Project issues with latest firmware/integration update — Oculus
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Project issues with latest firmware/integration update

NinjaGGNinjaGG Posts: 216 Oculus Staff
edited July 30 in Oculus Quest Development
If you are experiencing issues with your projects due to the latest firmware and integration update, please rebuild your manifest file.

For Unity:

1. Within the Unity editor, remove the current manifest by clicking on Oculus -> Tools -> Remove AndroidManifest.xml

2. Generate a new AndroidManifest by clicking on Oculus -> Tools -> Generate store-compatible AndroidManifest.xml


For Unreal/other engines:

Please include the following line in your existing AndroidManifest.xml:

<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />


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 (include what you've gathered in step 1).
3. Tag me @NinjaGaijin once you have done so!

Comments

  • Cain_BloodbaneCain_Bloodbane Posts: 62
    Hiro Protagonist
    Did not seem to work for me, so I use these two solutions instead:
    https://stackoverflow.com/questions/43293173/use-custom-manifest-file-and-permission-in-unity
  • motorsepmotorsep Posts: 1,386 Oculus Start Member
    @NinjaGaijin

    Sorry, but you can't just add it to AndroidManifest.xml with UE4 as it regenerates xml file when building projects. UE4 has several fields in the Project Settings where extra flags/parameters/options for AndroidManifest.xml should be added. Could you please specify what field this stuff has to be added to and provide correct format for smooth copy/paste experience ? (copying and pasting it as-is will result in errors)
  • hawkenhawken Posts: 19
    NerveGear
    This worked for controllers thanks.

    Unity project sample Hands & Body avatars seem to be missing in this update, there are some problems with floor position also. If you run and build sample scene "Avatar Grab" these issues are apparent. 
  • beaulima9933beaulima9933 Posts: 49 Oculus Start Member
    @motorsep
    Unreal fix: 


  • AlexotronicAlexotronic Posts: 34 Oculus Start Member
    With UE4: you can also just update to 4.23 and specify Quest in Project Settings
  • rebelnationarmyrebelnationarmy Posts: 6
    NerveGear
    The solution above worked for me for fixing the hands tracking in Unity 2018.4 LTS. From what I've read that comes from the fact that with 1.39 the Quest defaults to Go emulator (one controller) unless we add the head tracking line to the AndroidManifest.xml.

    Adding an App ID in Oculus -> Avatar -> Edit Settings, Oculus -> Platform -> Edit Settings fixed my LocalAvatarWithGrab hands not showing up.

    But removing and creating a store manifest seems to mess with dev builds starting the activity on the Quest by default, for that I followed this: https://forums.oculusvr.com/developer/discussion/48645/oculussampleframeworkproject-1-5-1-wont-launch But for the label, I just put my package name "com.MyCompany.MyGame" found under Edit -> Project Settings -> Player -> Other Settings. Seems to work.

    Hopefully we can get an update to fix some of these things to work out of the box, it's a disorienting dev experience to open the sample projects and have to do a lot of troubleshooting to start them ;)
  • rebelnationarmyrebelnationarmy Posts: 6
    NerveGear
    The solution above worked for me for fixing the hands tracking in Unity 2018.4 LTS. From what I've read that comes from the fact that with 1.39 the Quest defaults to Go emulator (one controller) unless we add the head tracking line to the AndroidManifest.xml.

    Adding an App ID in Oculus -> Avatar -> Edit Settings, Oculus -> Platform -> Edit Settings fixed my LocalAvatarWithGrab hands not showing up.

    But creating a store manifest seems to mess with dev builds starting the activity on the Quest by default, for that I followed this: https://forums.oculusvr.com/developer/discussion/48645/oculussampleframeworkproject-1-5-1-wont-launch But for the label, I just put my package name "com.MyCompany.MyGame" found under Edit -> Project Settings -> Player -> Other Settings. Seems to work.

    Hopefully we can get an update to fix some of these things to work out of the box, it's a disorienting dev experience to open the sample projects and have to do a lot of troubleshooting to start them ;)
  • rebelnationarmyrebelnationarmy Posts: 6
    NerveGear
    The solution above worked for me for fixing the hands tracking in Unity 2018.4 LTS. From what I've read that comes from the fact that with 1.39 the Quest defaults to Go emulator (one controller) unless we add the head tracking line to the AndroidManifest.xml.

    Adding an App ID in Oculus -> Avatar -> Edit Settings, Oculus -> Platform -> Edit Settings fixed my LocalAvatarWithGrab hands not showing up.

    But creating a store manifest seems to mess with dev builds starting the activity on the Quest by default, for that I followed this: https://forums.oculusvr.com/developer/discussion/48645/oculussampleframeworkproject-1-5-1-wont-launch But for the label, I just put my package name "com.MyCompany.MyGame" found under Edit -> Project Settings -> Player -> Other Settings. Seems to work.

    Hopefully we can get an update to fix some of these things to work out of the box, it's a disorienting dev experience to open the sample projects and have to do a lot of troubleshooting to start them ;)
  • TMU-ISDepartmentTMU-ISDepartment Posts: 3
    NerveGear
    I'm not clear on fix here.  I followed the steps from NinjaGG (remove manifest file the regenerate) and I still don't see the hands in the AvatarGrab sample scene.  I then manually added the uses-feature manually to the manifest file in Assets\Plugins\Android folder and still don't see the hands in the AvatarGrab sample scene.  
    I loaded a build from mid-June that was previously working and the hands showed up but were slightly off from where they are supposed to be and didn't respond to button clicks on the controllers so I am assuming the recent update to the controllers is not backward compatible either.

    Using Unity 2019.1.5f.1, Oculus Integration 1.39.0, Oculus Quest fully updated.
  • SnorchSnorch Posts: 3
    NerveGear
    They broke their own example scenes. The only one that seems to work is the LocalAvatar one (at least the functionint prefab has that name, If I recall correctly).
  • chachinoichachinoi Posts: 2
    NerveGear
    edited August 16
    hello, I started a game on unity and I wanted to have a second asset to test in parallel with the last sdk, when I run the apk on the quest he puts me an error message telling me to connect the booth in wifi and usb for an update ... and nothing ... Anyone have a solution?
  • nirharpaznirharpaz Posts: 7
    NerveGear
    I can't say if this solution worked since I get this error when using the store compatible Gradle

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