Google Play Requiring API Level 34, Quest 3 on API Level 32
Starting August 31st Google Play apps are requiring API Level 34. My company is shipping an app the first week of September so we are required to meet this requirement, but the quest is only on API Level 32. I'm surprised I'm not seeing more people talking about this am I missing something or are quest apps just not going to allowed on google play because of this?1.6KViews2likes1CommentAndroid native apps even with 2D in passthrough only - request
Hi, Meta should consider coming to terms with Google on allowing Google Android Store apps availability one Meta Quest. Even with 2D and passthrough only, it would be a game changer, allowing thousands of apps to run on Meta Quest devices just like on normal phones. It should be easily achievable by making Meta OS showing android apps in windowed mode.748Views0likes1CommentMac App Store validation fails for OVRGamepad.bundle
I am attempting to get my cross-platform Unity app certified for the Mac App Store, and am getting several validation errors related to the OVRGamepad.bundle shipped with the Unity OVR package (we support VR on Windows): Unsupported Architectures. Your executable contained the following disallowed architectures: '[i386 (in <myapp>/Contents/Plugins/OVRGamepad.bundle/Contents/MacOS/OVRGamepad)]'. New apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac app updates and existing apps must support 64-bit starting June 2018. After examining this file, it looks to be a universal binary containing both i386 and x86_64 architectures. I can strip out the i386 arch, but it would be nice if these were packaged as separate files so I don't have to do surgery to separate them. Invalid Bundle Identifier. The application bundle contains a tool or framework [<myapp>/Contents/Plugins/OVRGamepad.bundle] using the bundle identifier '', which is not a valid bundle identifier. This one is tricker. I checked the Info.plist in the bundle, and indeed the CFBundleIdentifier is blank. Can I put just anything here? I don't know if the App store is doing deeper validation, or checking the ID against its own list of packages. This field really needs to be populated on Oculus's end. Has anyone else run into either of these issues? Are there accepted workarounds? Thank you.897Views0likes0Comments