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
Try using the android debug bridge adb logcat feature, in a command line tool
There’s a lot of messages there, so I use my gitbash shell and grep to filter it out: adb logcat | grep Unity
Hopefully this would give some useful information.
Also same. First build and run just to get things connected, running the GearVRControllerTest on the quest. Went through this troubleshooting thread as well. No dice, yet. Oculus GO - black screen after build
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!