forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			65 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# Overview
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This example demonstrates using the Oculus In-App-Purchase API and skill based matchmaking.  
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The setting is a simple boardgame (which you are encourage to chage to your creative idea!)
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on a 3x3 grid with two pieces and one special 'power-piece' that can be purchased with
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IAP through the Oculus Store.  After an Online match is completed the ranking is sent to
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the Matchmaking Service so that following match selections will take into account a user's
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skill level.
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# Application Setup
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1. Open the Project in Unity 5.4.1p1 or later
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2. Import the OculusPlatform Unity package
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  - Unity: Main Menu -> Assets -> Import Package -> Custom Package
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  - SDK Location: Unity/OculusPlatform.unitypackage
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## Rift
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1. Create your Rift application on the Oculus Developer Dashboard
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2. Copy the Application ID into the Project (Main Menu -> Oculus Platform -> Edit Settings -> Oculus Rift App Id)
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## GearVR
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1. Create the GearVR application on the Oculus Developer Dashboard
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2. Move the GearVR application into the Rift application's App Grouping
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3. Copy the Application ID into the Project (Main Menu -> Oculus Platform -> Edit Settings -> Gear VR App Id)
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4. Copy the OSIG files for the GearVR devices you are testing to Assets\Plugins\Android\Assets
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# Configure Matchmaking
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1. On the Oculus Dashboard, navigate to the Matchmaking section for your App Grouping
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2. Change the option box from 'Pools' to 'Skill Pools'
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3. Click Create Pool
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4. Set the 'Skill Pool Key' to ''VR_BOARD_GAME''
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5. Select ''Medium'' for the 'Luck Factor'
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6. Enter ''0'' for the 'Draw Probability
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7. Click 'Save & Deploy'
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8. Change the option box 'Skill Pools' to 'Pools'
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9. Click Create Pool
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10. Set the 'Pool Key' to ''VR_BOARD_GAME_POOL''
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11. Set the Mode to Quickmatch
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12. Enter ''2'' for both the Min and Max Users
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13. Select ''VR_BOARD_GAME'' for the 'Skill Pool'
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14. Leave 'Advanced Quickmatch' set to ''No''
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15. Leave 'Should Consider Ping Time?' at the default setting of ''No''
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16. Click 'Save & Deploy'
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# Configure IAP
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1. On the Oculus Dashboard, make sure the Payment Info is setup for your Organization
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2. Navigate to the IAP tab under your App Grouping
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3. Select the Upload TSV button and choose the Oculus_IAP.tsv in the project root directory.
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# Upload your builds
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Build executables from Unity and upload them to your Application Dashboard
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* Rift
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  1. Add the executable and data folder to a zip file
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  2. Upload the zip to the Alpha channel on your Dashboard
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  3. Set the executable name you chose in the zip file
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  4. Add Friends you are testing with as Subscribed Users for the Alpha channel
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* GearVR
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  1. Create an android keystore (if you don't have one) so Unity can sign the build. (Player Settings -> Publishing Settings)
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  2. Upload the apk to the Alpha channel on your Dashboard
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  3. Each apk you upload needs a new build number (Player Settings -> Other Settings)
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  4. Add Friends you are testing with as Subscribed Users for the Alpha channel
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