Hello everyone.

The Mixed Reality Forums here are no longer being used or maintained.

There are a few other places we would like to direct you to for support, both from Microsoft and from the community.

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.

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, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.

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.

Sign In or Register to comment.