We have an unlocked Exynos S7 phone and we updated it to Android N using
the Samsung Smart-Switch application. It has a weird problem that we
don't see on our Android M phones. If you press the Android "Back"
button at our main menu, we run the "OVRQ...
We'd like to track temperature for profiling / QA purposes, but I can't
find a way to access the temperature value that we see in logcat. We are
using UE4, which does get the battery temperature, but getting the CPU
and/or GPU temp would be ideal
I'm working on configuring our UE4 a project for upload to the
dashboard, which required enabling the "distribution" and "remove OSIG"
options. This triggered the following error:error: package
com.oculus.svclib does not exist
com.oculus.svclib.OVREn...
We are working with Unreal 4.12.5, and would like to run some tests with
the project packaged for distribution. This configures the app with
android.intent.category.INFO. When we install the app to a device, it no
longer shows up on the phone's deskt...
Hi Tom, thanks for doing this AMA!Since you've been doing this for
nearly 5 years at this point, you've had the opportunity to see a lot of
evolution in the VR space. Are there any early bits of "VR Wisdom" that
are turning out to no longer be true?
Hi David, do you have any tips for native debugging UE4? We are able to
get the Nvidia Tegra debugger to attach, but we get SIGILLs any time
there is input (controller buttons, touchpad, etc). I think I saw the
same thing when I tried using a command...
Hi John, thanks for doing this AMA!Is there a way to have a toast
notification shown when a user earns an Achievement? If not, could that
be added in the future (possibly with a callback to the client
application to get a good (I'm sorry if this gets...
I had the same issue on one of our development phones (a Sprint Galaxy
S6 w/ Android 6.0.1), and I was able to fix it by doing the following:1)
Factory Reset2) Open Google Play and let it update all installed apps3)
Install Facebook and Facebook Mess...
After discussing it with some other folks from Oculus, we found that the
error would only occur if "debuggable" was included in the manifest, and
that's removed from the distribution builds we send to end users, so
we're good to go.