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Where do customers enter Oculus Keys?

Anticleric
Member
Can't find anything in the client. I'm sending out 4,000 of these things on Monday.
What's the score?

Also.. if the app is still "under review", will they be able to access it with a key?

Also, also.. if that's the case.. why not put it on the store? My money isn't good enough for you? 😛

Also, also, also.. what's with the 1.3 SDK being released on launch day? Are you trying to kill us?

I'm sure you're all pretty stressed out and working over-time at the big 0.
Know that we are too. I have a headache, diarrhea and heart palpitations. Pretty sure I'm dieing.

Please please please please, give us some answers.
Thanks
27 REPLIES 27

cybereality
Grand Champion
I don't have these answers, unfortunately, and it may be best to speak with developer relations via email in this case. I can also ask for you tomorrow, cause things have been moving super fast here and I don't even have all the details.
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Anticleric
Member
Just bombed the store guys and dev rel with a list of questions.
Thanks Andres. You're the second hardest working man in VR.

guygodin
Protege
I think its here:
Oculus Home: Settings -> Account -> Redeem Code
Virtual Desktop Developer

Anticleric
Member

guygodin said:

I think its here:
Oculus Home: Settings -> Account -> Redeem Code


ah thanks. haha
How did I miss that?

Well.. Mark and I just tried swapping keys.
Only works if we have the other added to our Builds in the dashboard.. so.. kind of useless?

Anonymous
Not applicable
As far as I can tell, it only allows you to redeem the game for free. People would still need access to it, either by being publicly listed or having beed added to one of the build channels.

So keys are useless if your app is in "closed beta".

MickFrima
Protege
Wow, I'm kinda happy we decided to ship in 2 weeks, we'll let you guys clear the jungle and follow in your footsteps soon 😉

Scawen
Heroic Explorer
I'm trying to understand these keys, what they do and why.  Can anyone explain what their purpose is?

For example, a user downloads Live for Speed from our website, after I've coded 1.3 SDK support.  Now they want to run it in the Rift.  Do they then have to enter a key code?  Or acquire one from our website?  If Oculus is giving them away to us free of charge, and we are passing them onto our users, who use them in our program or Oculus home, what is the purpose of this process?

Do we still need to use keys if the user selects "allow unsupported apps" which I read about on the 1.3 SDK thread?

Confused...

Live for Speed - www.lfs.net

Anticleric
Member
I emailed everyone I can think of, from Dev Rel to the store team.. no answers yet.
I'm screwed.

Anonymous
Not applicable
Roll with the punches, it is clear to me at this stage that both Oculus and Vive launches will be somewhat clusterfucks, where the first people to get the sets will also run the gauntlet of bugs and inevitable updates during the first few months. Price of being bleeding edge!

PS Please stop using the term 'Final' in build versioning... Or is it like 1.1 Alpha, 1.1 Final, 1.2 Alpha, 1.2 Final? Still makes no sense to me. Just reminds me of noob times when kids starting out in the biz had versions like MyFile_FinalFinalLastThisIsCertainlyTheFinalMaybe