There is still the last AGPL version. The most effective retaliation is to make a fork that is much, much better than the closed version. Less drama, more work, I know.
Given the original maintainer's attitude toward copyright, I wouldn't be surprised if he just took the changes anyway, thus putting us back in the same situation we're in now, where only a DMCA takedown will stop him.
He may do that, but users will use the free version.
Since it is free software, many user-friendly changes are possible that tend to conflict with commercial interests. (Indeed, someone already made a post about the author's privacy policy changes, making the commercial software less valuable with zero lines of code.)
While the author may make a few bucks, that kind of thing will not pass any due diligence, so his success may be quite limited.
1. Clone the repository. Make an insignificant change to the initial commit in order to change all commit hashes. Push to github as a new repository.
2. Create a password "protected" zip file (or smaller volumes) containing the repository. Use a password that's easily found in common wordlists. Commit it to another project and push to github.
Microsoft GitHub may be centralized, but it's not omniscient. RIAA may be a control freak, but it's not omnipotent. Let information be free for all.
This isn't really much of a help. There is no danger of losing access to the archive; it's popular enough that's it's essentially impossible to wipe from the internet. The issue is that now there is no central place where developers can pool their efforts to keep the code working. And it does need constant updates to address changes in the websites it downloads from.
They actually have a kind of strange app ecosystem at the moment. They have their own very restrictive store which is hard to get into and a thriving sideloading community [1] which allows you to run anything you want and is actually inoficially accepted by FB. It's very easy to list your game there and you can reach ~1Mio Quest users with it. I developed my own full-body fitness game [2] there which would never make it into the official store
Oh wow, that's awesome! You can add tags to a steam title but I guess VR fitness is not mainstream enough yet.
I'm currently working on a battle mode where the physical exercise is the measure to score points against your opponent and a little tactical element by having to decide between offense and defense in each exercise, but that's not ready yet.
And another feature that is coming or almost ready is the targeted HR training (set a HR target and the game will adapt to you during the session)
The HT target mode is already in the beta and ready for testing, but will get even better with a future VRHealth Institute app as they are planning to add cardio profiles with varying intensity and that will be supported by VRWorkout
I can only speak for the time when I actually thought about going in that direction which was ~10 months ago.
At that time the devs of Crisis Vrigade tried to get their already very succesful (on PC VR) game accepted to the Oculus store (I think it was the second time they tried) and they were not able to because Oculus tried to be very picky with what they accept to ensure that people only had positive experiences when trying out their VR solution.
And recently I was in contact with another developer who currently tries to get in and who has a game on Steam with very good ratings. But Oculus actually made it a condition to have an even higher amount of very good reviews before they could start the process of getting accepted into the store. (I won't name them here because they are still in the process)
With all that and the fact that my game probably breaks all common sense safety recommendations (jumping, burpess, sprinting in place) that an executive could use to decide if something is fit for their store I did not think I could make that work.
There I'd rather poor the little time I have in adding features that users will find useful than to chase some arbitrary design goals hat make it attractive to an audience that will never use it anyway (it's a workout first and a game second)
The Quest comes with a WebXR capable browser. There are a few sites with adult 360 video out there you can visit. Someone could potentially make an interactive experience. WebXR is very capable. We built https://moonrider.xyz/ if you want to see what's possible (no sex though :))
there are sex games for the Oculus Quest 1 (and a streaming pornhub style app). seems very unlikely Facebook would be stupid enough to intefere with the latter, not sure about the former.
Apps aren’t even required. Mozilla Firefox for VR implements WebVR. Many adult sites can seamlessly play VR content via this plugin. Navigate to the site as normal in Firefox VR, hit play on a VR video, and there you are.
No idea. Up until now I've been able to sideload apks without a FB account (although I did have to agree to an extra EULA). I'm doing some soul-searching to decide whether I capitulate to FB or get rid of my current quest (or try to use it with an Oculus account until it gets bricked)