Preparing for submission of Rift Unity app to 'Concept'
I am adapting an existing DK2 Unity app to publish on Concept. It is running fine on runtime 1.3, with Unity 5.3.4 and plugin 1.3.2.
I'm kind of a newbie to the process of preparing the app for publishing. I haven't found any documentation on that process for Rift and what it implies in Unity.
Some of the publishing requirements are not very clear to me. Can you clarify?
Start, Pause, and Quit from Oculus Home and desktop client
--> do I have to do anything special in Unity to support this? I couldn't find any sample that shows that.
Signing the application : do I need to do anything in Unity to make sure the application is not recognized as coming from an external source ? I see the platform plugin has a Core.Initialize("MY_APP_ID"); method. Is that required to be in the app even though I am not specifically using platform services?
Verified entitlement check.
Not even sure what that actually means.. Where is the doc about this ?
Properly target audio device.
Ok, well, what does that imply in terms of Unity development ?
Install/uninstall cleanly and to the appropriate directories.
It used to be that on Oculus share one could simple upload a ZIP with the exe and associated files. Is this not the case on 'Concepts'? Do I need to create an installer? If so, what are the 'appropriate' directories ?
I'm kind of a newbie to the process of preparing the app for publishing. I haven't found any documentation on that process for Rift and what it implies in Unity.
Some of the publishing requirements are not very clear to me. Can you clarify?
Start, Pause, and Quit from Oculus Home and desktop client
--> do I have to do anything special in Unity to support this? I couldn't find any sample that shows that.
Signing the application : do I need to do anything in Unity to make sure the application is not recognized as coming from an external source ? I see the platform plugin has a Core.Initialize("MY_APP_ID"); method. Is that required to be in the app even though I am not specifically using platform services?
Verified entitlement check.
Not even sure what that actually means.. Where is the doc about this ?
Properly target audio device.
Ok, well, what does that imply in terms of Unity development ?
Install/uninstall cleanly and to the appropriate directories.
It used to be that on Oculus share one could simple upload a ZIP with the exe and associated files. Is this not the case on 'Concepts'? Do I need to create an installer? If so, what are the 'appropriate' directories ?
