There are native examples in the platform sdk download, should be pretty similar in Unity, no? We have our own engine so I did a native integration, but the logic looks like:
* Check for the cloud storage metadata by key. * If it exists, load. * If it doesn't exist, perform an initial save.
Currently, I'm gating our load on having an InSync || NeedsUpload || LocalUploading state, if it's out of sync in our app I'm refusing to load it, since I don't want to run into any cases where a user can overwrite their save data from another machine. We tested a few contrived cases and so far, so good.
Ah, thanks for the tips chooch709. Unfortunately the calls are a bit different from what seems to be available with the unity API, but i'll keep digging.
Any oculus reps with some example code, i'd love to hear from you guys 🙂
is there another sub forum where it would be better to ask development questions? Over a month now and i'm still no further along here. Please any examples at all showing this functionality working in unity!