It seems like we can only test user login in Unity (e.g. something like
Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);)
with the Go if we upload the build to an alpha channel. If I run it
locally, I always get back the e...
Yeah I figured out the same trick with removing the battery cap. While
it improves the issue for me, it doesn't make it go away completely.
This is kind of ridicolous, since I have this issue on 2 of my 7 or so
Gos. Wrote a support ticket, expecting ...
My understanding is that you need to enable it on your developer
dashboard, like here. So, if you're building locally casting won't work
anyways.However, eventhough I have enabled sharing here it says that I
can't cast my content. Is it related to my...