If you believe it is shutting down due to entitlement check failure, you will need to handle that gracefully and not just exit the application.
When you perform the entitlement check you get a response of failed or success, if failed I suggest …
From the look on your code, your distance travelled on each update is too high.
I would look to use iTween instead as this will give you some finer control and result in smooth animations
Its free in the asset store
There will be lots of fine tuning required to the below to make it smooth and obviously I haven't built or testing any of the below but pretty sure it will get you started
Here is what I would do if I was looking at building a climbing game
I handle entitlement checks in the following way and it's been approved 4 times.
On menu/main screen load check to see if user is entitled.
If not entitled I hide the main menu and replace it with text saying "User is not entitled to play…
As you rightly say the user name is handled by Oculus, they submit the username at the same time, you don't have control over that part.
I think the confusion is in "API name", it isn't really an API name in the the sense we are used to t…
Glad you got it working and can now launch with Gear VR support.
I don't have PayPal but no need, I'm happy to help out where I can. As an indie developer I know how frustrating things can be sometimes when your on your own.
Best of luc…
I haven't tested on Gear / Go, however IsControllerConnected also has a RTouch option which I did test and it returned True when it was connected and false when it wasn't so can't see why the RTrackedRemote wouldn't return false if not co…
I'll help if I can, this is what I would do if that was happening to me
Have you added the AppID?
Make sure you put the headset on, if it isn't active the controllers don't always respond
Do you get any input from the controllers at all? …
Hmm that does sound strange, the only other things I know of that may effect performance across the board like that would be low battery or overheating.
Without seeing more I can do nothing but give pretty generic advice, but sounds li…
I haven't done this in Unreal, but must be the same in unity assuming you have the same Oculus Integration within Unreal that you have in Unity the Oculus.Platform will handle pretty much everything for you.
The API name is a string reference t…
I'm assuming by memory you mean your storage capacity and not your RAM, as 2Gb spare RAM is more than enough.
While I haven't tested, I would be extremely surprised if low storage had any impact on performance unless you are writing to the stor…
I think this functionality makes sense and gives a good user experience.
The back button takes you up levels of your UI, pressing the back button while at the highest level giving the option of quitting.
Secondly handling the quit inside your app …
I think you are maybe looking for something like the OVR Metric Tools, which will record/log a play session and give some metrics on the performance. I have used that particular tool on a number of Oculus GO apps I have created but haven't used it o…
You want to make sure you are only using the localavatar and not the playercontroller (playercontroller automatically adds things like movement the the player)
If you want to move another object/character with the touch thumbsticks you can use…
In regards to the heat dissipation.
Depending on if your App is CPU bound or GPU bound will dictate which one of CPU or GPU will help the most.
You are able to set the clock on both the CPU and GPU from 0-3 so setting it lower should help wit…
The GO meets the requirement of mobile, standalone, lasting hours and laying down (usually app dependent though)
A quick search brought up https://www.oculus.com/experiences/go/1397503436990351 which looks like it can read PDFs.
Best of luck
I'm just guessing here, but this may help.
If you have blender, try importing to the FBX into blender and setting the origin point to "center of geometry". That should at least deal with the symmetry issue, you could also rotate it in…
I have done something similar but without the distance check so will summarise what I did below
Write a new script and attach it to the object you want to return to a location
In the script create some variables
a reference to your Grabbable s…
I used audio clips for haptics in Salvo, my first game however that was part of OVRHaptics which according to the documentation is now depreciated, so don't know how long support for it will be maintained.
Not sure why they depreciated that method…
Don't mean to bring up an old thread but I found this thread while searching for an answer to stopping haptics and I found the solution so posting here for anyone else finding this post
To stop the haptics you just set the frequency and amplitude t…
Have practically completed all the main game play elements and the first level for Don't Move including the working forklift truck which is pretty fun to drive around :)
This is a quick trailer I threw together for it
Thanks for the comment.
This creature is really just a holding one while I'm building up the main game mechanics and puzzles, so yeah I expect there to be more creatures once finalised.
Glad you like the controls, when playing it feel…
I have spent some time this weekend modeling out the towers. Each tower has some building materials and 3 levels
Here is a quick fly through
From left to right
A lost of time has passed since June 2017 when I first launched Salvo. I have now completed a full update to the App due to launch beginning of April/ I have learnt a lot over the last few years and wanted to update my first game.
Here is t…
Pretty much completed building all the features, optimising and testing. Everything is working well and running at a pretty steady 72fps
Single player - Multiple difficulties - Easy - Regular - Hard
Leader boards for each …