I'm fairly sure the title of the app when you create it in the developer dashboard is permanent. You would have to create a new app with your new title and copy the code into that. As far as I know that's the only way at this juncture :/
If you share the specific error you are getting I might be able to help. With just what you've posted, try removing "using System.Collections.Generic". This is already included in the line above it "using System.Collections." …
I am fairly sure the storage location on the Go is different than normal android devices. You will most likely have to change your URL to correspond to the storage location of the Go.
My guess is a long loading screen (3 seconds plus). We had a similar issue and I changed our videos to download asynchronously so we could display a loading icon in the interim. There is some cutoff for how long a loading screen can just be black …
I had a cast option on the Oculus navigation menu at the bottom, with the headset in developer mode. It's the dark grey menu with home library etc - under the sharing tab.
My understanding is that Go apps and purchases will all be compatible with the Quest. I think it will be the same store, or very similar. It's hard to find specifics though.
I'm not sure exactly - and on second thought I was referring to the Quest, not the new Rift. Not even sure if the Rift S had the option. I've heard of companies getting Quest early dev kits, but I think that window was a while ago and has…
You might have to pass the video file name to the player again. Before it was an asset bundle, it might have had a reference to the video. The switch to the asset bundle might have changed when things are compiled or referenced. I would try a nul…
You might try spawning a "copy" of the object in the hand, and destroying the original one that is picked up. Since the grab depends on the collider, disabling that would be difficult. Instead, you might be able to trigger a "collid…
Here is a comprehensive list of how to test the purchasing, some of it can be complicated -
https://developer.oculus.com/documentation/platform/latest/concepts/dg-iap/
If you have a build that you could submit for the Rift you might get more specific feedback. I think due to the sheer volume of submissions for Go (mobile devices), they don't provide specifics, and also the bar is constantly going up for what make…
The Oculus Start program would be worth checking out for sure. It's a partnership between Oculus and new developers, with direct access to their staff for questions and support.
Yea of course! They have a video player component and a script called run video - works from a local file or URL and can handle 2D and 3D video - even prefab 360 video screen or a flat canvas screen for 2D. Super useful.
Nevermind - as is often the case it was my mistake. I was calling the download function two places, and it was trying to over-write the other one during run-time.
My only thought is the APK file is over the size limit. I think above 2gb (not sure what the exact limit is) have to be zipped or packaged in a different way - perhaps asset bundles.
I think that's under the local avatar - center eye anchor, or one of the eye anchors. The prefab comes with multiple cameras attached to those anchors. I've had success putting my camera as a child of the eye anchor. I think that offset is the di…
I would look into the custom hand poses in the avatarSDK, there should be a pose for this in there, since it's one of the hand models depending on hand position on the controller. You could just pull out that hand pose and set it when you want to, …
The documentation is pretty good, but it can be kind of cumbersome to navigate. Here is a link to OVR related functions and other handy Unity tools:
https://developer.oculus.com/documentation/unity/latest/concepts/unity-utilities-overview/
The le…
You might try putting a print line in the Update() function, so it is constantly "doing something" each frame. Not sure on a specific sleep related command though.
I think the code and libraries will be very similar to the Go, since it's a standalone mobile device. I would focus on those SDK's. As far as your question 4) they've mentioned the quest store will be "game focused" and you have to submi…
https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
There is UNITY_STANDALONE_WIN
-I'm not sure if you can specify the version of windows. Might be worth trying to append a "_10".