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BouwDEVCake

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About BouwDEVCake

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  1. Thanks for the extensive and fast response! Great work!
  2. Thanks for the quick reply! I understand this is required then? There is no other way to do this? Could you help me with my other questions perhaps as well?
  3. In addition to the above, I'm also unsure to select the runtime WAVE, Cardboard or Link. As stated before, I'm currently using neither. Also, I would prefer the device to launch the application in Kiosk mode. This would require the bundle ID and main activity to be "com.picovrtob.vrlauncher", according to http://static.appstore.picovr.com/docs/KioskMode/chapter_two.html#androidmanifest-xml-modification. Is this still possible when downloading from the application?
  4. Hi, I'm currently trying to submit our first VR app release for the Pico G2 4K headset. The application is built in Unity and currently only uses the Pico SDK (So neither the Cardboard, Daydream, OpenVR, Vive or Wave SDK). The application runs fine, when side-loaded from Unity to the HMD. That's how we currently supply it to customer-businnesses of us. In order to make it publically findable, and to update it regurarly, I want to make it available for Viveport. I'm running into a couple of problems here... I'm unsure whether to select "Vive/OpenVR" or "Mobile VR" content. Later on in the submission process, I'm also required to list the supported headsets, but Pico 2G 4K is not an option. Also, Is it required to use one of the SDK's mentioned above to do submit our app in Viveport? Once uploaded and available, will it be possible for the installed application (built directly from the Unity) to replace (i.e. update) the existing application, as long as the bundle ID's match? Could someone guide me through this process? Thank you very much in advance!
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