I just upload a new app to the alpha channel on my account. The app
works perfect if I just install the APK, but whe I try to run from my
account in the alpha channel, I get the message "incompatible" over the
Icon, and "no compatible", under the tit...
Hi,Some time ago, Oculus released a new tech note about Expansion File
Suppor for GEAR VR (link) announcing that big (up to 4GB) expansion file
support was allowed. My question is how to create such a big .obb files
using Unity (2017.1.0p2), because ...
Hi, I am trying to "read in app purchase information" in a windows build
and always have the warning "LogScriptCore:Warning: Script Msg:
UInAppPurchaseQueryCallbackProxy::TriggerQuery - In App Purchases are
not supported by Online Subsystem"I am not ...
It is possible to submit an app that only support android 6.X and higher
putting the rule in AndroidManifest? Is mandatory to submit an app with
lollipop support?
Has Unity 5.5 the cpuLevel and gpuLevel integration??we are calling
directly by the DllImport[DllImport(pluginName, CallingConvention =
CallingConvention.Cdecl)] public static extern Bool
ovrp_SetSystemCpuLevel(int value); public static int cpuLevel ...
Thanks @chrispruett for your responsechrispruett said:asset bundle,
build that every time you build the apk, and upload the two together,
passing the bundle as the obb. How could I pass the bundle as the obb?
Simply zipping it with the store option? ...
oculus_gabor said: Hey,OBB files are just opaque binary blobs. Meaning,
any file with a .obb extension is valid. I've only had to use OBB files
on native projects with big video files in the past. For those, it was
just a matter of changing the .mp4 ...