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Found 3 results

  1. Hello! Our company wants to release the game for the viveport arcade. So far we found that we need to opt-in to the program. BUT Ive seen there is a Viveport arcade SDK but all the links to it are broken and the submission guide doesnt tell anything about the arcade SDK https://developer.vive.com/resources/viveport/store-guide/store-submission-guide/english/. We are working on an Unity App which needs an Host-PC and the other PCs with Vives are the clients - so perfect for arcade halls. So the question would be, how to we publish to Viveport arcade? Do we need the SDK? And f
  2. 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. Late
  3. In order to build for the Focus Plus you will need to integrate your apps with the Wave SDK. For more information about Focus and Wave development check out our Vive Developer Resources Site. You can find both the Wave SDK and Documentation linked from this Resource page. If you’re a Unity Developer, then Getting Started with Unity and Wave SDK will be very helpful. If you’re looking for community help, be sure to visit the Wave SDK Forum to find answers to your questions or to ask new ones you may have. You can find best practices for HMD and controller tracking - Room Setup and Co
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