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Viveport_Team

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  1. wrote: We had the same question but we found a "sollution" because we decided to "ignore" manifest as we did not found it's template in dev manual. Guess you should update it, because there's no clue to know that manifest template generates on website during submission process. Thanks for the feedback - we'll take a look!
  2. wrote: Thanks so much for the response. Just to clarify, where do I specify the path to the EXE? Is there a form field where I'll provide this? Also, in the documentation, there's mention of putting the EXE in a folder ("appname\Binaries\Win64") if there are also data folders being uploaded. Since I have such a folder, does that mean I need to create an "appname" folder with a "Binaries" folder with a "Win64" folder and put the EXE in there before zipping everything up? Sorry for the confusion, and thanks again for your help! Hi exvrs, sorry about the delay - we had to check with our submissions team. Here's the TL;DR version - yes, you have to create a folder. Here are the details. The path to the EXE is specified in the Content manifest section of the Binary Build. Here's a screenshot of what you should see - I've outlined the specific line in red:  You're going to modify that line directly inside the text box - you don't need to change anything else. (Your content manifest will not look exactly like this one as your variables are different.) As for what you'll put in the binary path line, that varies depending on your file structure. When you only have an EXE file and it's in the root directory of your ZIP file, you'd simply place that within the " " after the "binary_path_windows" line. So for a file named 'coolVR.exe', as described in the documentation, the binary path line would look like this: "binary_path_windows":"coolVR.exe", In your case, you have data folders. That means we need to create a folder structure for your EXE, as you guessed. The complete file structure is 'appname\Binaries\Win64\appname.exe', where appname is your EXE name. So you'll create a folder in the root named after whatever your EXE is called (just the EXE name, not appname.exe), a folder inside that called Binaries, and a folder inside Binaries named Win64 - in which you put your EXE file. Final result, again using the 'CoolVR.EXE' example, the binary path line in your manifest would look like this. Note the double slashes! "binary_path_windows":"coolVR\\Binaries\\Win64\\coolVR.exe", Last but not least - the total character count of the file location (i.e. what's contained between the quote marks starting with 'coolVR' above) cannot be above 72 total. The good news is that the slashes only count as 1 character each. In the example above, counting the slashes brings us to 35, but removing 1 character count per slash brings it back to 32. Simple rule of thumb: don't make an overly long EXE name and you should be fine. :) Finally, remember our submissions are reviewed by real humans. If you make an error in the manifest path they'll help correct it for you. Hope that helps! Let us know what you submit!
  3. wrote: Hello all -- I have limited development experience but managed to get a little VR game built, and I'd like to submit it to Viveport. Problem is, I'm having trouble understanding the dev guide pdf where it talks about the "Binary Build." It's fairly unclear to a newbie like me how to create the app manifest and zip up my Unity files properly (game exe and data folder). I'd greatly appreciate any help -- thanks! Hi exvrs, The app manifest is automatically created when it's uploaded. All you need to do is zip up all of your files - EXE and data folders - into one zip and upload that. You'll need to specify the path to your EXE file, but apart from that, the manifest will be taken care of for you. Hope that helps (and sorry for the delay). Let us know if you still have difficulties.
  4. Hi exvrs, we're checking on this and will get back to you. Sorry about the delay!
  5. wrote: The Vive Objects SDK sounds like a really great idea. Are you planning to support an export workflow from UE4 in the future, or is the only approach to use Unity? I'd love to get the little droid from my game floating around Vive Home. It's ok if your app uses UE4. Essentially you just need an object asset (fbx model and animations) and only use Unity to create the HAB file.
  6. wrote: What are the benefits of using the SDK method as compared the wrapper based solution? Hello, There is no difference between the SDK method and the wrapper based solution regarding DRM protection. We are now planning to add more features besides DRM into our Vive SDK. If you integrate Vive SDK into your app, you will have more features supported in the future. Thanks!
  7. Hi Kjartan, Both options can protect your content from unauthorized copying and distribution. For SDK DRM, you will need to integrate the Vive SDK DRM in your content by yourself. As to the wrapper based DRM, Viveport will add the wrapper for you after you submit your content at the developer console. After applying the wrapper, we will test your title again to make sure it's executable. Thanks for your question!
  8. wrote: I have the Viveport software installed. While testing on the Oculus, I set the Vive services to disabled and reboot. Occasionally the Vive processes still start up and take controll of the VR headset from the Oculus Home SDK and drop me in to the SteamVR / Vive loading screen. I have to use task manager to manually kill off the processes before I can continue developing. I don't think users should have to disable the services or kill processes. The Vive processes should not auto load and take control unless the Vive is actively being used. For users that own both the Vive and Oculus, this may lead them to uninstall the Viveport software. Hi Jumbi! Thank you for highlighting this to us. We are currently testing this and we will get back to you.
  9. wrote: Will Viveport offerings require SteamVR to run? Hi Imummey, Yes. Although Viveport is an independent platform from Steam, users will need SteamVR to run apps on Viveport. Users can download the Vive software installer including Viveport and Steam on the website.
  10. UPDATE (9pm PST): The inability to upload a developer image has been resolved. You should be able to upload and image and progress to the next steps of the submission process in the developer console. Thank you again for letting us know and your patience while we fixed it. ________________________________________________________________________________ (4pm PST) We have been informed of an issue in the app submission process in the developer console affecting the ability to upload the requested developer image. We are aware of the problem and working on a solution. We will update the post when it is resolved. Thank you for your patience.
  11. wrote: Is there a basic checklist of requirements needed for approval? FishBowlVR has been big on doing this type of a thing. It would be a nice things to have for developers.) Hi! Here are our Submission Guidelines: https://developer.viveport.com/documents/developer-guide. Hope they will give you some guidance (and tell us if they don't :).
  12. wrote: We are building target shooting game and need Leaderboard function to show who is the best. This functionality is not supported yet, but is under consideration for a future update.
  13. wrote: Do you know how long it takes the headset to go into standby mode? I've noticed when I put my controllers and headset down and walk away, sometimes after a few minutes it will be deactivated in SteamVR. Usually mess's up my tracking and I restart steamvr. After waking up from standby mode, it should restart tracking and you should not need to restart SteamVR. Could you share more details about your environment and the SteamVR version installed. Thanks!
  14. Hi JJ! It's great to see you're using our forum as it's an effective way to reach us so your questions can get answered when our team members may have missed an email or two during this exciting time for Viveport. You should have received an email directly to answer your localization question. Please do not hesitate to continue to reach out directly to her as it's important for us to be responsive, but know the forum is a great resource for many of your questions that both the Viveport team and the community can help answer.
  15. wrote: Hello. Is it possible to link 2 developer accounts to one app? we're 2 dev indie team and we use steam sign-in. Thank you. Currently there is only one email associated with a submission at this time. However, we are looking into adding support for linking multiple accounts in the future.
  16. Viveport builds on the successful offering of VR games readily available on Steam and opens up the marketplace to a wide variety of VR categories with its own app store exclusively dedicated to immersive VR and 360 content. It is a unique yet complementary distribution platform to Steam with distinct experiential and monetization features and a broad portfolio of content ranging from fitness to fashion apps, news to nature experiences, and creativity to productivity tools. In respect to VR games, developers will continue to distribute independently through the Steam platform and submit gaming titles to Viveport for distribution in China only.
  17. Viveport’s mission is to unleash consumers’ imaginations from the limitations of reality and deliver a diverse set of apps and features across a wide range of categories - including but never limited to art, creativity, design, education, health, fashion, fitness, food, music, news, productivity, shopping, social, sports, travel, video, and more - that reflect people’s everyday lifestyles as well as their aspirations.
  18. Viveport encourages creators to build the best VR apps and distribute them across all relevant platforms. As such, there will be some overlap with Steam as well other VR devices and stores.
  19. Viveport is open to all developers and content must abide by both Viveport’s content submission guidelines and technical standards. All content is reviewed by Viveport prior to publishing.
  20. Please refer to the Viveport Distribution Agreement available to registered content providers.
  21. Vive Home is a customizable immersive and interactive personal space for consumers. Consumers can choose environments and objects to create custom-built virtual spaces. Developers will be invited to build assets for Vive Home inspired by their apps via Viveport SDKs. Start building objects for Vive Home today with the Vive Objects SDK Beta: http://goo.gl/35tuh6
  22. Viveport will be available in the headset, as a PC and mobile app, and on the web.
  23. Viveport has identical features across all territories to ensure consumers have a universal experience. Apps are available globally, but may vary across markets at the developer’s discretion . VR gaming content will only be available on Viveport China. Editorial and promotions on the Viveport storefront will be tailored on a per market basis.
  24. Viveport is currently localized in China and in addition to the English-language versions available in North America and other English-speaking territories, Viveport will include versions in Czech, Danish, Dutch, Finnish, French, French-Canadian, German, Italian, Japanese, Korean, Norwegian, Polish, Russian, Spanish, and Swedish. With the exception of China, where all apps will be required to be localized, it is at the discretion of the developer to create additional localized versions.
  25. Viveport is an official distribution platform in China and abides by all Chinese government regulatory and content rules which includes securing copyright and software licenses as well as localization mandates. Viveport provides publishing services for developers, at their election, in the Chinese marketplace securing the aforementioned required licenses and reviewing content per national standards. Viveport also provides guidance and support for required localization mandates into simplified Chinese.
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