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Question by twistedpair · May 08, 2018 at 04:43 PM · androidvroculusadbdriver

ADB not recognizing Oculus GO

I cannot seem to get my Unity builds onto the Oculus GO.

I have followed every step listed by Oculus https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-device-setup-go/

yet every time I go to build I keep getting the same warning "ADB - No Device Found - output" followed by several failed errors such as "Couldn't find Android device".

After checking ADB devices I have determined that the ADB Is not recognizing the Oculus GO, nor can I access it through my file explorer. I can however plug the Oculus GO in and charge its battery successfully.

When I attempt to build to the Gear VR I have no issues.

I should also note that I am building from a Windows 10 desktop and using Unity 2017.4.1f1 (as recommended for Oculus GO development).

I'm willing to bet this is something that only Oculus can solve but I am hoping someone out there may have found a way around this issue, any suggestions would be greatly appreciated.

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avatar image davidcox70 · May 08, 2018 at 06:02 PM 0
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Have you installed these? https://developer.oculus.com/downloads/package/oculus-go-adb-drivers/

avatar image twistedpair davidcox70 · May 08, 2018 at 07:08 PM 0
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Yes I have. It's actually the same as the zip file linked within the setup list that I linked above.

avatar image twistedpair · May 15, 2018 at 07:50 PM 0
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Update: The Oculus GO ADB drivers 2.0 allow me to successfully connected to the Oculus GO and thus I can push my builds to the device. However once I restart my computer my computer no longer connects to the Oculus GO. When attempting to debug this I found that once I ran ADB devices in command prompt I get this:

  • daemon not running; starting now at tcp:5037

  • daemon started successfully

Once this has occurred the Oculus GO is instantly connected again. Note that this only occurs with the Oculus GO, all other devices connect as expected.

I know very little about this but I would guess that daemon tools should be running without me needing to start it?

Any insight would be much appreciated.

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Answer by geddon · May 08, 2018 at 11:38 PM

They've been discussing this issue on the Oculus forums for the last several days. There seems to be a problem with the new ADB drivers, and uninstalling them and replacing them with the Gear VR drivers allows ADB to recognize the device. However, I have followed the steps to get it to authorizing the device a few times without success. I'm hoping that Oculus releases an updated ADB driver soon to fix this.

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Answer by twistedpair · May 09, 2018 at 03:30 PM

I contacted a technician at Oculus and they pretty much confirmed what Geddon said. I was able to send my builds to the Oculus GO from a Mac. That's is a pretty drastic measure to take for a PC user but that is a way to do it. Hopefully Oculus can fix the ADB drivers soon.

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avatar image geddon · May 09, 2018 at 05:13 PM 0
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Just spotted a new response on the thread I posted. Looks like there's a new driver available, though I haven't had a chance to try it yet.

https://developer.oculus.com/downloads/package/oculus-go-adb-drivers/

avatar image twistedpair · May 09, 2018 at 11:02 PM 0
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I can confirmed that the Oculus GO ADB drivers 2.0 solves the issue. Its worth noting that the old drivers must be removed before installing the new ones.

avatar image justincellona · May 11, 2018 at 07:01 PM 0
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@twistedpair how did you uninstall the old drivers?

avatar image twistedpair justincellona · May 15, 2018 at 07:14 PM 0
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Sorry for the late response I was running into some issues of my own regarding this topic that I needed to resolve.

Essentially you need to go into device manager, find the group "Oculus Devices" or something like that and right click to uninstall the "Oculus Composite ADB Interface". once you confirm that the driver has been removed install the GO ADB drivers 2.0 just as you would with the old ones. https://developer.oculus.com/downloads/package/oculus-go-adb-drivers/

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Answer by jjrohrer · Jan 10, 2019 at 07:00 PM

I've had a similar problem, but considering that it isn't being seen by Explorer, I recommend starting from first principles.

I've been living in the Mac world for a long time and I'm being brought back by VR development. So, when I couldn't run on my Go, I really had no idea where my stack was broken. I found the following approach helpful, and it gave me confidence in narrowing down the problem.

  • Download and install Android Studio

  • Build a Hello World app and run on emulator

  • Build Hello World and run on an Android phone or tablet (I had to skip this)

  • Get Oculus Go viewable by Windows Explorer. alt text

  • If not on your machine, how about another PC
    • If not another PC, how about another cable?

    • If not, how about if you do a factory reset of your Oculus Go?

  • Build simple Unity app

  • run on windows

  • run on android

  • run on Oculus Go

In my case, I had some misc. problems (that I'm still working through), but it was a bad USB cable that was really messing me up.

I hope this helps someone.


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