Having got quite frustrated about this issue and having set up a new project using 2081.4 LTS and identified the differences between this version of unity and 2019.2.13, I went to bed.
🔲 Developer Mode unticked
🔲 ASTC Texture Compression
🔲 Set new Version
🔲 Min API Lollipop
🔲 Install Location Automatic
🔲 Alias and Password
🔲 App ID Go/Gear
🔲 User ID
🔲 Bundle Identifier
🔲 Device ID
🔲 Oculus App ID
🔲 Oculus .osig
🔲 Build API
🔲 Upload API to oculus
Tutorials
https://developer.oculus.com/distribute/publish-mobile-manifest/
https://developer.oculus.com/documentation/unity/unity-req/
https://forum.unity.com/threads/question-on-downgrading-unity-version.732152/
https://blogs.unity3d.com/2020/01/24/unity-xr-platform-updates/
At this stage, because I need to go through the user research process properly, I am created a new standalone PC version of the project so that I can complete the build, the death character and cut scene. I will begin user testing from Monday.
I am sure that there will be a fix for the VR version and should it be impossible on the gear VR I will be able to sell the mobile and get an oculus go for the project with a view that a future release will be for the Oculus Quest.
Reflection
What this process has taught me is that there is often a number of ways in which one can resolve on issue, and many potential fixes are offered on forums and via colleagues. It is a process of logic and patience…
I need to keep to my production schedule and I did originally suggest a PC and VR version in my initial pitch so I am not too concerned about the process taking longer. I am after all learning the software and iterating continuously. As the sprint is mid way through I need to think about the MPV and so I am focusing on the PC version which further research is undertaken and tests carried out.