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okiostudio
10 years agoHonored Guest
Preparing for submission of Rift Unity app to 'Concept'
I am adapting an existing DK2 Unity app to publish on Concept. It is running fine on runtime 1.3, with Unity 5.3.4 and plugin 1.3.2.
I'm kind of a newbie to the process of preparing the app for publishing. I haven't found any documentation on that process for Rift and what it implies in Unity.
Some of the publishing requirements are not very clear to me. Can you clarify?
Start, Pause, and Quit from Oculus Home and desktop client
--> do I have to do anything special in Unity to support this? I couldn't find any sample that shows that.
Signing the application : do I need to do anything in Unity to make sure the application is not recognized as coming from an external source ? I see the platform plugin has a Core.Initialize("MY_APP_ID"); method. Is that required to be in the app even though I am not specifically using platform services?
Verified entitlement check.
Not even sure what that actually means.. Where is the doc about this ?
Properly target audio device.
Ok, well, what does that imply in terms of Unity development ?
Install/uninstall cleanly and to the appropriate directories.
It used to be that on Oculus share one could simple upload a ZIP with the exe and associated files. Is this not the case on 'Concepts'? Do I need to create an installer? If so, what are the 'appropriate' directories ?
I'm kind of a newbie to the process of preparing the app for publishing. I haven't found any documentation on that process for Rift and what it implies in Unity.
Some of the publishing requirements are not very clear to me. Can you clarify?
Start, Pause, and Quit from Oculus Home and desktop client
--> do I have to do anything special in Unity to support this? I couldn't find any sample that shows that.
Signing the application : do I need to do anything in Unity to make sure the application is not recognized as coming from an external source ? I see the platform plugin has a Core.Initialize("MY_APP_ID"); method. Is that required to be in the app even though I am not specifically using platform services?
Verified entitlement check.
Not even sure what that actually means.. Where is the doc about this ?
Properly target audio device.
Ok, well, what does that imply in terms of Unity development ?
Install/uninstall cleanly and to the appropriate directories.
It used to be that on Oculus share one could simple upload a ZIP with the exe and associated files. Is this not the case on 'Concepts'? Do I need to create an installer? If so, what are the 'appropriate' directories ?
4 Replies
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- cyberealityGrand Champion
- Joanna8bitVRHonored GuestOkistudio I have the exact same questions and have been searching for the same answers for a long time! I also need more information than is given in the documentation linked above. Have you had any success finding out just how to meet all these publishing requirements? Thanks.
- OzonerHonored GuestDoes any one know where I can get the code for the following, I am using Unity and want to publish but can not find any answers to: Start, Pause, and Quit from Oculus Home and desktop client. Is there a how to guide or some examples I am not aware of. I know how to pause a game, quit a game but no idea on how to do it threw the desktop client. Any help on where to find this info would be appreciated. Cheers.
- Joanna8bitVRHonored GuestI am also still looking for this guide as well, but I will tell you one odd experience I have had: I downloaded the SteamVR Plugin on the Unity Asset's store because I wanted to investigate Steam as a possibility for publishing my game. I read the instructions that come in the readme file with the plugin and added the Steam script to my in scene camera. Guess what, my game suddenly launched from Oculus Home and when I quit it returned to Oculus home. It even paused. I have no idea why, but you could always download the SteamVR Plugin and read through that code to see if you can use some of that. I have since finished implementing other features of the plugin so now my game launches from Steam and not Oculus Home, but if you only attach the Camera script you may be able to replicate what happened with my game. Best of luck and I am still hoping Oculus will write clearer guidelines as to how to properly code for start, pause and quit.
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