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According to documentation there should be a menu item called "Downloadable Content (DLC)" under the "Platform Services" page for our rift game but that page does not exist. There is only the "In-App Purchases (IAP)" page which appears to be different from DLC. This is preventing us from making our DLC store page and releasing it. Any guidance would be appreciated.
Hello, i have been trying to submit an app, but on the payment information it requires the date of birth which is not accepted in any way ( i've tried many conbinations) does anyone have the same issue? literally its the only data stopping me from submiting the app.
Forgive me as it's not a very searchable topic: does anyone know what the Post feature supposed to do and why are all the fields empty weeks later?
Hi there,We're making a game for both Quest and Rift, and both with give custom items away when achievements are awarded. It looks like I need to upload and submit the custom items once per platform, which presumably means that someone who plays the game on both would have two copies. Is there a way to link the custom items so that they're shared between the two titles?ThanksRob.
I've not been able to find any information given by Oculus about how to go about marketing your game that is distributed on their platform (other than landing page content on their site that they will then direct users to).Perhaps the guide would show/suggest how to market your game and get customers to your game page (and thus the oculus site in general)? Is there any affiliate scheme where users you send over end up buying something else instead?Perhaps it would concentrate on Facebook at least and show the exact user category that has detected if the user has an Oculus Headset (facebook would know this like they know what type of phone they have, they will know if they've logged in via an Oculus headset in the past at the least, and which type). Your advertising could then be perfectly targeted at just the users who are able to play your game without wasting other peoples' time. And once you have visitors to your game page that you've generated then they'd show how many have purchas
Hi there, im pretty new to this forum but I’ve been working on games for quite some time, I’ve started to venture into the VR field and have decided to start working on a VR project so i thought after hearing about it, applying for Oculus Start might be worth a shot. However, every time i hit the submit button on the application after entering all details without any errors, the button does nothing, I’ve tried this in three different browsers and still no luck. Any ideas?
Is there any way to get sales stats from your game page on Oculus.Com website or better yet from facebook Ad links to said game page? We need to know if our ads are working or not don't we?Also does anyone know if Funnel become available for Go applications as well as just Quest, so at least we could tune up our landing pages?
Hello,I am building an Unity application (for Windows) with Oculus Lipsync with Unity(2018.4.13f1).And I found that my lip-sync app works as below:1) On Intel-CPU, the SDK does not consume CPUs:It looks that Intel CPU (Core i7 6700 3.4GHz) takes about 1ms.e67(Core i7 2600 3.4GHz) takes about 0.2ms.2) On AMD CPU(Ryzen), the SDK consume much CPUs:Basically, It takes several ms. Sometimes takes over 10 ms. (I tried with ADE-62C1 / ADE-6291)I also tried to simplify the app, that is focusing on lip sync processing. Such a simplified app takes 3-5ms for lip-sync calculation.I want to do lip-sync in realtime(mic as audio source) and to accept AMD CPU.So, please advice me how to reduce CPU consumption with AMD CPU.Thank you for your cooperatoin !
Some IAPs within a tsv file are uploading to Oculus Dashboard and some aren't. All data within the tsv is formatted correctly. Using GearVR (Quest & Mobile)Upon saving I get the following error - GraphQL server responded with error 1357005: There was a problem with this request. We're working on getting it fixed as soon as we can.I can't find any mention of that error code anywhereAnyone experiencing the same? Any help would be appreciated!
As mentioned in the title we can't access the "Platform Services -> Downloadable Content (DLC)" page on any of our Rift products.Our game, which is intended to have a DLC, is currently released on Steam and Oculus but as of now people can only buy the DLC on Steam.Manually opening the url:dashboard.oculus com/application/xxxxxxxxxxxxxxx/dlc/Returns: (this is google translated from danish)Sorry, this page is unavailable. The link you followed may have been damaged or the page may have been removed or you will not be allowed to view this page.
Does anyone know of a listing of qualified and reliable VR developers?
We have launched our app on the Oculus store and would like to inform all of our players of an upcoming update. Is there any easy way to do this?
I know a while back setting up cross buy was possible with App Groups (or similar name, not sure) for Quest and Rift apps.However, I can't find that option anymore. How do I connect a Rift app and a Quest app to be "the same" in terms of a user buying it on one platform and getting it as well on the other?
I'm trying to invite a new user to one of our release channels (for mobile/go), which we've done many times before. I've added the recipient's email, they received the invite clicked on the link to accept the invite, but are getting an error message ("Oops! Something went wrong. Please make sure that your URL is correct."). I've tried with two different apps, and it's happening on both. I tried two different browsers as well. They're logged into their oculus account before clicking the link.Is anyone else seeing this at the moment?
I want to upload an Oculus Quest app devloped with Unity. As it's specified in the documentation:I've prepared AndroidManifest to be compatible with Oculus QuestI've created the keystore in UnityI've exported the project to Android Studio, building the .apk from there and using the keystore generated by UnityBut after uploading to Developer Dashboard the .apk file generated with Visual Studio I'm getting the message'The provided launch file (build.apk) was not found in the package'If I'm only uploading a file (.apk): Which file is the initial file?Do I have to write the name of the file (build.apk) in the form input 'Initial file'?
I need to launch sideloaded Oculus Quest app from sideloaded Oculus Quest app and Platform SDK offers this feature by requering app_id so I am trying to upload my app to my Developer Dashboard so that I can use the generated app_id.I'm uploading it from Unity 2019.2.9f1 (Oculus/Tools/OVR Platform Tool), using Secret Key from Dashboard as App Token (required by OVR Platform Tool)But I'm getting the following error:Checking for update..Logs are written to: C:\Users\Jorge\AppData\Local\Temp\oc_cli__2019-10-17T08-18-35-953Z.logChecking for the latest versionAlready running the latest version 1.43.0.000001[eval]:2!(function(e){ 'use strict';e.__r=t,e.__d=function(n,i,t){if(null!=r){if(__DEV__){var a=arguments[4];a?e.__accept(i,n,t,a):console.warn("Trying to define twice module ID "+i+" in the same bundle")}return}if(r={dependencyMap:t,publicModule:{exports:{}},factory:n,hasError:!1,isInitialized:!1},__DEV__){r.hot=f();var l=arguments[3];l&&(r.verboseName=l,o=i)}},e.__c=n;var r=
If I delete my oculus account, will it also delete my VR appswhich I have uploaded using this account in oculus store?
In the developer dashboard when I create a new app, I am only able to select 'Go/Gear VR' or 'Rift'. There is no option for Quest. Do I first have to link my Quest to my organisation in some way? My Quest shows up in my devices in my personal account.ThanksDan
Is there anyway to delete deprecated organizations (or possibly misspelled ones)? Also how can I edit the name of an app?
Hello,When I try to send a ticket I press the "send" button and nothing happens. Does anyone also have trouble sending a message?Thanks for help!
I have a 4 checkbox toggle group that I move the selection with the right thumbstick on a Quest.This works and I have some counters to fix. I deselect all four then I select the particular one by indexing. The problem I have with doing toggle1.isOn is the checkmark is dimmed. I did not change the colors or anything like that. I simply used was Unity supplies out of th ebox and select y rotating index. The dimmed check box is the concern.I have another menu of a separate toggles and the first one is selected by default is a black checkmark.Any help would be appreciated.
First time I run into this issue.After adding a new user's email address into my ALPHA channel users, it goes to the "Pending Users" section BUT user never receives the email from Oculus inviting him.I have successfully added 10 users that way, never ran into an issue. Note that this user is the first one with a @sbcglobal.net email address.I tried to cancel the user and add him again several times, asked him to check his spam folder, NOTHING.Can anyone help?
Hola tengo problemas con mi oculus go cuando la conecto a la pc en modo de SÍMBOLO DE SISTEMA y utilizo el comando ADB DEVICES no me sale el dispositivo conectado pero para la transferencia de Archivo si esta conectado el problema es solo en el SÍMBOLO DE SISTEMA
Hi,I have an Oculus Quest and a dev account with a product. I am unable to remove my own email from any custom beta channel through the developer dashboard in the manage builds section. I get the following error"There was a problem with this request. We're working on getting it fixed as soon as we can. Unknown / Invalid Email Address"If you could help me that would be great. There doesn't seem to show anything in the inspector and I actively used this email address so that error is incorrect.Thanks,Sam
Hi,In our Rift app we need to efficiently decode 360 h265 video. We do it using the Media Foundation framework and the Hardware Codec distributed by the GPU manufacturers through the Windows Store. We tried to do that by having a launcher to let user install the codec if needed, but that goes against the store policy.So, if we have to start the app directly in VR, can we test for the codec in VR, and launch the Microsoft Store upon prompt in the app ? Would that be ok with the guildeline ?Thanks,Codec link on the Microsoft Store: https://www.microsoft.com/en-us/p/hevc-video-extensions-from-device-manufacturer/9n4wgh0z6vhq?irgwc=1&OCID=AID681541_aff_7593_159229&tduid=%28ir__rvm9m6oklkkfryxbkk0sohz30n2xma6ts6henhuz00%29%287593%29%28159229%29%28%29%28UUwpUdUnU56397YYwYg%29&irclickid=_rvm9m6oklkkfryxbkk0sohz30n2xma6ts6henhuz00&activetab=pivot:overviewtab
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