Unable to get the correct "skin" for my remote Meta Avatars. Alpha build in the Quest store.
So I've nearly got the Avatars streaming correctly using Photon Pun, but I get these errors when there's another remote avatar in the scene. It seems like a server connection issue (code: 400) but I'm unsure what could be happening, since I'm successfully connecting to the server in both instances, and the gray, unskinned avatar is still rendered and follows the players. My current theory is it's because I'm running the project in my Unity Editor while also running a build on my headset that I uploaded as an Alpha release to the channel. What I've noted is that the user ids' are different between these two instances, despite being the same app/project. Unfortunately, I don't have another headset to test this. Does building and pushing to the store change the app id received? Or is there something else I'm missing in the Avatar SDK?Solved1.2KViews1like2CommentsGet the current user ID
Im trying to get the current user ID so I can share the spatial anchors, and I did this code: var loggedUser = Oculus.Platform.Users.GetLoggedInUser(); textIP.text = loggedUser.ToString(); But somehow this gets an error and the user info does not display. Is there another way to get the user id?2.9KViews0likes2CommentsLeaderboard Entries Working But User IDs Are Blank
Running a project with Unity v2018.4.16f1 Windows Standalone 64-bit, using VRTK and the Oculus Integration package, Oculus Utilities v1.52.0, OVRPlugin v1.52.1, SDK v1.55.0. Also has the Oculus Desktop package in at version 1.38.4, which is necessary for XR Settings>Virtual Reality Supported, but it doesn't seem to cause a conflict and behavior doesn't change if I just go delete the DLLs out of the package and restart Unity just to be sure the DLLs reloaded. I've got several leaderboards set up on the dashboard. I can call Core.Initialize with my App ID and it calls back as a success with no error. I can submit scores to the various leaderboards via Oculus.Platform.Leaderboards.WriteEntry() no problem. And when I call Oculus.Platform.Leaderboards.GetEntries() I can get each leaderboard's list of LeaderboardEntry objects, which come back with the correct rank, score, and ExtraData just fine. But each entry's User value in the list is a default struct, its values are all empty strings, zeroed out, or null. This lets me display the leaderboards, but none of the usernames on those leaderboards. I can't even check to see whether the user's own ID is on there because they're all 0s. There are no errors in the log related to this. Any ideas how to debug this? Is there some setting on the dashboard I missed?3.1KViews3likes6CommentsError code 2 when using Users.GetLoggedInUser() | Unity | Oculus Quest
Hello, I am following the documentation (https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity/) to use user specific avatars. However, when I try to retrieve the user ID: void Awake () { Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); Oculus.Platform.Request.RunCallbacks(); //avoids race condition with OvrAvatar.cs Start(). } private void GetLoggedInUserCallback(Message<User> message) { if (!message.IsError) { myAvatar.oculusUserID = message.Data.ID.ToString(); } } I always get the following error: Code: 2 Http code: -1 Message: 'The user isn't signed in or their account state wasn't in a recoverable state.' Using Unity 2019.1.5f1 and Oculus Integration 1.37 Any ideas what the cause might be?715Views0likes0Comments