[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.Solved2.5KViews1like2CommentsLeaderboard / 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 🙂3.6KViews0likes1CommentPurchase.ReportingId field is empty after a successful payment
The "Purchase.ReportingId" field is blank after a successful payment, but for us this is a problem because we need this field to be able to attach the purchase to our own users, the question is, is this field left blank because we used a test user with an application that is not currently released? If we try this with an App Lab released app, will the contents of the "Purchase.ReportingId" field be available to us? We don't want to release the app with no guarantee that the ReportingId field will be filled, we want to avoid any potential problems342Views0likes0CommentsFetching 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); } } } }); });2.3KViews1like4CommentsUnity Platform SDK still returns empty User's DisplayName even after DUC having been approved
Hi, I have been having a problem trying to get the username of a user in a Unity Quest app. I followed the instructions and filled the DUC to get access to the user's information. I also invited my dev account as a tester, and I was able to install the app within the Quest and pass the entitlement check. However, when I print out the username of my account it is always empty. I found that other people had the same problem, but they solved it by filling the DUC. However, I have already done that, and in the dashboard it says "Approved". I requested access to the UserID and UserProfile, and I am trying to get the data using the GetUser().DisplayName fuction in Unity.1.1KViews0likes1CommentCustom 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!4.6KViews0likes9CommentsLaunchInvitableUserFlow not working (VrVoiceChat sample)
I am running the VrVoiceChat sample in the brand new Unity Oculus Integration v1.36 (released 04/23/19), with Unity 2018.2.19f1 and my trusty Rift. I build the app, then run the .exe directly. When I click "Call Friend", the code calls LaunchInvitableUserFlow and I expect to see a list of friends, but instead all that's happening is that the pointer color changes, my app gets a little greyed out, but no new UI shows up. One thing is that none of my friends are online at the moment. Could that be what's breaking the UI? What can I do to use this flow but not end up in a broken state?432Views0likes0CommentsUnity Integration: Entitlements and user info in editor?
I'm trying to figure out the entitlement and user info/friends stuff for my game with the Oculus Integration... Is there a way to do this in the editor? Entitlement and user info doesn't seem available using the example scenes like "Platform -> Samples -> SimplePlatformSample", it says I'm not entitled to use this app and trying to run the "get logged in user's friends" command throws an error: "Must call get_signature first". I did make a build and upload it to the alpha channel, and add my Oculus account to the users, but I'd like to be able to test all this from the editor.841Views0likes1Comment