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Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store?

ziang.96
Honored Guest
I built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store.
Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store?

Now is there a version that supports  Ios App Store?

 

 

 

 

5 REPLIES 5

technotic
Protege

I'm confused. You created a non-VR app that uses Oculus LipSync API and want to build it for release in the Apple App Store for iOS?

 

The android-based API's exist because the Meta Quest devices use an operating system based on AOSP and are ABI-compatible. The Darwin and Android kernels are not ABI-compatible.

 

It sounds like you're trying to implement and use their LipSync API in an unsupported and unauthorized way. If I'm wrong, and your project does violate the API licensing and your use is authorized, please correct me. But the Oculus integrations and SDKs are not meant for, and in most cases won't work at all, outside their intended use with Oculus VR hardware. 

Yes, I would like to create a non-VR app and hopefully put it on the Apple App Store for iOS.

But,it cannot be audited through the AppStore.

And Oculus LipSync is an open source plug-in, I think I should be able to get it authorized.

 

technotic
Protege

The license for the LipSync SDK says that the LipSync SDK is subject to the terms of the Oculus SDK License Agreement (it's in the file named LICENSE.TXT, the standard name for a license file). The url is https://developer.oculus.com/licenses/oculussdk/

I'll quote you this excerpt from it to save you a little time:

```

This Meta Platforms Technologies SDK License Agreement, formerly known as the Oculus SDK License Agreement, (“Agreement”) is a legal agreement between you and MPT (defined below) governing your use of our MPT Software Development Kit, formerly known as the Oculus Software Developer Kit. MPT Software Development Kit means any application programming interfaces (“APIs”), tools, plugins, code, technology, specification, documentation, Platform Services, and/or content made available by us to others, including app developers and content providers (collectively, the “SDK”).

```

Which indicates that you are agreeing to these terms. The terms further state:

```

1.1 License. Subject to the Terms and the restrictions set forth in this Agreement, MPT hereby grants you a limited, royalty-free, non-exclusive, non-transferrable, non-sublicensable (except as otherwise set forth in this Agreement), revocable copyright license (“License”) during the term of this Agreement to use and reproduce the SDK solely to develop, test, and/or distribute your Application (defined below) and to enable you and/or your end users to access MPT features through your Application. You may only use the SDK to develop Applications in connection with MPT approved hardware and software products (“MPT Approved Products”) unless the documentation accompanying the SDK expressly authorizes broader use such as with other third-party platforms.

```

You can see here that they regulate the use of all of the Oculus SDK to use with their VR hardware. It is not an open source SDK, even if the sources are provided. 

 

I would recommend reading entire licensing documents when intending to use SDKs you obtain from 3rd parties to fully understand how you can and cannot use it.

 

If you decide to try to hack it in illegally, you probably won't find help at official Oculus sites and forums.

 

Have you explored the Asset Store for other lip sync tools, or searched GitHub? Best of luck to you. I know it's not the answer you're looking for, but it's the honest one. 

SimonDarksideJ
Protege

Thank you for the clarification @technotic , however, there is a slight issue with your statement.

As far as I am aware, Oculus/Meta do not have any solutions running on iOS, Mac or x32/x64 hardware, YET the Oculus LipSync package contains plugins for them?

SimonDarksideJ_0-1706829227902.png

So if they are not supported under the terms you have stated, why are they even being shipped?  Which is likely why there is so much confusion in this area.



SimonDarksideJ
Protege

On an ancillary note, the current (v29) version of the Oculus LipSync Unity package does not contain a "License.Txt" and I can find no license terms or statements on any of the Oculus Lipsync documentation pages.  Would also be good for clarification to update the documentation with the information above (and the package?)