I've seen this too and it's an easy fix. If you log into your Dashboard here: http://dashboard.oculus.com and click on "Create New App" you'll be able to build out an app which will provide you the IDs you're looking…
That error sounds like you may not be in the same folder as your download or you did not extract that download yet. Can you double click on that download, on your desktop, and see if it opens up.
If so, you'll want to run a…
That sounds like you're not in the same directory as the downloaded ovr-platform-util tool itself.
When you open a command prompt, what does it say on the left near the C: part? You'll need to run a command like this:
As far as I know nothing official has been released regarding that yet. I did see that the general documentation for everything will be released when the Quest is publicly available.
I hope this helps!
Hey @FoxNextScott that sounds like you're needing to use the command line arguments the tool provides, which @camtynes_PNNL hit the nail on the head. Basically what that means is you need to provide a few configuration options and then run it since …
What would be one piece of advice for developers who are preparing to target the Quest in the future? Any gotchas, heads up, performance notes, etc!
Thanks so much for taking the time today for an AMA, it's greatly appreciated!
- Alan O'T…
Couple questions to see if I can help. Did this work before or is this the first time trying? Also, is the app secret correct? I could see typos in there throwing some API errors.
Which version of the SDK are you using? There is now a native .FadeOut() function within OVRScreenFade.
Check for this: /// <summary> /// Start a fade out /// </summary>&…
This link should help a bit https://developer.oculus.com/documentation/mobilesdk/latest/concepts/book-intro/
It goes over a lot of what you're saying above and should answer those questions.
John Carmack did touch on this quickly during his keynote on day 2. It is being tested internally but seems unlikely to ship with the Quest. Perhaps it will be included in a later iteration of a newer unit down the road though.
I think the main thing to remember is that the app / UI would need to be VR compatible. So basically, can it be rendered in a VR world? (stereoscopic). I'd imagine a lot of the UI would need redone to support VR in general.