Hi,I have a couple of IAPs setup in the developer dashboard, but when I
set the IAP status to Unavailable it still gets fetched when i call
IAP.GetProductsBySKU.AssetFile.GetList() gives me DownloadStatus:
available and IapStatus gives me entitled/no...
Hi,What is the norm for DLC version control?As in, I want to be able to
check if a DLC is updated and then re-download the file if applicable.I
can think of two solutions, but I think both are quite crude and don't
like them.1. Save the current versi...
Hi, I'm looking in to how to handle the association for SKU to
assetId.The AssetFile.GetList() objects supports assetId, but not skuand
IAP.GetProductsBySKU() supports sku, but not assetId.One way would be to
only send in a single SKU as argument to ...
Hello, OVRManager.batteryStatus is obsolete and we should use
SystemInfo.batteryStatus.But this is not working properly. When the
Oculus Quest 2 headset is plugged with the original charger, the
SystemInfo.batteryStatus returns NotCharging.According ...
When clicking "Make unavailable" it says: Are you sure you want to make
your Add-on unavailable?This will hide your Add-on from users and make
it completely inaccessible. This action can be reveresed at any time.I
mean, reading that does make one thi...
In point 2 I meant to write: Saving the the latest AssetId of the latest
downloaded DLC AssetId of a sku and then use that to compare with the
current AssetId collected from the IAP api.
Disregard this comment: One way would be to only send in a single SKU as
argument to IAP.GetProductsBySKU and then handle and the I didn't get
that to work either.
Ok so i got it to work for me.I was missing the Oculus
EntitlementCheck.cs in my scene.Also don't forget to add your AppId as a
string argument like this: Oculus.Platform.Core.Initialize("");There might be a way to add it via Unity inspector somewher...