Not connecting to leaderboards after pushing to Alpha channel
So I am having an issue with my app's leaderboards. They work while testing in the Unity editor - they are hooked up and writing to/reading from the leaderboards we have on the developer dashboard, but after uploading a build to the Alpha channel, I consistently get the "No Internet" error message, meaning the app is unable to connect to the leaderboards. I saw something in a forum post from 2017 about how leaderboard API names might be case sensitive and might have to be lowercase, so I made a test leaderboard called test_100, and got it hooked up and working in the editor, but once again got the same No Internet error message after uploading to Alpha. I haven't yet tried it without the underscore and numbers, so I will do that in a bit, but does anyone have any ideas/has anyone seen this issue before? I am using Unity version 2017.4.17f1, Oculus Utilites version 1.36.0, OVRPlugin version 1.36.0, SDK version 0.0.0. Thanks!738Views0likes1CommentNeed Help with Unity Passthrough on Alpha Channel
I need some assistance with Unity passthrough. I'm trying to make it work on an alpha channel, and I've found two methods to achieve this: one using shaders and another using what I call a Mesh Projector. From what I understand, passthrough windows and surfaces ignore the mesh renderer and only use the Mesh to project passthrough through the 3D model. With the shader method, I've encountered several issues. In the editor, effects only appear in the left eye and not the right, and some things that don't work in the editor do work in the Android build. I've noticed a lot of inconsistencies and need some guidance. I've tried various shaders multiple times. I think the selective passthrough is the closest, but it still doesn't handle the alpha, and the passthrough reveal shader doesn't show up in the right eye. In summary, I want to use a passthrough that has an alpha channel to blend my modeling with real life. Can anyone help me out?675Views0likes0CommentsAlpha Channel
Hi, I published an app in the alpha channel and invited a test client. The test client got the invite mail and sees the app in her oculus account, but not on her Quest 1. There is no app in the section "Not installed". On my Quest 2 everything is working as expected. Is this a problem because my test client uses a Quest 1? Do I have to change something in the application?856Views0likes0CommentsOVRP_1_1_0.ovrp_GetNativeSDKVersion() returns null
So I am trying to upload to the alpha channel but keep getting the error, "Oculus SDK not found or older than 1.0." I have made some headway on this issue and have discovered that, in OVRPlugin.cs, OVRP_1_1_0.ovrp_GetNativeSDKVersion() is returning null. This is causing the SDK version to only ever appear as v0.0.0. And, I assume, this is what's causing the upload error. Has anyone seen this before? How do I get it to not return null, but return the actual SDK version? I am using Unity version 2017.4.40f1 LTS, Oculus Utilities version 1.49.0, OVRPlugin version 1.49.0, and I think the SDK version is supposed to be 1.51, since that's what I was seeing before when I ran in Administrator mode.680Views0likes0CommentsOculus SDK not found or older than 1.0
So I have been trying to upload my app to the alpha channel, but every time it gets close to finishing I get this error: Oculus SDK not found or older than 1.0. However, in Unity it says the Oculus SDK version is 1.51. Is there a way to delete the core of the Oculus SDK and reimport it on its own? Whenever I delete the whole Oculus folder and reimport the problem persists. I am using Unity version 2017.4.40f1 LTS, Oculus Utilities version 1.49.0, OVRPlugin version 1.49.0, SDK version 1.51.0.875Views0likes0CommentsUI element with transparent parts in the sprite bleeds into panel
Hello, My simple setup is: - Canvas -- Panel (opaque dark grey) --- Button (unity default button with uisprite with transparent sides, I just darkened the color) The problem is that the transparent parts of the Button sprite also makes the panel transparent. This makes the panel look like it has a transparent border around the button. See image. See the light areas around the buttons, this is actually the background being visible through the panel. I have tried various image import settings. I have tried psd and png format with a square image and only defining transparency with the alpha channel. It still has the transparency issues with the panel. Has anyone any idea how to solve this?819Views0likes1CommentNew App "incompatible" "no compatible" in alpha channel
I just upload a new app to the alpha channel on my account. The app works perfect if I just install the APK, but whe I try to run from my account in the alpha channel, I get the message "incompatible" over the Icon, and "no compatible", under the tittle. I am using Unity 2019.1.5f1 Anyone can help me with the reason for this message? Thank you!2.5KViews2likes7CommentsUser not in a recoverable state on Oculus Quest, even after publishing to Alpha Channel
Hello everyone! I am trying to take the Oculus Username and use it as a nickname inside my app. The app is made in Unity and tested it on Quest. The error I get is "user not logged or not in a recoverable state", and the Entitlement step fails as well. I think my understanding of how this works is flawed since the code and most tutorials seem quite straight-forward. Here's what I did: Project configuration. I am using VRTK for most stuff but used Oculus Integration directly for this step. I've put the App ID inside Oculus Go/Quest or Gear VR field in OculusPlatformSettings as well. Here's the code I used: https://pastebin.com/p8CxHKqi. Oculus Alpha Channel. I thought I don't have access to the platform since it is not trusted as an app so I deployed it in the Alpha channel inside Oculus Dashboard. I managed to do it(after figuring out how to sign it with v1 and not v2, but that's another long story), and add me as a user. It does appear inside Developer Dashboard inside Quest. However, the installer tells me it's for Oculus Go and when I tell it to install anyway, the installation hangs indefinitely. Now, I don't know if I should struggle more into making the Alpha Channel work as it should, or the problem is not there but in the code/configurations. Do I understand this well? Do only trusted apps have access to Oculus Platform information and manual deploys don't? Can I test the service somehow locally on my pc, without a wired headset, but with the opened Oculus? I'm kinda stuck.521Views0likes0CommentsMobile Build Upload Error & Infinite Loop
Hello, Web upload as well as ovr-platform-util.exe doesn't work anymore for us. It always get into infinite loop with steps 1/3 2/3 3/3 1/3 2/3 3/3... Please find log file attached. Logs are full of stack traces like: "stack_trace":"at [eval]:18:1658\nat a ([eval]:16:506)\nat [eval]:16:652\nat [eval]:16:450\nat Object._log ([eval]:18:1997)\nat [eval]:18:1046\nat a ([eval]:16:506)\nat [eval]:16:652" Command we use: ovr-platform-util.exe upload-mobile-build --app_id 1757522977679878 --app_secret %secret% --apk R8-Android-Shipping-armv7-es2.apk --channel "ALPHA" --notes "tralala"1.4KViews0likes2Commentscorrect format and increment for version and build code version values
I'm using the platform command line tool for apk uploads of our Go application to the oculus distribution platform. I'm having trouble correctly incrementing the version number and/or the build version code to that the apk is excepted. I'm getting the message that there is an apk with the same platform number and version code on the channel I'm uploading to. Incrementing the build code version doesn't seem to resolve the issue, and I have 1.01 as the version number - adding 1.011 to the number also doesn't seem to work. What are the accepted values for these properties?628Views0likes0Comments