The useful result was not simply a successful upload. It was a release path a developer could understand, repeat, and eventually run with one command.
Why I made this
A developer could finish the game build and still get stuck in the publishing handoff: command-line setup, keystore details, signing, channel selection, and upload syntax all had to agree.
The workflow also contained version-specific traps. A tutorial that skipped the errors would look cleaner, but it would leave viewers alone at exactly the points most likely to stop them.
What I did
I started with the command-line upload path and worked through the real setup in sequence. From there, I created a ship_op.bat script that collected the signing and upload behavior into a repeatable command, with separate examples for the keystore and release script.
The longer format matched the problem. This was not a two-minute feature demo; it was an end-to-end release workflow with enough moving parts that developers needed to see the transitions and troubleshooting context.
A note on the archive
Gear VR, the Oculus Store tooling, Android signing practices, and Unity’s build pipeline have changed substantially since 2017. The original description notes that Unity 2017.2 already simplified part of the process while the video was still relatively new.
Use current platform documentation for modern publishing. I’m keeping this one because it captures a familiar pattern: get the manual release working, find the parts that keep going wrong, and turn them into a command you can trust.