Quest app lab gorilla tag12/30/2023 You can change this in “Project Settings → Player”, where you can select the target architecture that you want. Notes: It is worth noting that Oculus will give you a hint and tell you that it would be better to create 64 bit builds instead of 32 bit builds. Create Android Signing Key with the Keystore Manager.To do that, you have just to head to Oculus→Tools→Create Store Compatible Manifest File in Unity and you you’re good to go. So just uncheck it and you are good to go.Īnother feature that is required is creating a Store-compatible Manifest file. And this is usually set if you are creating development builds. The reason is that Oculus will reject your build if it finds “android:debuggable=”true” in your AndroidManifest.xml. Here is a link to the Unity Documentation which explains the Keystore Manager fields in more detail: Unity Keystore ManagerĪnd if you are not using Unity but Unreal Engine, then Oculus provides some useful links for you as well: General Information about Application Signing.Īnother thing that is really important is to uncheck the developer build flag when building in Unity. If you are going to build your experience again, now it will be signed using your keystore, and it can be approved by the submission process. Fill in all the required fields and you have a freshly generated Android Signing Key in the form of a. Just head over to “Edit→Project Settings → Player → Publishing Settings (Scroll all the way down)” and click on the “Keystore Manager”. Again, if you are using the unity engine, this is a very easy thing to do. One thing which you may have forgotten to perform is the “Application Signing”. If you are using Unity and if you have tested your build on an Oculus Quest device, most of these things should already be ok. Oculus now prompts you with another popup, telling you what to take care of in your build. Special thanks to the contributors who have been working with us throughout the creation of this guide ( Ayhan Sakarya from XR Bootcamp, Antony Vitillo from SkarredGhost and Orla Harris from SideQuest) This guide will continue to evolve and we will add updated info as well as answers to recently submitted questions.Īlright, without further due, let’s start! Step-by-Step guide for your App Lab Submission We also collected a (long) list of open questions and answers in our FAQ section about everything regarding App Lab, from its connection to SideQuest to best strategies about Monetization and Promotion of applications, not to mention how to get your app to a larger audience through platforms like SideQuest and App Lab DB. In this detailed Step-by-Step guide, you will see how easy it is to make use of App Lab and publish your app to this special release channel. We thought releasing a guideline could be the best solution to answer the most common concerns of the VR community in one single place. We have received a lot of questions from our advanced master class and Bootcamp developers, our industry partners, and game developers on the XR Creators Discord server who would like to publish their app/game in App Lab. If you follow the news, you may have heard of App Lab, released by Oculus just a few weeks ago.
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