The Oculus Quest recognizes the controls as the Oculus Go and only shows one after Frimware Update — Oculus
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The Oculus Quest recognizes the controls as the Oculus Go and only shows one after Frimware Update

RingorjoRingorjo Posts: 2
NerveGear
edited July 25 in Unity Development
hi everyone I developed various experiences for oculus what before the last update when I open the application this only show me a control and is a Oculus Go Controller and the other control does not show it, the projects were made in unity and before the update of the controls the application they worked well , if someone has happened this, please help me 

Comments

  • justarobotjustarobot Posts: 1
    NerveGear
    I'm having the same issue. I'm using unity 2019.1.5. Everything built correctly 2 days ago, then yesterday my builds started acting like oculus go apps, with only a single controller recognized while appearing and acting like a go controller.
  • NDrexl_AxonomNDrexl_Axonom Posts: 4
    NerveGear
    edited July 26
    Same issue here (Using 2019.2.0b6). Yesterday my app worked fine with the quest and now it is forced to use the GO controller. There was a plugin update that was released today on the Asset Store but running it resulted in nothing changed on this front.
  • sg_simonsg_simon Posts: 3
    NerveGear
    Same here. Firmware broke it, integration update didn't fix it.
    From my log running on Quest:
    >OVRControllerHelp: Active controller type: Go for product Oculus Go

  • AGTDigitalAGTDigital Posts: 9
    NerveGear
    It can explain why some buttons are not recognize on app when using function like :
    OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch)
    // or OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger, OVRInput.Controller.Touch)
    Now it always return 0.
  • sg_simonsg_simon Posts: 3
    NerveGear
    From the reddit thread (https://www.reddit.com/r/OculusQuest/comments/chjpu5/fix_for_sideloadedhomebrew_apps_and_games_with):
      Oculus > Tools > Remove AndroidManifest.xml
      Oculus > Tools > Create store-compatible AndroidManifest.xml

    Fixes it for me.
  • NDrexl_AxonomNDrexl_Axonom Posts: 4
    NerveGear
    sg_simon said:
    From the reddit thread (https://www.reddit.com/r/OculusQuest/comments/chjpu5/fix_for_sideloadedhomebrew_apps_and_games_with):
      Oculus > Tools > Remove AndroidManifest.xml
      Oculus > Tools > Create store-compatible AndroidManifest.xml

    Fixes it for me.
    This fixed it for me as well!
  • PocketMikeyPocketMikey Posts: 4
    NerveGear
    sg_simon said:
    From the reddit thread (https://www.reddit.com/r/OculusQuest/comments/chjpu5/fix_for_sideloadedhomebrew_apps_and_games_with):
      Oculus > Tools > Remove AndroidManifest.xml
      Oculus > Tools > Create store-compatible AndroidManifest.xml

    Fixes it for me.
    Alas, this doesn't fix things for me. I'm using VRTK v4.0.
  • ojuzuojuzu Posts: 1
    NerveGear
    I'm having the same issue where the Quest is being viewed as a Go and the controller is completely borked. The manifest fix suggested above is NOT working for me.

    Oculus: Please address ASAP. I can't continue development until this is resolved.
  • larsonmattrlarsonmattr Posts: 7
    NerveGear
    Do we need an update to the Oculus(Android) package for Unity? Is this where the manifest should be created from during a build with Unity?
  • sg_simonsg_simon Posts: 3
    NerveGear
    I updated to the latest Oculus Unity integration before doing the above manifest change. The key seems to be to have the following in your manifest:
    <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="false" /><!-- Request the headset DoF mode -->

  • esproductionesproduction Posts: 2
    NerveGear
    I've encountered this issue as well.  Testing out the manifest fix. I'll update with the results.
  • esproductionesproduction Posts: 2
    NerveGear
    Worked! Thanks gang.
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