# Nakama-UNREAL deployment on Oculus

**URL:** <https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309>\
**Category:** Client Libraries\
**Created:** [December 1, 2022, 12:44pm UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309 "2022-12-01T12:44:24Z")\
**Posts on this page:** 8\
**Page:** 1

<div class="post-metadata">

**Author:** ![rohitdeveloper](https://avatars.discourse-cdn.com/v4/letter/r/eb9ed0/32.png) [@rohitdeveloper](https://forum.heroiclabs.com/u/rohitdeveloper)\
**Post date:** [December 1, 2022, 12:44pm UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/1 "2022-12-01T12:44:24Z")

</div>

Hello,  
I have installed the NAKAMA server locally using Docker. I am using Nakama-UNREAL client library and just trying out anonymous Authentication. Things are real good on windows. When the same build is prepared for Oculus using android packaging, The app keeps crashing. If I remvoe the NAKAMA modules and code from game, everything is just fine. I think the NAKAMA SDK runtime is missing on oculus. How to solve this issue?

Rohit

---

<div class="post-metadata">

**Author:** ![lugehorsam](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/lugehorsam/32/314_2.png) [@lugehorsam](https://forum.heroiclabs.com/u/lugehorsam)\
**Post date:** [December 1, 2022, 5:52pm UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/2 "2022-12-01T17:52:38Z")

</div>

Hi Rohot, we have not yet implement Oculus support for Nakama via Unreal. We welcome community contributions to make this happen. Could you also file an issue on the Github repository with your crash?

---

<div class="post-metadata">

**Author:** ![rohitdeveloper](https://avatars.discourse-cdn.com/v4/letter/r/eb9ed0/32.png) [@rohitdeveloper](https://forum.heroiclabs.com/u/rohitdeveloper)\
**Post date:** [December 2, 2022, 4:06am UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/3 "2022-12-02T04:06:47Z")

</div>

Hi Luke,  
I will file an issue with GitHub repo with detail logs later next week as new Oculus is coming to me.

To make android packaging successful I have taken libnakama-sdk.so from the NAKAMA CORE release at this moment.

Added following to the NakamaCore.build.cs:

`{UnrealTargetPlatform.Android, Tuple.Create(Path.Combine("android", "libnakama-sdk.so"), Path.Combine("android", "libnakama-sdk.so"))},`

Now packaging happens with shipping - Android configuration.  
The final thing I need to see is to package this **libnakama-sdk.so** with the apk and I presume this should resolve the problem, shouldn’t it?

Rohit.

---

<div class="post-metadata">

**Author:** ![lugehorsam](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/lugehorsam/32/314_2.png) [@lugehorsam](https://forum.heroiclabs.com/u/lugehorsam)\
**Post date:** [December 4, 2022, 6:11pm UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/4 "2022-12-04T18:11:45Z")

</div>

@rohitdeveloper yes that should work – I should have mentioned that the current Unreal plugin does have Android support but it is yet-to-be released. However you can use what’s on master and you shouldn’t need your changes anymore.

> <https://github.com/heroiclabs/nakama-unreal/pull/71>
>
> In Unreal, the \`libHttpClient\` was replaced by \`UnrealHttpTransport\` and \`Unreal…WsTransport\`, and I don't want to add another \`libc++\_shared.so\` to my app(may conflict with Unreal's own).
> 
> I had decompressed nakama-release.aar(compiled from nakama-sdk with \`UNREAL\`).
> 1. \`include\` folder was from \`\[nakama-release\]/modules/nakama-sdk/include\`.
> 2. \`libs\`folder was from \`\[nakama-release\]/modules/nakama-sdk/jni\`, and removed \`libc++\_shared.so\`.

---

<div class="post-metadata">

**Author:** ![lugehorsam](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/lugehorsam/32/314_2.png) [@lugehorsam](https://forum.heroiclabs.com/u/lugehorsam)\
**Post date:** [December 4, 2022, 6:12pm UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/5 "2022-12-04T18:12:09Z")

</div>

@rohitdeveloper could you please let me know that it runs okay for you on Oculus?

---

<div class="post-metadata">

**Author:** ![rohitdeveloper](https://avatars.discourse-cdn.com/v4/letter/r/eb9ed0/32.png) [@rohitdeveloper](https://forum.heroiclabs.com/u/rohitdeveloper)\
**Post date:** [December 5, 2022, 5:37am UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/6 "2022-12-05T05:37:17Z")

</div>

> [@lugehorsam](#):
>
> you please let me know that it runs okay for you on Oculus

Thanks @lugehorsam . I am starting my monday with master branch. I have access to remote oculus and one coming to me in 2-3 days. I will let you know my results for sure.

Rohit

---

<div class="post-metadata">

**Author:** ![rohitdeveloper](https://avatars.discourse-cdn.com/v4/letter/r/eb9ed0/32.png) [@rohitdeveloper](https://forum.heroiclabs.com/u/rohitdeveloper)\
**Post date:** [December 5, 2022, 1:09pm UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/7 "2022-12-05T13:09:03Z")

</div>

@lugehorsam,

I built it with the master branch just packaged it. The packaged .apk has the libnakama-sdk.so file within the libs. It is because of android plugin apl file and it is functioning exactly as needed on oculus. I have just performed anonymous login and it is working as expected. In coming days I will test sockets and almost every functionality and let you know.

Conclusion: The branch is good enough for packaging android build from UNREAL and running the client on oculus.

Cheers.  
Rohit

---

<div class="post-metadata">

**Author:** ![lugehorsam](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/lugehorsam/32/314_2.png) [@lugehorsam](https://forum.heroiclabs.com/u/lugehorsam)\
**Post date:** [December 5, 2022, 2:52pm UTC](https://forum.heroiclabs.com/t/nakama-unreal-deployment-on-oculus/3309/8 "2022-12-05T14:52:30Z")

</div>

Thanks @Rohit, much appreciated.
