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 …
Howdy, Mr. Alan O'Toole! The Quest is quite a powerful machine, and we find that it can handle a lot more complex compute than we had been anticipating being able to squeeze out of it! We always try and optimize loading times whene…
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…
I found the solution. I was using the bundle id instead of the app id found in the Oculus dashboad. Replaced that and it is working fine now. Thanks all for the help.
Great to hear it's fixed!
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.
Is there a more recent solution to this problem? These answers don't seem to be compatible with OVRScreenFade anymore! Thank you!
Which version of the SDK are you using? There is now a native .FadeOut()…
Ok but does that mean it’ll be a exclusive or not?
I would almost guarantee that some titles will be exclusive for some period of time but the information right now is still coming out.
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.
Try opening the device manager. Then plug in the Go. See if you see an Unknown Device appear. If so, try right clicking and uninstall/remove. Then unplug and reply back in the Go. See if that helps Windows pick it back up again? I've seen this with …