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Why You Should Your VR to / Google Play

The widest possible distribution model — outside of WebVR — is through the iTunes and Google Play Stores.

And as we’ve discussed before, native VR apps are superior to WebVR, particularly for 360 video .

Using iTunes / Google Play has a number of advantages over trying to self-distribute an .apk or .ipa file. First off, iTunes severely limits self-distribution, so you can’t simply upload an .ipa file to Google Drive/Dropbox and have your audience download it. Users have to go to InstaVR to download the app if you don’t use iTunes.

Secondly, most of your audience has downloaded an iTunes or Google Play app before. So there is a familiarity and trust if you send them a link to one of the Stores. Furthermore, as opposed to self-distribution, your audience won’t have to go into Settings to indicate the app is from a trusted source.

Finally, using iTunes and Google Play will help others to “discover” your app. Your VR app can come up in other suggested apps a user might like. And if you have other non-VR apps on the Stores, a user of one of your non-VR apps can more easily find your VR app.

Even if you’re not currently publishing to iTunes or Google Play, it’s definitely something to consider moving forward.

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Step-by-Step Guide to Publishing to iTunes or Google Play (InstaVR Pro Customers Only)

The first step is to author your app in the InstaVR Console. We’ve put together a guide for that already which can be accessed here: How to Make a VR App Using Ricoh Theta & InstaVR. You’ll want to make sure to include an appropriate logo app, splash page, and screen before publishing, all found in the Branding section.

Next, in the Package section, under Advanced, Select Google Play (for ) or AppStore (for ) prior to packaging. For Apple iTunes, you’ll also have to upload your Certificate to our File Manager prior to packaging. For a more detailed guide on how that works, visit our technical blog page on publishing to iTunes.

Next, after Packaging, you’ll go to the Download section to your .iOS or .apk file. Note for Google Play, if your app is over 0 MB, you’ll have an additional .obb file generated. That will need to be uploaded to Google Play along with your main .apk file.

Finally, you’ll upload the .ipa or .apk + .obb to the respective Stores. Just like with any app, you’ll go through their standard review process. It’s generally slightly shorter for Google Play than for iTunes (2 – 5 days vs. 3 – 7 days). So leave plenty of time to submit your app prior to when you need it available.

***For more detailed technical instructions, visit:

How to Publish an iOS App to iTunes Using InstaVR

or contact our Support Team over Live Chat, available 24 hours a day on weekdays

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Conclusion

Publishing to iTunes or Google Play is a great way to have your week seen by a large audience.

If your company already has an app on the iTunes or Google Play Store, find out who submitted it. Adding your VR app to your corporate Store account can be quite easy.

If you don’t currently have any apps published on the Stores, you can make your InstaVR-generated one your first!

Signing up for an iTunes Developer account, which will allow you to submit to Apple, is relatively straightforward process. The sign up process can be accessed by clicking on this link: Apple Developer Program

The same is true with Android: Android Developer Program

Creating a VR app is only the first step in VR publishing success. Distributing and publicizing your apps are also important. One of the best things you can do to gain a wide audience for your work is to publish through the two main official channels, iTunes and Google Play.

Good luck and share with us your final app on the Stores. We’d love to help you promote it!



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