Brain Burst
    Yeah, I really do want to be able to cast from Unknown Sources. But at least knowing what, specifically, the rule is and how I could go through the right process of being able to cast my in-development app (scrcpy works for certain use cases, but not ideal when non-tech users need to be able to demo something without a developer present) would be nice.
  • bcoylebcoyle Posts: 125
    Art3mis
    I just ran into this issue with the Quest and developing some test scenes in Unity. Really wish I could cast my projects as its impossible to review what a vr participant is viewing.
  • jamesgehringerjamesgehringer Posts: 2
    NerveGear
    Geomedia said:
    We are developing a non-distributed app that will only be installed locally on an Oculus Go.  We want to cast this app but are unable to because the app resides in the "Unknown Sources" tab which makes the casting feature unusable. How can this be accomplished?
    I am in the same boat, but with the Quest systems. Is there a way to move these internal apps from Unknown Sources?
  • Vern_SVern_S Posts: 90
    Hiro Protagonist
    Geomedia said:
    We are developing a non-distributed app that will only be installed locally on an Oculus Go.  We want to cast this app but are unable to because the app resides in the "Unknown Sources" tab which makes the casting feature unusable. How can this be accomplished?
    I am in the same boat, but with the Quest systems. Is there a way to move these internal apps from Unknown Sources?
    Same here. This really impacts a lot of developers Oculus.
    Neo Technologist - XR Developer - Rift/Rift S/Quest
    Unity 3D - 3DS Max - Adobe Cloud - iClone
    MSI GT72VR 6RE Dominator Pro
  • StuntFriarStuntFriar Posts: 8
    NerveGear
    Just throwing my hat in the ring too. This would help a lot with testing gameplay prototypes.
  • RonnyBulletRonnyBullet Posts: 13
    NerveGear
    Have the same problem, with go at least we could use the release channel of the store, but on quest every pitch gets rejected because the app doesn’t target the consumer... -.-
  • SteenPetersenSteenPetersen Posts: 2
    NerveGear
    I really need this as well, and wish there was an official answer. If it is NOT possible then ok but tell us that at least.
  • tvalliertvallier Posts: 5
    NerveGear
    I'm developing an app for internal research purposes which will be used without publication. Just adding to the heap of users who are requesting a casting option from unknown sources. Thanks!
  • learninginnovationlearninginnovation Posts: 2 Oculus Start Member
    This is also something that would be extremely useful to us.
  • lsummerslsummers Posts: 25 Oculus Start Member
    Fwiw, untested, but I've been told as long as your App ID matches a valid App ID of yours in the dashboard (even unreleased) it should "work".  But we just got back from a conference where casting wasn't working, and we had to move everything back to the Vive so it could properly be shown on a big screen for people passing by.
  • SudakFortressSudakFortress Posts: 1
    NerveGear
    Idk why suport is so silent about this problem? Our client just bought 12 of oculus go. And need simple thing is to cast his app to phone. Wtf why did u on purposly cut already working feature?  I can lose mony coz u not a reliable company. Tnx.
  • tvalliertvallier Posts: 5
    NerveGear
    Still nothing from Oculus. In the interim, we've resorted to using this tool for wireless mirroring from a Quest to a laptop. https://github.com/Genymobile/scrcpy
  • BenLumenDigitalBenLumenDigital Posts: 5
    NerveGear
    Another frustrated developer here.  Desperately need Casting for an internal app!!!
  • weirdmonkey2807weirdmonkey2807 Posts: 13
    NerveGear
    +1 we really need to be able to cast in order to direct people inside of VR that have never tried it. This is counterproductive to spreading VR to the mainstream. 
  • weirdmonkey2807weirdmonkey2807 Posts: 13
    NerveGear
    Actually using Vysor Pro now. the quality is much better than what you can get from Oculus Casting. 
  • BenLumenDigitalBenLumenDigital Posts: 5
    NerveGear
    Actually using Vysor Pro now. the quality is much better than what you can get from Oculus Casting. 
    This tool is perfect!  Thanks for sharing.
  • learninginnovationlearninginnovation Posts: 2 Oculus Start Member
    What does Vysor do that Scrcopy doesn't?  I had a look and it seemed like the same thing but without the ability to crop to just one eye.
  • BenLumenDigitalBenLumenDigital Posts: 5
    NerveGear
    It's a one click install.  Just download the Win/Mac/Linux software and it installs onto your device and starts streaming.  Super easy for non-techie people.
  • tvalliertvallier Posts: 5
    NerveGear
    The price for Vysor Pro is ridiculous. A monthly subscription for functionality that's available elsewhere for free is not "perfect". 
  • BenLumenDigitalBenLumenDigital Posts: 5
    NerveGear
    There is a one-time payment option - yours forever without subscription currently at $40
  • YordDevYordDev Posts: 1
    NerveGear
    Another dev here! We need casting for quest Oculus!
  • BenLumenDigitalBenLumenDigital Posts: 5
    NerveGear
    I've just been trying another tool which is working OK.  It's open source, and allows Android -> Android wireless casting - so great for Go to a Tablet.  Check it out here: https://gitlab.com/las2mile/scrcpy-android

    It's a little rough, but works well.  Easy tweak to support Landscape in MainActivity onCreate function.
  • DanjelRicciDanjelRicci Posts: 1
    NerveGear
    Adding myself to the queue. Please enable casting for developer builds, this is just ridiculous.
  • Schneider21Schneider21 Posts: 48
    Brain Burst
    I have zero reason to believe Oculus implements any feedback from the forums (or even reads messages where staff are tagged...), but just want to throw out there that casting is an essential tool when developing apps. Having someone test something for you without being able to watch how they're interacting with the app is frustrating and ineffective, and it's a shame we have to use third party tools to do simple things like that.
  • VRengleVRengle Posts: 3
    NerveGear
    Add me to the queue of developers that want to record their app in action... Walking someone through a demo is really hard to do blind. And sharing a concept with potential investors is equally hard when you have to take every individual person through the experience while the rest of the room waits.
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