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'APK is for 6DoF devices only' error when uploading build

BarracadeBarracade Posts: 4
NerveGear
Hello,
I have made a multiplayer game in Unity, i'm trying upload to the developer dashboard to test the network features and i'm getting this error, 

'APK is for 6DoF devices only'

This is meant for the Quest so that is correct, I have tried unticking support for oculus go and gear vr (the 3DoF devices) in specs thinking that had something to do with it,
can anyone help me to understand what it wants here?
Thankyou for your time.

using : Unity with Oculus integration tool 1.38

Comments

  • ClaudiaBabescuClaudiaBabescu Posts: 3
    NerveGear
    Hi, I have the same issue with the APK for the Quest. Did you manage to upload your APK? 
  • BarracadeBarracade Posts: 4
    NerveGear
    No, unfortunately , thanks for your comment , we are just going to keep building the game until its done then get some support from Oculus when we need to start testing deployment, Good to know its not just us hopefully someone will shine some light on this .
  • jreinjrjreinjr Posts: 3
    NerveGear
    Same issue! Disappointed to see no fix yet.
  • jterry7484jterry7484 Posts: 1
    NerveGear
    Did you ever get this to work? I have the same issue.
  • igor.stojanovicigor.stojanovic Posts: 1
    NerveGear
    The same issue as well. Oculus, please fix this ASAP, so we can upload test releases.
  • pritamde12pritamde12 Posts: 1
    NerveGear
    I am also facing the same issue. Not able to submit for review. 
  • TimBazookasTimBazookas Posts: 4
    NerveGear
    I ran into the same issue. I was able to work around this by signing the apk with a V1 signature instead of V2 and setting 'android:required="false"' in the android manifest for 'android:name="android.hardware.vr.headtracking"'. This way the application should be fit for Quest/Gear VR and Go according to: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/  .I found the workaround here: https://forums.oculusvr.com/developer/discussion/56509/how-to-sign-gear-vr-apk-using-signature-scheme-v1 . I tried the custom gradle template approach first, but even with the 'v2SigningEnabled' set to false, the resulting apk would be V2 signed. So i tried the method from one of the responses using 'apksigner'. This resulted in a V1 signed apk but  'META-INF/CERT.SF' still contained a value that had to be set from 2 to 1 in order for this to work. However this seems to me like a very temporary work around and not a proper lognterm solution at all. The documentation from oculus even states that V2 signing indicates a Quest only apk, so this should just be valid to upload: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/ 
  • TimBazookasTimBazookas Posts: 4
    NerveGear
    I ran into the same issue. I was able to work around this by signing the apk with a V1 signature instead of V2 and setting 'android:required="false"' in the android manifest for 'android:name="android.hardware.vr.headtracking"'. This way the application should be fit for Quest/Gear VR and Go according to: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/  .I found the workaround here: https://forums.oculusvr.com/developer/discussion/56509/how-to-sign-gear-vr-apk-using-signature-scheme-v1 . I tried the custom gradle template approach first, but even with the 'v2SigningEnabled' set to false, the resulting apk would be V2 signed. So i tried the method from one of the responses using 'apksigner'. This resulted in a V1 signed apk but  'META-INF/CERT.SF' still contained a value that had to be set from 2 to 1 in order for this to work. However this seems to me like a very temporary work around and not a proper lognterm solution at all. The documentation it states 
  • TimBazookasTimBazookas Posts: 4
    NerveGear
    I ran into the same issue. I was able to work around this by signing the apk with a V1 signature instead of V2 and setting 'android:required="false"' in the android manifest for 'android:name="android.hardware.vr.headtracking"'. This way the application should be fit for Quest/Gear VR and Go according to: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/  .I found the workaround here: https://forums.oculusvr.com/developer/discussion/56509/how-to-sign-gear-vr-apk-using-signature-scheme-v1 . I tried the custom gradle template approach first, but even with the 'v2SigningEnabled' set to false, the resulting apk would be V2 signed. So i tried the method from one of the responses using 'apksigner'. This resulted in a V1 signed apk but  'META-INF/CERT.SF' still contained a value that had to be set from 2 to 1 in order for this to work. However this seems to me like a very temporary work around and not a proper lognterm solution at all. The documentation from oculus even states that V2 signing indicates a Quest only apk, so this should just be valid to upload: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-app-signing/ 
  • mattsichmattsich Posts: 3
    NerveGear
    edited September 24
    Would love an update from oculus on this!
  • mattbenicmattbenic Posts: 27
    Brain Burst
    It sounds like you're trying to upload your app to a dashboard app created for the "Mobile" (ie Go and Gear VR) platform. You need to create a separate app on the dashboard and select Oculus Quest as your platform. But you won't be able to select Oculus Quest as your platform until you have been accepted for quest development, typically by completing the Quest Pitch application and having that accepted: https://developer.oculus.com/quest-pitch/
  • mattsichmattsich Posts: 3
    NerveGear
    What if I'm testing stuff? Am I forced to test all Platform API logic locally only? That's quite annoying... 
  • christian.prison.ccchristian.prison.cc Posts: 1
    NerveGear
    I have applied for the Quest development 3 times now - no reply so far, not even a rejection message. This is really pathetic!
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