Oculus Platform wont initialize! DllNotFoundException: LibOVRPlatform64_1
We've been working on our game for about 1.5 years, done tons of builds etc. Occasionally, link won't connect and the only way that I have found to get it to reconnect is to uninstall oculus home and reinstall it, I've done this many times over the last year without any issues. Well this time, upon doing that oculus platform will NO LONGER INITIALIZE. It either gives no errors whatsoever, or I can some times get it to give a DllNotFoundException: LibOVRPlatform64_1. Searching around for help online it looks like this is a direct symptom of unity not knowing that the oculus home app is installed, or running. Which is of course is! It may be that I installed it in a different location than previous THIS time around and that caused this. But no matter what I do, deleting the library, rebuilding it, reinstalling oculus home, reimporting oculus integration, reinstalling oculus home. Over and over again, restarting, all of that in different orders. We tried for 7 hours straight today to get back to a place where we could initialize the platform. I've tried the standalone checkbox in oculus platform settings. All I can think is there must be a path somewhere that is held in old meta data or something that holds a wrong path and it simply does not know where oculus home is located? We are utterly dead in the water and this is incredibly frustrating as we need to get builds out and I have literally no idea what to do because there are no errors to tell us where the problem is. Is there a manifest, or an environmental variable somewhere that oculus uses? Any help would be greatly appreciated!1.6KViews0likes1Commentovr_PlatformInitializeAndroid and ovr_PlatformInitializeAndroidAsynchronous never returns.
I'm currently trying to set up my game to connect to the OVR Platform using ovr_PlatformInitializeAndroid or ovr_PlatformInitializeAndroidAsynchronous, however, what I'm currently seeing is that the program comes to a standstill when making those calls and never reaches the next line of code. What I've tried: I had a colleague test my code with their account on their device in the UK and it seemed to work (I am in NZ). I tried on a Quest 2 and Quest Pro and neither has worked. I created a new account and had that granted developer role and that still didn't work. I hotspotted my Quest to my mobile phone to use it's internet connection, and that didn't work. Unfortunately, as there seems to be no debug version of the library, I have no idea what could be preventing it from even producing an error code. Given it happens in the async call too it seems unlikely it has anything to do with communication. Any help would be greatly appreciated.1.1KViews0likes2CommentsTrouble with In App Purchases IAP
I can't get IAP working. In the developer dashboard: I have created an app done the data privacy checkup activated IAP on the platform services page created and published a SKU for testing In unity Imported the Meta XR all-in-one SDK, and verified that platform services is a part of that Set my app ID for both "oculus rift" and "Meta Quest/2/Pro" In my script I have the following void Awake () { try { Core.AsyncInitialize(); #if UNITY_ANDROID && !UNITY_EDITOR IAP.GetViewerPurchases().OnComplete(ViewerPurchasesCallback); #elif UNITY_EDITOR Debug.LogWarning("Running in Unity Editor. Oculus platform initialization is skipped."); #endif } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application. UnityEngine.Application.Quit(); } } void ViewerPurchasesCallback(Message<PurchaseList> msg) { Debug.Log("Callback"); if (msg.IsError) { Debug.LogError("Error retrieving purchases: " + msg.GetError().Message); Debug.LogError("Error retrieving purchases: " + msg.GetError().Code); } else { foreach (Purchase purchase in msg.Data) { Debug.Log("User has purchased: " + purchase.Sku); } } } I get the error message "Error retrieving purchases: package not in library" "Error retrieving purchases: 2" I can not find any documentation with that error message or any information about error codes999Views0likes3CommentsUsers.GetOrgScopedID failing (breaking our games account login!)
Hi there. As of a couple of hours ago, calls to Users.GetOrgScopedID from our Unity based titles have started failing intermittently with the following error. "Failed: Server response is not valid JSON" The player account management for our games relies on this call returning a value in order to authenticate the user and allow them to play our games. I'm hoping to escalate this ASAP as it is preventing some of our players from accessing our games. Any insight would be greatly appreciated. Thanks!595Views0likes0CommentsUser 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.522Views0likes0CommentsQuery if user is eligible for refund, or alternatively time spent in application.
Hello, We are interested in tracking whether or not a user is eligible for a refund of our app. Is there a platform API call we can make to get this information? Or, alternatively, is there a platform API call that tracks the total amount of time a user has spent in the app? There are ways to track the time ourselves, but we would have to take extra steps to ensure that users do not hack the time, that the data is not lost when the user uninstalls the app, and that time played on multiple devices is included. Thank you!496Views0likes0Comments