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Google Drive with Oculus Go

ft1825
Honored Guest
I need to login into my google account to authenticate myself when

accessing Google Drive through the Oculus Go app I'm developing at work

I'm
using Unity and this plugin from github (i can't post links yet, my
account is too recent): github dot com/Elringus/UnityGoogleDrive .





It works fine in the editor/on pc, but on the headset the

authentication process opens the built-in browser and when I return to

the app the process has failled.





I've tried to redirect the user from the browser to the app again using the "Loopback Response HTML field" but I can't get it to work.

The github page says this:








Is there a way to automatically redirect user to the app when

authorization in browser is complete?





When using custom URI authentication scheme on iOS/Android,

redirection will be handled by the native libs automatically. On WebGL

the redirection is also performed automatically. When user finishes

authorization flow using loopback scheme, an HTML string is injected

to the active browser window. The default content of the HTML contains

a message, asking user to return to the app. You can modify the

content of the injected HTML in the Google Drive Settings asset using

Loopback Response HTML field. It’s possible to inject a JavaScript

code to this HTML, which will be invoked right after the auth flow is

completed. You can use this option to automatically redirect user back

to your app using a custom URI scheme. Specific implementation will

depend on the platform; eg, for Windows bind the application to a URI

scheme.












I don't know javascript nor html, so I have no idea how to follow the above instructions.





Has anyone encountered this problem before? My best guess has been

pasting the absolute path to the apk in there -

"/data/app/com.mycompany.myapp/base.apk" - but it didn't work.






How would you write html or java code to redirect the user from the browser back to the app?




1 REPLY 1

williamxd51
Honored Guest

Hi

I'm having the same issue with the same plugin but for the oculus quest 2.

Did you manage to solve this?