user does not have app in library.
I'm having issues with Oculus Auth out of the blue. When I'm testing on build, i authenticate without issues, and my username is displayed correctly. However, its not working for ANYONE ELSE on our team. They are all getting the following error: user does not have app in library. This is pretty confusing, because its not like the app is sideloaded. They are installing via their library. We are using our ALPHA release channel for internal testing.525Views0likes1CommentWeb logins using Oculus account
We have an Oculus game available on the store alongside a web portal designed to help users manage their account information. We're eager to provide users with the convenience of logging into our web portal using their Oculus account, ideally through some form of OAuth or Single Sign-On (SSO) mechanism. The primary resource I've come across regarding this integration is the documentation on "Account Linking". In essence, here's the flow: Our web portal initiates the user's redirection to the Meta SSO URL, which can be found at https://auth.oculus.com/sso/?redirect_uri=https://someloginuri.com/oa&organization_id=1234567812345678. The user agrees to link their account with our web portal. Following the agreement, the user is redirected back to our web portal, accompanied by encoded data we can leverage for authenticating the user within the Oculus API. The account linking process does indeed work, yet there's a recurring issue. Users are prompted to "CONNECT ACCOUNT" each time they visit the Meta page for login (see picture below). Ideally, we expected this step to be a one-time event. However, it seems users encounter this step upon each visit, which can hinder the user experience in our web login process. I'm wondering if there exists a workaround for this particular issue. Have I overlooked any crucial details in the documentation? Is there a method to only present the account linking step once, followed by a seamless and conventional login flow thereafter? Any suggestions would be greatly appreciated!Solved3.1KViews0likes2CommentsTwo factor authentication impossible to set up- cant contact support
trying to set up two factor authentication on my account for access to much needed quest developer settings, only to find that meta doesn't know how to send a simple text message and that their support team built a literal freaking loop into their website to make them impossible to contact- if someone could explain to me how I can call a real person at meta who will understand me better than a machine I would really appreciate it.899Views1like1CommentInvalid OAuth2 Token when using GetUserProof API to generate nonce for non-developer user account
Hi there, I've encountered an issue where a non-developer user account is getting Invalid OAuth2 Token when trying to call the Platform.Users.GetUserProof API to generate a nonce on the client application (local development build). I wonder if the user has to be part of our oculus developer organization in order to consume this API? I don't see any relevant doc explaining it or similar issues from other developers yet. But I've attached the stacktrace for your reference. Note: The GetUserProof API would work fine with developer account under our scoped organization. Thanks for your help in advance! 🙂950Views0likes0Commentsinvalid_request for some nonces / user_id when posting to user_nonce_validate
I’m following the user verification flow from meta here: https://developer.oculus.com/documentation/native/ps-ownership/#integrate-user-verification … in order to validate the identity (user id) of a user that I got through invoking the user proof sdk method ovr_User_GetUserProof(). 90% of the time, invoking the meta nonce validation endpoint results in a successful validation, when I call this: https://graph.oculus.com/user_nonce_validate using the user id and nonce from ovr_User_GetUserProof(). But for 10% of my users, I get a invalid_request from the service! I'm invoking this endpoint in a nodejs service like this: const verifyRequestPayload = { access_token: `OC|${appId}|${appSecret}`, nonce, user_id: `${userId}`, } const response = await axios.post(`${oculusServerHost}/user_nonce_validate`, verifyRequestPayload) Calling with a string or number `user_id` makes no difference; some users always end up with invalid_request response from the server. 'content-length': '190' connection: 'close', date: 'Tue, 09 May 2023 07:34:16 GMT', 'x-fb-debug': 'XXXXXXXXXXXXXXREDACTEDXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX==', 'x-fb-rev': '0000000000', 'x-fb-trace-id': 'XXREDACTEXX', 'x-fb-request-id': 'XXXXXREDACTEDXXXXXXXX', expires: 'Sat, 01 Jan 2000 00:00:00 GMT', 'cache-control': 'no-store', pragma: 'no-cache', 'strict-transport-security': 'max-age=31536000; preload; includeSubDomains', 'access-control-allow-origin': '*', 'oculus-api-version': 'v1.0', 'www-authenticate': 'OAuth "Facebook Platform" "invalid_request" "Parameter user_id: invalid user id: 9XXXXXXXXXXXXXXX"', 'content-type': 'application/json; charset=UTF-8', vary: 'Origin', (above are the response headers from meta; identifying information redacted for safety). const response = await axios.post(`${oculusServerHost}/user_nonce_validate`, verifyRequestPayload) I’ve noticed a pattern where almost all the rejected ones start with 9xxxxxxxx, and the accepted ones start with 5xxxxxxx or 6xxxxxxx. Does this make sense to anybody? Is meta systematically rejecting userids within a range, or does the nonce only apply to user ids within a particular range?Solved4.3KViews3likes4CommentsDeveloper mode authentication
I’ve been trying for over an hour to verify my developer account, but it’s not working. I’ve entered my phone number multiple times and never got a single code sent to me. Now it says I’ve requested too many codes even though I didn’t get any. also Idk if it actually needs “my” card information or not before sending my number. kudos to Meta for making developer mode harder to access /s 🙄750Views0likes0CommentsOculus Platform Settings Standalone Credentials
I have my oculus linked with my facebook. I am trying to launch a test app using meta avatars. The platform settings as a standalone platform raises (see screenshot, Use Standalone Platform bool:true): ```UnityException: Update your standalone credentials by selecting 'Oculus Platform' -> 'Edit Settings'``` If I use it without standalone, it raises: ```You are NOT entitled to use this app. Please check if you added the correct ID's and credentials in Oculus>Platform``` I requested and was approved for everything required and my App ID is correct. I am not sure what's going on, but I can't log on with my facebook credentials and not using as a standalone platform says I am not entitled to use it. I'll attach the scriptabale obj screenshot plz help lol1.8KViews1like1CommentAuthentication using OAuth on Quest - supported flows using browser, QR or companion app?
We have an existing enterprise app that we are porting to Quest. The app is built using Unity and an OAuth service (Azure B2C) is used for authentication. Currently, we support multiple authentication flows, including using browser based authentication and reading QR codes using the built in camera on devices where typing is inconvenient, such as Microsoft HoloLens. I'm trying to find the recommended path for secure authentication for Oculus Quest. Thing's I've tried: browser authentication does not work since the Oculus browser does not appear to allow intent-filters to open applications as per Android default behaviour, see https://forums.oculusvr.com/developer/discussion/89646/feature-request-allow-appps-to-be-launched-via-intent-filters-from-oculus-browser#latest QR authentication does not work, since no QR reading framework is available on the device like it is on other platforms (HoloLens 2 and even Windows Mixed Reality headsets), and since the cameras are not directly accessible to developers either. Quest does seem to have some provisioning for authentication through it's own companion app, but I can find no mention that we can develop our own 3rd party companion app to handle authentication this way? I'm sure there are many other developers looking to authenticate their Quest users through OAuth; how did you manage this?3.1KViews6likes2CommentsLogging into Oculus account from custom webpage/app??
Is it possible to integrate an Oculus login into a custom webpage, like you can with facebook or google? The game I am creating is going to have a companion app/web portal that talks directly to the game, and I would like for my users to be able to log in with their Oculus accounts. Similar to this: https://developers.google.com/identity/sign-in/web/sign-in for google auth. It's easy enough from within unity using "Platform.Users.GetUserProof()", I'm looking for a way to get the same info via web.589Views0likes0CommentsContent security issue
I want to deliver our VR video to the client side with Oculus Quest and I pre-upload the video on the headset. How to prevent the video downloaded by the client without authentication? Is there any encrypt mechanism or toolkit can be implemented in this case?357Views0likes0Comments