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.
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 .
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-schem... . 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/
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-schem... . 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
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-schem... . 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/