Total Pageviews

Thursday, 20 February 2020

Development Items

🔲  OVR/Oculus plugin compatible with Unity 2019.2.13 and Gear VR/Go (quest later)
🔲  VR Controller
🔲   Alpha Channel upload
🔲   Test
🔲   Mechanics
🔲   Death Character
🔲   Cut Scene
🔲   Package

Wednesday, 19 February 2020

Scrum Certification

I didn’t feel that I was following the scrum structure of Agile (and I think this is mainly because at the moment I play all parts from PO, to scrum master and production team), but I felt this was a good time to review the sprint and refresh my understanding of the Scrum process.

With this in mind, I decided to take the Scrum Certification course on linked in. This is something that many project management roles value.

Next steps:
  • Trello board review for final sprint and burn down 
  • Career review - 5 SMART goals. 

OVR not compatible Blocker

Unities advice 

The minimum supported version for Oculus development is 2017.4.16. We recommend using one of the following versions for Oculus development:
  • 2017.4 LTS
  • 2018.4 LTS
  • 2019.2
Note: If you are developing apps for Oculus Go, use the Unity Editor 2019.2.13 version.
For more information about learning known issues related to a specific Unity Editor version, go to the Known Issues section on the Unity Integration release notes page.

Updating OVRPlugin

The optional Oculus Utilities for Unity package offers additional developer resources, and includes the latest version of OVRPlugin. When you import Utilities for Unity into a project, if the OVRPlugin version included with the Utilities is later than the version built into your editor, a pop-up dialog gives you the option to update the plugin. We always recommend using the latest available OVRPlugin version. For more information, see OVRPlugin.
Not working 
If you update OVRPlugin using the Utilities package and later wish to roll back to the version included with the Editor for any reason, you may easily do so by selecting Tools > Oculus > Disable OVR Utilities Plugin.

I have too high a version of OVR utilities in my project at 1.44 which is too high and I cant roll it back.

I have just deleted all VR and reinstalled Oculus Integration because I couldn't roll back to 1.41 (which is the version gear needs to run).

Download the Oculus Integration
Please see Compatibility and Version Requirements for important information about compatibility. The minimum supported Unity Editor version for Oculus development is 2017.4.16.
Next Steps:

  • This issue is scheduled to be fixed this Friday afternoon with Al. 
  • I’m going to focus on finalising the Death character concept designs ready for modelling. The aim is to finish the character this week but I’m having a few issues with Maya. This either means using 3Ds Max or Blender. 

Alpha Channel Testing:

2 Options:

1)  Release as public so users can subscribe - For use with Beta Channel
2) Invite 100 Oculus Users to a private Channel Release by email invitation - Alpha Channel or selecting testers

Option 2

Invite myself initially and Al.

Private Channels

To distribute your private release channel builds to users, you must first invite them to the release channel. In the Oculus Store, the user will see the highest version published to any release channel they belong to (or published to the Store channel). You can add a user to multiple release channels.
Each Oculus user must accept your release channel invitation before we provision their Oculus Store Library with that channel’s build. This prevents users from getting signed up for apps they do not want.
Users subscribed to your release channel are granted an entitlement to download and run your build for as long as they remain subscribed to that channel. Removing a user from the channel disables their access to the build.
To add a user to a private channel:
  1. Log on to
  2. On the My Apps page, hover the mouse over an app and then click Manage Build.
  3. Click + in the Subscribed Users column of the channel.
  4. Enter the email addresses of the Oculus users you want to invite to this channel. Enter up to 100 email addresses separated by commas.
  5. Click Add Users. The system sends email invitations to each Oculus user you have invited.
  • Subscribed Users lists the users who have accepted your invitation.
  • Pending Users lists the users who have not yet accepted your invitation.

One issue is that the channel looks like it is still testing which according to what I have learned from the forums can be typical - can last 24hours or I could resubmit it (which I'm a little worried about because its taken so long to get it this far!)

The only other optimisation I noticed was on the Oculus Integration Profiler which was noting draw calls of 163 when it should be below 100 and it was recommended that I remove the only realtime light in the project...


Headset Blocker: Oculus Accepted Build successfully

Next Steps: Add Users :D

  • Add myself to Alpha Channel 
  • Add Users to Alpha Channel for testing proper to begin
  • Sign User Testing Ethics forms etc

Headset Blocker (con't)

Troubleshooting process:

Problem: Need to conduct user testing on Gear VR Headmounted Display 

  1. Oculus app advising that the app is still in draft when accessing on headset
  2. Set about moving project from draft to Alpha Channel for internal testing on the VR device
  3. All conditions met regarding the Alpha channel except an acceptable build. 

Oculus identified an issue with the Android Manifest Debugging

Looked at Android Developers application guide

: Need to change flag from true to false

Researched what the manifest was and where it was located.
Installed Android Studio to access manifest
Opened APK

Opened Manifest

Tried to locate debuggable setting
Changed 'Support SRtl from true to false
Saved as APK V6
Uploaded to oculus
Didn't work - changed support SRtl back again

Searched 'Debuggable' in Android Studio

Changed Debugabble setting from again as wasn't sure it had reset (was ticked, now not)

Saved as APK V7
Uploaded to Oculus
Didn't work - changed debuggable back again.

Copied and pasted android manifest in Unity Assets Android Plugin folder
Didn't seem to make any difference but didn't seem to do any harm so left it there.

Removed Development build tick from build settings
Saved APK V8
Uploaded to Oculus
Now getting this flag
Saved as APK Install 14 V12

Problem: App has not been signed (I thought this was the .osig file but its not)

Next Steps:
  • Check manifest is now a store-compatible android manifest and if it isn't I will have to delete and reissue. 
  • Work through Sign your App process on Android Studio Developers 'sign your app' and upload.

Tuesday, 18 February 2020

Headset Install Blocker

The Headset install blocker was explained to the wonderful CAD team this evening.

I explained that although I can see it on my device, I can't get the APK to install. I think it's because the APK is still in draft on the oculus store and I think it needs to be in an alpha channel for it to install. I have been spending the last couple of weeks trying various fixes such as sideloading etc but to no avail. I've passed it over for Al to download a zip file so that he can take a look at the unity file and see what is going on there. I'm now going through the actual submission process which seems a little long winded just to conduct some user testing on the Gear VR.

Stephen said he'd had a similar problem and he sent over his fix for his shelterbox app. This looks like instructions to play an android app on an oculus quest. I have theADB installer, installed and the device is set to developer mode but I think, because its a gear and not a quest, it is still wanting an .osig file.

Sarah installed the APK on her gear and it is redirecting to the Ocuclus store.. which is good news that its redirecting so maybe if I complete the alpha channel build then anyone with the link should be able to play the app.

So, while I can ask Al to check out Stephens fix, I can also complete the Alpha channel set up. This is the current status:

I have a complete run down of the APK which oculus is flagging as APK Debuggable and Android manifest must be set to true.

From what I can understand, the APK is a kind of zip file which contains the android manifest. This indicated lots of essential things to do with the build and how the device will handle it.

The APK must conform to oculus publishing standards... however, there also seem to be a number of bugs in the process which are known. Researching these indicated that the manifest can be set to true and set to debuggable via an APK tool,,, but I'm just not sure.

I going to check the build again as detailed on the oculus development and also the unity player settings as these might have been changed as I tried to change platforms to export to both standalone and webGL.

Alpha setup 

The application manifest of your mobile app must conform to our specifications if you want to upload the app to the Oculus Store.
Unity Application Manifests
The Unity Android project settings let you set some of the required application manifest options for building a mobile app suitable for the Oculus Store. To set the remaining manifest settings, use the Oculus Utilities for Unity 5 plugin.
The steps below describe how to configure Unity to build Oculus Store-compatible Android .apk packages.
Note: These steps only work for Oculus Utilities for Unity 5 version 1.10 and later.
  1. Click Oculus > Tools > Create store-compatible AndroidManifest.xml.
  2. Click Edit > Project Settings > Player.
  3. Expand the Other Settings properties, and select the Android tab.
  4. Under Identification, enter a unique name in the Package Name field. The package name must be unique within the entire Oculus ecosystem, but it must be similar to the app’s Oculus store title.
  5. Increment the Bundle Version Code. This value must always be greater than the value in the last build uploaded to any release channel.
  6. Set Minimum API Level to the following depending on your target device:
    • For Go: Android 5.0 ‘Lollipop’ (API level 21)
    • For Quest: Android 6.0 ‘Marshmallow’ (API level 23)
  7. Set Install Location to Automatic.


Application Manifest Specification
Your AndroidManifest.xml file must meet the specifications outlined in the following: Android Manifest Settings.
For release:
  • For Quest and hybrid apps - Enable the headtracking feature per signing requirements of the app. For more information, see Application Signing.
    • For Quest (v2 signing): <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" />
    • For hybrid Go/Quest apps (v1 signing): <uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1" />
  • The package name should not be left as default or copy/pasted from another app. It must not be shared with any other Oculus Store app.
  • The installLocation must be set to auto.
  • The versionCode must be greater than the value used in a previous build of this app.
  • The android:debuggable value must be false. Your app must be a release version, not a debug version.
  • android:minSdkVersion, android:targetSdkVersion, and android:compileSdkVersion must be set appropriately. API versions greater the minimums specified prevent users from installing your app. For previously released app, use caution when changing the minSdkVersion as you may break compatibility for users on older versions of Android. For apps that target both Quest and Go/Gear with the same APK. minSDKVersion should be lower of the values, but the target and compile versions must align with the higher Quest values.
    Following are the accepted values for minSdkVersion, targetSdkVersion and compileSdkVersion by device:
  • Specify the correct intent category for the MAIN action:
    • For Oculus Go, use android.intent.category.INFO, and NOT android.intent.category.LAUNCHER so that your app appears only in Oculus Home and not the device launcher.
    • For Oculus Quest, android.intent.category.LAUNCHER is allowed.
  • The excludeFromRecents value should be set to true.
Note: Apps must specify installLocation="auto" instead of installLocation="internalOnly" or be rejected by the upload validator. This accommodates installing apps on SD card external storage. If you have a special circumstance and require a different install location setting, contact the store team at

Reserved User Interactions
Supported Devices

Oculus Go
Oculus Quest
Oculus Rift
This section describes input actions that are reserved for system-level functionality. This includes the following physical buttons: VolumeBack, and Home.
Reserved User Interactions
The Back button, Home button, and Volume button behaviors must conform to specific requirements.
Volume Button Interactions
Volume adjustment on the Oculus Android devices is handled automatically. The volume control dialog display is also handled automatically by the VrApi as of Mobile SDK 1.0.3. Do not implement your own volume display handling, or users will see two juxtaposed displays.
You may override automatic volume display handling if necessary by setting VRAPI_FRAME_FLAG_INHIBIT_VOLUME_LAYER as an ovrFrameParm flag.
Volume buttons are not exposed through VrApi interfaces.
Back Button Interactions
Back button presses are of three types: long-press, short-press, and aborted long-press.
Short-press back button behavior is determined by the application. It is typically (but not necessarily) treated as a generic back action appropriate to the application’s current state.
Back actions usually prompt apps to navigate one level up in an interface hierarchy. For example, a short-press on the back button may bring up the application’s menu. In another application, a short-press may act as a generic back navigation in the UI hierarchy until the root is reached, at which point it may bring up an application-specific menu, or enter the Quit Confirmation dialog, allowing the user to exit the application.
In applications built with Unity, if no satisfactory stateful condition is identified by the application, the short-press opens the Quit Confirmation dialog allowing the user to exit the app and return to Oculus Home. Applications built with other engines must implement this handling.
An aborted long-press results in no action, and when a timer is being shown cancels the timer.
When using the VrApi interfaces, the Back button will be shown to be down for a short press only on the frame that it is actually released. This prevents the app from having to implement its own short press detection.
Home Button Interactions
Home button press always opens a dialog to return the user to Oculus Home. As of Mobile SDK 1.0.4, this behavior is handled automatically by the VrApi.
If the Home button is held down on a Oculus Go controller, it will start a timer for a controller re-center. The Home button must be held down for 0.75 seconds for the re-center action to complete.
The Home button is not exposed through the VrApi interfaces, and no Android events will be passed to the app for the Home button.

Android Application Signing
Supported Devices

Oculus Go
Oculus Quest
Oculus Rift
You must sign the release version of your app with an Android certificate before you submit it for review.
Android uses a digital certificate (also called a keystore) to cryptographically validate the identity of application authors. All Android applications must be digitally signed with such a certificate in order to be installed and run on an Android device.
All developers must create their own unique digital signature and sign their applications before submitting them to Oculus for approval. For more information, see Sign Your App in the Android documentation.
Make sure to save the certificate file you use to sign your application. All subsequent updates to your application must be signed with the same certificate file.
Oculus uses v1 and v2 of 3 APK signing schemes. The version you should use is based on your app’s target device(s):
Target Device(s)
Signing Scheme Version
More Details
Quest only
You must add headtracking feature to the manifest to sign as v2. For more information, see Android Application Signing.
The v1 scheme is based on JAR signing. See Application Signing (Android Docs).
Go and Quest
Sign as v1, but if app uses headtracking, mark the manifest with android:required="false")
Unity Settings for Android Application Signing
Unity automatically signs Android applications with a temporary debug certificate by default. Before building your final release build, create a new Android keystore and assign it with the Use Existing Keystore option, found in Edit > Project Settings > Player > Publishing Settings. For more information, see Android Player Settings: Publishing Settingsin the Unity documentation.
For Quest apps note that some versions of Unity 2017 do not support v2 signing. In this case, build to gradle, open your project in Android Studio and generate a v2 signed APK.