Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.

Any issues with Releasing a SteamVR enabled app on the normal Windows MR portal?

Hello everyone my studio is building a new Windows MR experience for the immersive headsets. We've uploaded and submitted one of our previous apps ( RelayCars!!!) to the store and are pretty familiar with the submission process. This time however we are considering publishing a Windows MR app to both the Steam VR store and the Windows MR portal to increase our apps accessibility to both user bases. my question is has anyone had an issue when released a SteamVR enabled app on the traditional Windows MR portal ? Is there a difference between the builds we'd need to publish for the windows MR portal versus the SteamVR store?

We are developing in unity, using the SteamVR plugin, and just want to make sure using the plugin doesn't lock us into using only the windows MR portal for distribution.

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