How to offer 360 film for sale on the Oculus store?
I am a VR film maker and I want to post my content for sale on the Oculus marketplace. Do I need to create an app to host my videos? Can I offer the 360 film for download? Can I host the video through an existing film viewing app?472Views0likes0CommentsInstall Failed on Devices
LibraryCacheEventListener: Install failed for {package_name}: Update failed, caused by failure in ApkUpdateInfo{id=21, package=package_name, update_type=FULL_APK, state_str=FAILED, failure_code=9, extras=ApkUpdateExtras{data={error_code=99, Where do i get more information regarding the error message?1KViews0likes2CommentsBeta, Alpha Channels time limit ?
I was reading the documentation on release channels, and I didn't find any information about life span of apps in Alpha, Beta channels. I know this channels are suppose to be use temporary. So I wonder if there is a time limit for apps to be there, or an additional cost for having apps there for a long period of time.414Views0likes0CommentsGear VR Store Demographics
Hi guys, I'm having a difficult time finding target demographics, monthly active users and app download stats for the Oculus Store. Anyone know of any good resources to find these out, or key contacts in Samsung or Oculus? As a developer, I'm not just interested in the tech, but who I'm developing for, and it would be helpful of Samsung and Oculus made demographic data available as to who is actually using their headset. Cheers, Lochana1KViews0likes2CommentsAbout "The Unity Ads"
Hello I try to Insert "The Unity Ads" in our app. our app is going to register to Oculus store in GearVR. I asked about it to The Unity. Unity staff said that I have to register to "Google Playstore" too. Only Oculus store is not work. If I want to Insert "The Unity Ads" in our app, I have to register "Oculus store and Google Playstore". Is it right?411Views0likes0CommentsDoes my GearVR app always have to run in 60 FPS?
Hello guys. I'm making an app for GearVR using Unity5. Is there any source where I can know the requirements before sending my GearVR app to oculus store? I thought my app have to run in about 60 fps constantly but I found it is very difficult for me if I use skinned mesh in Unity. I noticed that oculus is not saying every app has to be running in 60fps in their guideline. https://developer.oculus.com/documentation/publish/latest/concepts/publish-prep-app/ Does this mean lower frame rate like 45 fps is also acceptable? Does anyone have information? Do all you guys make app running always 60 fps? Thank you.3.1KViews1like5Comments