We're using Facebook's automatic event logging for our Unity game, which
is live with daily purchases on both iOS and Android. I’m considering
starting an ad campaign optimized for Purchase events but have concerns
about the following:Missing Android...
I'm guessing the number of developers who have apps in the store must be
lower than a few thousands or tens of thousands at most, compared to a
support for consumers this must generate very few emails per day (maybe
a few dozens or hundreds at most?)...
Hello, my Gear VR game got released just 3 days ago and it was so
successful that it even appeared in the Free and Popular category by day
2, it got a rating of 5.0 with eight 5-star reviews, long play times and
very few uninstalls. I got 77 ACTIVE u...
I am puzzled by the way Oculus handles the publishing of our game.
Normally a few days of delays in responding to requests wouldn't be a
problem but when the last minute email we got that our game has been
approved says that it is going to be release...
I'm concerned as a developer with a game already in Oculus Store about
what looks like a serial hardware issue with the Gear VR 2016 (probably
well known to some of you, but new to me as I've just acquired mine and
tried it on for the first time). Th...
I guess it's probably still this old bug that hasn't been fixed yet
(just found it on github):
https://github.com/facebook/facebook-sdk-for-unity/issues/700Probably
the only way around it to send purchase events manually.
I agree this is a joke. It doesn’t sound like a challenging UI dev task
to fix this especially because it was possible in the past. Yet it’s
been more than a year and no fix.
Ha! This is funny because I set my profile pic to something about a year
ago when it was still possible (I never had the desktop app), but I see
rules have now changed and I can't set it any more from either my Oculus
dashboard or the mobile app.
Will my Gear VR apps automatically be available for Go? I saw a
notification recently that mentioned there would be testing to see if it
works with Go but I'm not sure how to know the result...
I honestly didn't know how to turn imperativity's advise into a
solution, how not to use Input because even the OVR Input Module itself
uses Input such as Input.GetMouseButtonDown. But if this just meant that
we should not have the StandaloneInputMod...