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Publishing Pico (Unity) app on VivePort


BouwDEVCake

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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...

  1. I'm unsure whether to select "Vive/OpenVR" or "Mobile VR" content.
  2. Later on in the submission process, I'm also required to list the supported headsets, but Pico 2G 4K is not an option. 
  3. Also, Is it required to use one of the SDK's mentioned above to do submit our app in Viveport?
  4. 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!

 

Edited by BouwDEVCake
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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? 

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@BouwDEVCake

1. I'm unsure whether to select "Vive/OpenVR" or "Mobile VR" content.
Select "Mobile VR" to support Mobile VR devices such as the Pico and Vive Focus. Vive/OpenVR is for desktop applications.

2. Later on in the submission process, I'm also required to list the supported headsets, but Pico 2G 4K is not an option.
For Mobile VR submissions you will use the Wave SDK and setup an android manifest with the apps hardware support (i.e. 3DoF vs 6DoF, controllers, etc.). For PC submissions you will manually check the boxes for supported headsets.
https://forum.vive.com/topic/6959-wave-android-manifest-guide/

3. Also, Is it required to use one of the SDK's mentioned above to do submit our app in Viveport?
Yes, please use the Wave VR SDK for submitting content to Viveport M.

4. 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?  
Yes, updates will replace existing applications as long as the package name and signed keys match.

5. 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.
Please use the Wave VR SDK and Wave runtime for submitting content to Viveport M.

6. 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?

You will have to reach out to Pico or test this out since I don't currently have a G2 4K available to test and confirm.

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