Test User IAP Checkout Flow Stopped Working
We've run into an issue when testing our IAP purchase flow. Up until this week, when we'd click on an In-App purchase (durable level addon), it would open the Meta App Lap Purchase window, where it would give a price and ask to purchase or cancel, then ask for PIN. This was great for testing functionality. Now, when we click on the IAP purchase, the Purchase flow just automatically succeeds and the level gets purchased without prompting with the Purchase Flow window (no confirm purchase, no pin). This happens even after removing the Test Users IAP entitlements. If we turn off the "Inherit organizations entitlements", then the purchase flow just fails with the test user - doesn't even pop up the window. Has anyone else noticed a change in the IAP Checkout flow functionality starting this week? It would be nice to test the checkout flow with our test users before releasing our updates.Solved17KViews0likes15CommentsApp Lab "Preview App" Download location
I am needing to share preview builds of an App Lab app via Oculus' preview app feature. I have added another user via Release Channels -> Builds -> Add Users. My users have accepted the invitation and can see the app in the preview apps section of their Account settings on the web browser Oculus.com site. We cannot see the app in the preview apps section on the Mobile App nor can we see the app in the headset. Is there a new location where these preview apps reside?14KViews3likes12CommentsCollecting payment outside App Lab
I thought I read that Oculus won't allow us to collect income/payments for app lap apps outside of the Oculus platform without some kind of agreement with them. But I can't seem to find that, and I just now ran across this post that says we can sell keys without giving any revenue to Oculus: https://developer.oculus.com/blog/oculus-distribution-channel-guide/ We're building education apps and want to be able to sell "bulk" licenses to schools, for example, in addition to sales to individuals on app lab. Can somebody point me to the right answer/resources/docs on this issue? Thanks in advance!Solved8.1KViews1like9CommentsDev Dashboard - Unable to add payout account
We are unable to link a bank account to our Developer dashboard. At first it was asking for bank info but never worked. Now it doesn't even ask for any bank info, it just fails. Tried setting a new account which does the same thing. Clicking the "Get payout support" goes to a dead link. We need to add payout information before we can setup IAP assets, etc. We are in Canada if that makes a difference.Solved7.8KViews2likes9CommentsCan't Get User Name (App Lab)
I am developing an Oculus Quest app for release on the App Lab. Previously, I was able to get the player's user name just fine via Oculus.Platform.Users.GetLoggedInUser().OnComplete(getLoggedInUserComplete); but recently that stopped working and now the user name is just an empty/null string. Essentially, I can't display a user name above players' heads anymore. Below is the code I am using to retrieve the user name: void getLoggedInUserComplete(Message msg) { if (msg.IsError) { Debug.LogError("Could not get Oculus user name!"); } else { Debug.Log("GetLoggedInUser success! " + msg + "; message type: " + msg.Type); if (msg.Type == Message.MessageType.User_GetLoggedInUser) { Debug.Log("Oculus GetLoggedInUser success! Setting user name in game manager: " + msg.GetUser().OculusID); GameManager.Instance.SetUserName(msg.GetUser().OculusID); Debug.Log(msg.GetUser().DisplayName); Debug.Log(msg.GetUser().ID); Debug.Log(msg.GetUser().OculusID); Debug.Log(msg.GetUser().ToString()); GetLoggedInUser is successful, however the message that gets returned is empty. Here is what prints out into the debug log from the above code: Oculus Platform entitlement check passed! GetLoggedInUser success! Oculus.Platform.MessageWithUser: message type: User_GetLoggedInUser Oculus GetLoggedInUser success! Setting user name in game manager: 0 Oculus.Platform.Models.User As you can see, all of the information returned in the GetLoggedInUser message is empty. My app key is correct, the entitlement check passes, and it successfully gets the logged in user but with an empty return message. It did not used to be this way but recently it broke (without me changing any of the code). I'm stumped. How can this be fixed?Solved7.1KViews1like7CommentsCustomers cannot "GET" our app (App Lab)
From what I can understand, a Quest App is available by the app id link before being reviewed. This allows users to install the app from a direct URL rather than the AppStore. Our app is viewable on PC by the App Id link, and everything looks fine, except there is no GET button. Also, when the same URL is viewed on the Quest, a 404 error is displayed. Is the App Lab broken, or am I missing a setting somewhere? Now that the App is in a review state, there are no settings available to us for change. Strangely, the URL is viewable on PC but not the Quest. We want our app to be available to our users, precisely many schools anxiously waiting to use our app. Our previous app worked with Google Cardboard, and now the schools are migrating to the Quest. We are unable to give them our app because of this issue. We need to have our app used by students before the school year is complete. By not having this app available to students, this delay is robbing children of an educational experience that could shape their future with a career in technology.6.4KViews0likes11CommentsUpload an app - oculus developer hub problem
Hello I am trying to upload a virtual reality app for architecture in the oculus store via oculus developer hub. When I try to upload the app I get a banner with the following errors: ********************************************************************************* * Your copy of Oculus Platform Command Line Utility is old. * * Version 1.67.0.000001 was released on Thu Oct 07 2021. * * Please use the following command to update it: * > ..\...\NUsersUsuario\NAppData\Roaming\Nodh\ovr-platform-util.exe self-update * ********************************************************************************* [1m Validating the compilation...[0m NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.READ_EXTERNAL_STORAGE. - android.permission.ACCESS_MEDIA_LOCATION Please remove these permissions if they are not necessary for your application. If they are required, you must include a justification in the "Notes to reviewer" field when you submit your application for review. Failure to do so will result in your application being rejected. [1m Preparing for upload...[0m [1m Uploading the APK...[0m Uploading... Waiting for the processing to start... rebuilding uploaded file (1 / 3) validating package contents (2 / 3) ERROR: There were problems validating the APK. Check that it meets the app manifest requirements, then resubmit the app. * APK screen orientation is not horizontal (android:screenOrientation in AndroidManifest.xml). Build Upload Error - an error has occurred. I tried by a lot of means to remove those two permissions but I can't get it. If someone can help me I would really appreciate it. I am developing the project in unreal using blueprints, not c++ (I have no programming knowledge). Regards.6KViews1like19CommentsOCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE
Hi, I am trying to deploy a Meta Quest App to the Meta Store. The first submission was rejected, so I am trying to submit a new one, but when I try, I get the following error: OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE The funny part is when I try some other name, I get a new error saying that I am trying to use a new package name, and I must use the previous name. Meaning the previous name that is giving the error of package name already in use So maybe someone has had the same issue. I am totally blocked because of this, because I can not submit the new version of the app. Thank you4.7KViews1like11CommentsMeta constantly rejects my admin verification request [Solved]
Hi! I'm an indie developer. Recently, tried to get the admin verification to launch my app on AppLab. The verification flow itself felt very broken. First, I tried to do this on my laptop, but when you need to take a photo of your ID, Meta asks you to rotate your phone. So, I tried to do this on my phone. Unfortunately, on my iPhone 14 Pro Max, Meta heavily blurred all my photos. I tried another phone (iPhone X), and it worked. All photos of my ID I took from iPhone X looked well (however, Meta compresses the quality and uses automatic detection to crop the taken photo, which in most cases was done wrong). But each time I sent them the ID photo, I got rejected because they couldn't read information from the photo, which was nonsense because any human being would have read it without any problem since all requirements for the phone were satisfied. At certain point, I thought maybe they couldn't recognise a type of document I sent. So I tried different documents — passport, driver's licence, residence permit and got the same result — they could not read the information. So, the verification flow looks broken and untested and I can't pass it. What should I do? Thanks!Solved4.3KViews1like3Comments