Hi there, just as the title says, I am noticing that when I build my app
for 64-bit devices, that the Oculus platform doesn't initialize. It will
with the same code when built for 32-bit. Does anyone know anything
about this? I haven't been able to f...
Hi there, I was wondering if any of you have this same issue, or if
anyone knows what to do.I would like to submit a game to the store, but
am being told I need to wait for my build test status to complete. I've
waited over 3 days now though and it's...
Hi, this is a really weird issue I'm having. I'm developing a mobile app
that does not use GearVR, though it does use Google Cardboard.Every time
I try to run the game it firsts asks me to insert the phone into a
GearVR headset which is certainly not...
Hey! I made an announcement for my GearVR app "Secret of Harrow Manor"
and see that it's still "Under Review" even 2 weeks later. About how
long do these submissions usually take to get approved? I of course can
imagine things are hectic over there w...
Unfortunately the real answer is that you can't. You can write to
submissions@oculus.com but you will be lucky to get more than a one
sentence response. Your best bet is to apply to Oculus Start and hope to
get a second look from dedicated support.
So, I do _not_ have the Oculus platform selected. Just none and
Cardboard at the time.The best guess I can think of is that I had
previously made a similar app that did have oculus enabled. I'm guessing
that was it, but still odd.
You'd had to install the Android Debug Bridge (adb) on the Go. Then you
should be able to view output with adb and logcat.Though when I tried it
myself it was having some issues. So I just used an s7 or to develop on
which made things a bit easier.