Oculus AppLab Upload Errors: "App Contains Both 32-bit and 64-bit Libraries" and "android.permission.CAMERA"
Building and deploying your VR app to Oculus AppLab can be a rewarding experience, but it often comes with its share of challenges. Two common errors you might encounter are:
- "App contains both 32-bit and 64-bit libraries"
- "Your application contains android.permission.CAMERA"
This article aims to break down these errors, explain their causes, and provide actionable solutions to help you get your app up and running on Oculus.
Understanding the "App Contains Both 32-bit and 64-bit Libraries" Error
The "App contains both 32-bit and 64-bit libraries" error means your app is built with both 32-bit and 64-bit code, which is not supported by Oculus. This is because Oculus devices are designed to run on a 64-bit architecture, and the app store requires apps to be compiled purely for 64-bit.
Example:
Let's imagine you have a dependency in your app that includes both 32-bit and 64-bit libraries, like a third-party SDK. When you build your app, it will include all libraries, leading to the error.
Fixing the "App Contains Both 32-bit and 64-bit Libraries" Error
Here's how to fix the error:
- Identify the culprit: Use your IDE's dependency tree or build system tools to identify which library is causing the issue.
- Find a 64-bit alternative: If possible, switch to a 64-bit version of the library causing the error. Most modern libraries offer 64-bit support.
- Rebuild your app: After updating your dependencies, rebuild your app. This ensures the build process includes only 64-bit libraries.
The "android.permission.CAMERA" Error and Oculus's Privacy Policy
The "Your application contains android.permission.CAMERA" error indicates your app requests access to the camera. This might not be a problem in itself, but Oculus has strict guidelines regarding camera access.
Oculus's Privacy Policy
Oculus prioritizes user privacy. The use of the camera must be justified, with clear explanations about its purpose. They require developers to obtain explicit consent before accessing the camera and to only use it for intended functionalities.
Examples:
- Acceptable Use: A VR game that allows players to take selfies within the virtual world.
- Unacceptable Use: A VR game that secretly records players without their knowledge or consent.
How to Address the "android.permission.CAMERA" Error
- Justify your use: Clearly explain in your app description and within the Oculus App Lab submission form how the camera is used and why it's necessary for the app's functionality.
- Request explicit consent: Ensure your app obtains user consent before accessing the camera. This can be done through an in-app prompt or a clear, concise explanation within your app's UI.
- Adhere to Oculus's guidelines: Thoroughly review Oculus's guidelines for camera access and ensure your app complies with their policies.
Additional Tips for Building VR Apps for Oculus
- Use the Oculus SDK: Utilize the Oculus SDK to take advantage of the platform's capabilities and streamline your development process.
- Test Thoroughly: Test your app on Oculus devices to ensure it functions correctly and meets Oculus's quality standards.
- Read the Documentation: Refer to Oculus's developer documentation for detailed information on their policies, guidelines, and best practices.
References:
By understanding these common errors and following the guidelines, you can significantly increase your chances of getting your VR app approved on Oculus AppLab.