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Unity app build to Quest is successful, but the app only loads

Discussion in 'VR' started by ckrogmeier, Jul 29, 2019.

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  1. ckrogmeier

    ckrogmeier

    Joined:
    May 31, 2019
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    I've just made an app in Unity and deployed it on the Oculus Quest, however on build and run, the app appears to load in the headset (black screen with 3 white loading dots) and does nothing else.

    After waiting a while, it seems the screen in the headset is completely black, which could be the app running. The actual game in Unity is not black and has controller input.

    I have tried a few things like changing the minimum API level, and turning the multithreaded rendering on, and off, but that does not seem to make a difference.

    I would really appreciate any advice. Thank you,
    C
     
    itsfer likes this.
  2. jacknoid

    jacknoid

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    Nov 28, 2018
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    secretsharer, gjf and ROBYER1 like this.
  3. Soshiyanet

    Soshiyanet

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    Feb 6, 2017
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    I have the same issue
     
  4. stylerHU

    stylerHU

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    Aug 6, 2017
    Posts:
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    Same issue here, any idea? I set up everything that Oculus mentioned in the settings category.
     
  5. secretsharer

    secretsharer

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    Dec 21, 2018
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  6. MarkKreitler

    MarkKreitler

    Joined:
    Dec 16, 2014
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    Try going in to Player Settings -> Android -> Other Settings and turn off Auto Graphics API.
     
  7. oliVRqin

    oliVRqin

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    Apr 28, 2020
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    Was just agonizing over a similar problem, and I'm using Unity 2020.1.9f1 on a Mac; this solution might not work for you cause of different circumstances but it worked for me. My solution was to go to Edit -> Project Settings -> Player -> Under Other Settings, change the minimum API from whatever the default is to 'Marshmallow' Level 23. That's it, worked like a dream. Good luck!
     
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