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Building to Oculus Go Successful but build not showing in Device.

Discussion in 'VR' started by brichard0625, Jun 7, 2019.

  1. brichard0625

    brichard0625

    Joined:
    Dec 18, 2016
    Posts:
    18
    So my issue is that when I build to the Oculus Go whether I use Build/Build&play, the unity console shows a successful build but it never shows up on my device. I have made successful builds in the past but its almost like a hit or miss, sometimes it works and sometimes it doesn't. Anybody ever run into this issue? Any steps I can take or things to look out for?
     
  2. brichard0625

    brichard0625

    Joined:
    Dec 18, 2016
    Posts:
    18
    now im receive this.

    FormatException: Input string was not in a correct format.
    System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    System.Int32.Parse (System.String s, System.IFormatProvider provider) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    System.Convert.ToInt32 (System.String value) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
    UnityEditor.Android.AndroidDeviceInfo.get_SDKVersion () (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.AndroidDeviceInfo.HasSDKSupport (System.Int32 minimumVersion) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.AndroidDeploymentTargetsExtension+AndroidDeploymentTargetInfo.CheckTargetInternal (UnityEditor.Android.AndroidDeploymentTargetRequirements targetRequirements) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.AndroidDeploymentTargetsExtension+AndroidDeploymentTargetInfo.CheckTarget (UnityEditor.DeploymentTargetRequirements targetRequirements) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.PostProcessor.Tasks.CheckDevice.FindCompatibleDevices (UnityEditor.Android.AndroidDeploymentTargetRequirements targetRequirements, UnityEditor.DeploymentTargets.DeploymentTargetId targetId, System.Collections.Generic.List`1[T] knownDevices, System.Collections.Generic.List`1[UnityEditor.Android.PostProcessor.Tasks.CheckDevice+DeviceInfo]& compatibleDevices) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.PostProcessor.Tasks.CheckDevice.GetTargetDevices (UnityEditor.Android.ADB adb) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.PostProcessor.Tasks.CheckDevice.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTarget target) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTarget target) (at <4132c5c2cd7b45b09ef33302ae416489>:0)
    UnityEditor.PostprocessBuildPlayer.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:106)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()