Custom Oculus Avatar Mesh on Unity
I am using the following documentation to load a personalized avatar into my unity project: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/ We have followed steps 1-4 on this documentation, including creating an oculus app id and pasting it in both the OculusAvatars and OculusPlatform. I am running into two issues: 1. The "PlatformManager.cs" already exists in the project (it is included in the OvrAvatar folder) 2. When I use a unique name like "PlatformManager1.cs" and continue the remaining steps, my personalized avatar does not load, the standard blue avatar remains. The only console error I get is "Unrecognized message type: 78859427" Am I doing something wrong? Is there an updated guide for including the personalized avatar in Unity? Please help!4.6KViews0likes9CommentsOculus Quest Social Starter / Platform SDK Unity
Did anyone get working the social start or platform SDK on Oculus Quest using unity? I'm trying to get the matchmaking and rooms working but running into a lot of problems. For example the Social starter sample in the avatar directory crashes when I try to run it into the Oculus Quest. It compiles fine, I see a glimpse of the environment but then crashes everytime. If anyone has got mutliplayer game on unity working please let me know. Would love some help.3.8KViews0likes10CommentsLeaderboard / Achievement Testing
I'm probably asking a repeat question here. In the event this matches a similar ask - then there must be an answer. Scenario: I have integrated META Platform SDK into my VR App being developed in Unity Engine. 1. Latest Platform SDK integrated in App check 2. Leaderboard Setup including setup in Unity check 3. Test users created check 4. Test from Editor check and validated 5. Signed in with test user account on Quest2 Device check 6. Build to device using Android 12 API level 32 check 7. Leaderboard score test on device (FAILED!!!!!!!!!!!!!) Can someone tell me what I am missing please 🙂3.6KViews0likes1Comment(Unity) How to get players OculusID / Username
I have been trying to retrieve the username but I can't get anything to work. Here's the program below. It retrieves the user's OculusID and sets a variable that is synced on the network. When this is run, it returns as a null reference exception. Users.GetLoggedInUser().OnComplete((Message<User> uMsg) => { if (uMsg.IsError) { Debug.LogError("Platform: GetLoggedInUser() failed. Reason: " + uMsg.GetError().Message); return; // no need to go any further if local user can't be determined } else { // success, process user structure we receive in uMsg.Data newClientClass.nickName = uMsg.Data.OculusID; } }); I cannot find any example code or documentation on how to properly implement this.3.6KViews0likes2CommentsPlease update the Unreal Oculus Platform SDK Sample Project
The Oculus Platform SDK Sampel Project for Unreal Engine (which you can download here https://developer.oculus.com/downloads/package/oculus-platform-sdk/) is not working. Direct Connection: I can connect via OculusID.oculus with a listen server, but pawn movement of the client is not displayed on the server. Probably some authority problem. No clue where authorities are managed here. Connection via Oculus: Creating a Session works and the client friend can click on the server-friend's created session to join. When clicking Start Session nothing happens. Sometimes one or both players are getting kicked out, the status messages show different things for both connected players, it is not possible to invite a friend to the session and destroying sessions does not work. VoIP does work sometimes. And please work with Unreal to create the missing SDK Blueprints: A lot of SDK features are currently only for C++, please add these as blueprints. Also, Avatar SDK in combination with multiplayer... Also a in depth guide on how to do all the Oculus SDK things and a tutorial for a fully working sample game with every SDK feature in it would be amazing. Maybe Unreal could provide a template to download. I love you guys at Oculus and Unreal, but please help the UE4 VR devs a bit more in creating amazing multiplayer experiences:)3.3KViews3likes13CommentsP2P how to handle internet loss
Hi, I have my game setup (using UNITY) and running on PC ( and Quest ). My question is how do people usually handle when one player has their internet go out while in a match? My game specifically only ever has 2 players, so if one players internet goes out I would expect the other player to be aware of that somehow and respond accordingly. I don't see the player getting any kind of event or notification or anything like that. Do I need to add a heartbeat that constantly pings the opponent and use that to determine the other player's internet went out? That seems like it would be build into the SDK, but perhaps not. ThanksSolved2.9KViews0likes1CommentSubscription API Test Fail
Hi, I am unable to test IAPs. I have followed this guide https://developers.meta.com/horizon/documentation/unity/ps-iap-test My organisation is verified, I have a test user, which can be granted test add-ons. And I can consume them using the API on my server. However, I have tried multiple times to buy a subscription through the horizon mobile app, logged in as the test user. I used the card details provided in the documentation above, and also added the cards using the test user menu "manage test cards" modal. I always get the same message, in the test menu and in the mobile app purchase. Not sure what to try next.2.8KViews0likes2Commentsovr_GetLoggedInUserID always return 0
const char* appID = "the-app-id"; if (ovr_PlatformInitializeAndroid(appID, androidApp->activity->clazz, Env) != ovrPlatformInitialize_Success) { ALOGE("Failed to initialize Platform sdk."); exit(1); } ALOGV(" my logged in user ID is: %lu ", ovr_GetLoggedInUserID()); const char *sku = "unpublished_item"; ALOGV(" launch checkout flow "); ovr_IAP_LaunchCheckoutFlow(sku); I am having trouble setting up the SDK in my OpenXR app. The initialization is successful, however I always get ovr_GetLoggedInUserID as 0. And the ovr_IAP_LaunchCheckoutFlow will end up with an error "Received launch checkout failure: An Unknown error occurred" Is there anything I am missing?2.6KViews0likes1Comment[Unity][PlatformSDK][Leaderboards] Missing entries in query response (GetEntries/HTTP GET)
Hi there, Our new Unity game for Oculus Quest implements Oculus leaderboards using the Platform SDK from the Oculus Integration Unity asset, and it's been submitting and getting highscores just fine until now : we completed the data use checkup in the dev dashboard, and as for the Unity project the Oculus SDK is properly initialized, the user entitlement check passes, highscores are successfully submitted using Oculus.Platform.Leaderboards.WriteEntry(apiName, score, extraData), and leaderboards top and user-centered entries were successfully retrieved using Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.Top) and Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.CenteredOnViewer) for them to be displayed in game. Now that we are live on App Lab, we are experiencing issues in querying some of our leaderboard entries : some specific users' entries simply don't show up in the API's response, neither in the Oculus.Platform.Leaderboards.GetEntries callback data nor in the response to a HTTP GET request to the https://graph.oculus.com/leaderboard_entries endpoint, even though I can see in the developer dashboard, in the Oculus iPhone app and in my Quest's home menu that the entries do exist in the leaderboards... Is anyone else experiencing something similar? Could it be some entries filtering going on under the hood? Or could my leaderboard entries extra data be messing with something? Thanks in advance for the help.Solved2.5KViews1like2CommentsFetching DLC download progress in Unity
Hi all, I am trying to implement DLC download in Unity. These are my environment details: Unity: 2018.3.6f1, Oculus Integration 1.35. I am able to get the list of DLC files that I've uploaded and also able to download them. However, I am not sure how to get the progress of the download. The documentation suggests subscribing to notifications. https://developer.oculus.com/documentation/platform/latest/concepts/dg-dlc/ Can anyone please share some sample code on how this can be done? I'll share what I have so far below. Core.AsyncInitialize().OnComplete((Message InitMsg) => { AssetFile.GetList().OnComplete((Message msg) => { if (msg.IsError) { Debug.LogError("Error fetching DLC List: " + msg.GetError().Message); } else { var assetList = msg.GetAssetDetailsList(); foreach (var item in assetList) { Debug.Log("AssetID: " + item.AssetId); Debug.Log("AssetType: " + item.AssetType); Debug.Log("DownloadStatus: " + item.DownloadStatus); Debug.Log("Filepath: " + item.Filepath); //Download it if (string.Equals(item.DownloadStatus, "available")) { AssetFile.DownloadById(item.AssetId).OnComplete((msg1) => { if (msg1.IsError) { Debug.Log("Error downloading assetID: " + item.AssetId + " " + msg1.GetError().Message); } else { Debug.Log("Downloaded intiated at: " + msg1.GetAssetFileDownloadResult().Filepath); var r = msg1.GetAssetFileDownloadUpdate(); } }); } else { Debug.Log("--------------------------------Asset ID: " + item.AssetId + " Status: " + item.DownloadStatus); } } } }); });2.3KViews1like4Comments