Developer Controls for Try Before You Buy
In regards to this feature: https://developer.oculus.com/resources/try-before-you-buy/ I'm curious about a few things: Can we tell from inside the game whether a user is in a trial period or has purchased the full game? We're developing in Unreal. What happens to the player when the timer expires? Are they immediately kicked out of the game, or do we have the ability to gracefully handle it? For example, if they're in a multiplayer game session, can we let them finish it before kicking them out?505Views1like0CommentsPublishing trial version in App Lab and charge customers outside the Quest Store
Hi, I'd like to share my app via Meta's App Lab so my customers could install it and try quick and easy - without enabling developer mode, installing via ADB etc. The idea is to: - publish app via App Lab - share free trial version (app connects to license server on startup to validate trial / license) - after trial period user is asked to provide license key (available to buy directly from me on my wesbite) Has anyone tried similar approach? Is it legal with Meta's policy? Or maybe is there option to sell via App Lab with time license? (I'd like to sell my app more like subscription than lifetime license)845Views0likes0Comments