Leaderboard / 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 🙂3.6KViews0likes1CommentAPI Call for clearing room data
Hey folks, I am looking into adding a feature to clear/reset the scanned room data on Quest 3. The intent is to be able to trigger this as part of a live update which will be updating room setup login from in game to avoid existing room data being modified, corrupted, offset etc. Does anyone know of a direct API call to clear that data or if its in a particular location/format that can be cleared through other means? Thanks518Views0likes0CommentsAPI to determine if user has purchased game
Is there an API method to determine if the Meta user has already purchased the game? We do have API calls to determine if the user has purchased Addons (IAP), but I have not found any method regarding the game itself. We are changing our game price to free, and want users that have previously purchased it to have special benefits ingame.2.4KViews1like3CommentsFeature Request: Hand tracking on desktop
When using the Unity editor, we have access to the Quest Hand Tracking. However, when the exe is built it no longer works. I assume this is because windows is using a rift-style API, but the Oculus team have added special hand tracking support for the Unity integration to make development easier. Is there any plans to also support hand tracking in the normal desktop API, so we can access hand tracking in our own builds?999Views1like0CommentsAPI: Is there an event that we can subscribe to when a friend online status changes?
Hi, We are working on a Quest 2 multiplayer PvP game and on app launch we check for entitlements. And once the user is entitled, we use the Oculus User Api `Users.GetLoggedInUserFriends()` to get the logged in player's friends and get the Oculus User data for each friend using `Users.Get(userId)`. Is there an event that we can subscribe to when any friend's online status changes i.e., online to offline (or) offline to online, so that we don't have to keep polling/requesting the Oculus User info for each friend using `User.Get(userId)` to know their current online status. Usecase: Player A has friend Player B and we get the user data of Player B at the start of the app which includes the online status. When Player B's online status changes (becomes online from offline or becomes offline from online), an event is fired and using that we want to update the online status for Player B in the UI. Is there an event like that? Thank you.Solved2.2KViews0likes1CommentAR Passthrough sample scenes in Unity
Hey, the new sample scenes with passthrough AR do not seem to work on my Quest 2. I've built them from a clean project on unity 2020.3.4f1 but I just can't get the passthrough overlay/underlay on my build. Any help appreciated. Did yall manage to run this on yours Quest 2? There's not much info on the web rn on this topic, because the update with AR passthrough api came out two days ago and is available on Unity Asset store through Oculus integration pack2.7KViews0likes1Commentpublic SteamVR_TrackedObject trackedObj; Oculus Equivalent
Is there an Oculus equivalent for public SteamVR_TrackedObject trackedObj;? I have an object mapped to the left hand anchor and would like to be able to refrenece it in a script. Do I have to have the SteamVR imported to do this? I just wanted to develop for the Oculus and wasn't going to get into steamVR stuff if I can help it.678Views0likes1CommentUnity VR Samples - OculusUtilities
I'm sifting through all of the resources. A first glance it looks like the Unity VR Sample doesn't have the Oculus Utilities imported. Did Unity not use the Utilities? Or modify them under their own namespace? Use their own? What's going on with that? Thanks.625Views0likes1Comment