Headset install continued

Today I experimented with earlier unity versions and installed 2018.4. I exported my current project as a project asset and hoped to install the prefabs in the new project. I found that there were too many errors and it would not have solved the headset install issue.

As part of the optimisation process, I deleted the skybox as I’d read that it carried a high processing cost. I created a sphere and mapped it with the same skybox material. Unfortunately I couldn’t understand why, after placing my environment within the sphere, that the player kept shooting off outside the sphere and falling onto the abyss. I deleted the skydome and my player behaved normally. I know this can be fixed in maya by reversing normals but for now I have changed the player camera, left and right eyes, to black. This will solve the skybox optimisation. 
Next I checked all point lights in the scene were baked. I left one real-time light on the active fairground stall but after changing environment lighting and deleting the directed scene light, this should further reduce processing load. 
After this I checked the osig and built the app again the opened on the headset. Oculus is advising that the app is there but not compatible because it is still in draft. 
To advance the app from draft to alpha channel (and hopefully this will finally show up on the headset) I have started to complete the oculus publishing process. I have completed everything apart from the store assets. I have read the guidelines and will be working in these tomorrow.
Next steps: 
🔲. Oculus store assets 
🔲. Start and exit UI start Scene
🔲. Scene transition
🔲. Door mechanic 
🔲. Upload new build to oculus for testing. 

Headset install continued

Today I experimented with earlier unity versions and installed 2018.4. I exported my current project as a project asset and hoped to install the prefabs in the new project. I found that there were too many errors and it would not have solved the headset install issue.

As part of the optimisation process, I deleted the skybox as I’d read that it carried a high processing cost. I created a sphere and mapped it with the same skybox material. Unfortunately I couldn’t understand why, after placing my environment within the sphere, that the player kept shooting off outside the sphere and falling onto the abyss. I deleted the skydome and my player behaved normally. I know this can be fixed in maya by reversing normals but for now I have changed the player camera, left and right eyes, to black. This will solve the skybox optimisation. 
Next I checked all point lights in the scene were baked. I left one real-time light on the active fairground stall but after changing environment lighting and deleting the directed scene light, this should further reduce processing load. 
After this I checked the osig and built the app again the opened on the headset. Oculus is advising that the app is there but not compatible because it is still in draft. 
To advance the app from draft to alpha channel (and hopefully this will finally show up on the headset) I have started to complete the oculus publishing process. I have completed everything apart from the store assets. I have read the guidelines and will be working in these tomorrow.
Next steps: 
🔲. Oculus store assets 
🔲. Start and exit UI start Scene
🔲. Scene transition
🔲. Door mechanic 
🔲. Upload new build to oculus for testing.