And do remember not to run app or play game if you have not instlled obb file.You should have downloaded and installed the apk file of Microsoft 365 (Office) v1.20234 firstly.That said, I still have to go and test the builds out from the headset which I don't have with me. Platform Util from within Unity seemed better to me. MQDH most likely also uses the same tool in the background, but perhaps it errors out more easily trying to handle any loss of connection from the tool. It threw an ECONNRESET, but perhaps it retried the connection or sth because I found the build uploaded with the obb file and the timestamp was right after that try. Not sure if the tool will nag about wrong credentials if you try to upload a build from one to the channel of the other.Īlso the weirdest thing, I had tried to use MQDH to upload a build with obb prior to writing this post at a cafe with an awesome connection. Also the Platform Tool, seems to save to PlayerPrefs or sth, because you might use it to upload sth from ProjectA and close it, open ProjectB and the ID and Token are from ProjectA, even if you've previously filled them in for ProjectB.
UPDATE: One annoying thing is that every time you restart Unity, you need to reenter the keystore passwords, which is probably a security measure. But lost a lot of time because I have a very crappy ADSL at home. Now I'm at the point where I'm trying to upload builds even without obbs through MQDH to verify the manifests etc are correct. Obviously this means you've already built the application itself. Then add the obb through the Optional Commands -> Expansion Files. There it shows the AppID and the AppSecret which are used in the Oculus Application ID and Oculus App Token of the OVR Platform Tool respectively. In order to upload to AppLab using the PlatformUtil, you have to go to the AppLab dashboard, into the application's context and at the API tab. The link for anyone experiencing this issue is.
Renamed it to ovr-platform-util.exe but there was already an exe there with the same name, but it must have been an older version and that's what created the problem. Weirdest thing is, at some point it unfroze, followed the error messages through code and found the link it downloads the platform util tool and downloaded it myself. That's because it tries to download the platform util exe under Assets/Oculus/VR/Editor/Tools but seems to fail (curl timeouts). *** For 2), not sure if this will happen to others, but for me, Unity hangs as soon as I open the Platform Tool editor tool.
***ġ) read the docs, download the utility from MQDH and write the terminal command themselvesĢ) use one of the Oculus Integration Unity tools, Oculus ->Tools->OVR Platform Tool which gives you UI that produces the same command as 1 easier. And going by other threads in this forum, Meta hasn't written particularly helpful or even correct error messages. You must upload all expansion and asset files with your APKs to the Meta Quest store with the Command Line Utility (ovr-platform-util).ĭisclaimer I haven't tried it yet, but so far even in a place with a good and fast connection I still get ECONNRESETs from MQDH. It's the only thing that creates a proper AndroidManifest and the only thing that will be accepted by AppLab.Īlso as mentioned in this documentation Upload Expansion and Generic Asset Files page, Having looked into it, it seems you do need the Oculus Integration.