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deploy unity build to oculus go

Discussion in 'Daydream' started by telferman, May 4, 2018.

  1. telferman

    telferman

    Joined:
    Jan 25, 2016
    Posts:
    35
    does anyone have a link to a step-by-step deployment of a unity build to an oculus go?

    thanks

    gary
     
  2. antoine-balaresque

    antoine-balaresque

    Joined:
    May 5, 2018
    Posts:
    1
  3. faustus67

    faustus67

    Joined:
    Apr 15, 2014
    Posts:
    14
    So, once I have built an APK and run it while wired up to my development environment (which I assume has installed it on device), is there any way to run it again when the Oculus Go is not wired (i.e. not through ADB)?
     
  4. reedny

    reedny

    Joined:
    Mar 4, 2017
    Posts:
    57
    After disconnecting the USB from PC to Go, then put on headset and look at Library under Unknown. Your app should be there. When using adb the first time to install check the headset screen as it may be asking you for permission to install from unknown source
     
    CircusCharlie likes this.
  5. virtuallabuiowa

    virtuallabuiowa

    Joined:
    May 29, 2018
    Posts:
    3
  6. faustus67

    faustus67

    Joined:
    Apr 15, 2014
    Posts:
    14
    Hi, maybe have a look at the VR Settings RenderScale:
    https://docs.unity3d.com/540/Documentation/ScriptReference/VR.VRSettings-renderScale.html
     
  7. jjxtra

    jjxtra

    Joined:
    Aug 30, 2013
    Posts:
    1,464
    Is it not possible to run these from the Unity editor / player?
     
  8. Untoldecay

    Untoldecay

    Joined:
    Apr 9, 2016
    Posts:
    24
    Hi there,

    @jjxtra, I don't think it's possible no, you have to build the apk everytime.

    Does anyone ever built an apk from #unity who once opened on #OculusGo displayed nothing but the default unity skybox? : /

    Any clues?

    Thanks
     
  9. junckenstyle

    junckenstyle

    Joined:
    Apr 29, 2020
    Posts:
    1
    Hey I need help with Manifest

    I try to upload game to Oculus store and every time when I try to send my game to oculus store. It give: you have to set android:excludeFromReceents in androidmanifest.xml to true.

    are it android:excludeFromReecents = true command what it ask?
    my Manifast Looks this:
    <?xml version="1.0" encoding="utf-8"?>
    <!-- GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN-->
    <manifest
    xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.unity3d.player"
    xmlns:tools="http://schemas.android.com/tools">
    android:excludeFromRecents = true
    <application>
    <activity android:name="com.unity3d.player.UnityPlayerActivity"
    android:theme="@StyLe/UnityThemeSelector">
    <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.INFO" />
    </intent-filter>
    <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
    </activity>
    </application>
    </manifest>



    Can some onee help or tell something for it?
    (this is my first game for ever:D)

    thx