Clarity on what I need to do with the User Age Group API
My app is for mixed ages, so I understand I need to use the API to get the age group of the user. But what am I meant to do with that information? The only platform services I use are the leaderboard and getting the username for the leaderboard. I've seen here (Platform Solutions: Unity | Oculus Developers) that an app which is primarily for children under 13 can't use leaderboards. But what about an app for a mixed age group? Do I just simply need to check the age? Do I need to disable the leaderboard if the user under 13? Do I need to close the app if they are under 10? None of this is clear in the docs. Please tell me what is required.9.5KViews5likes27CommentsCan't Get User Name (App Lab)
I am developing an Oculus Quest app for release on the App Lab. Previously, I was able to get the player's user name just fine via Oculus.Platform.Users.GetLoggedInUser().OnComplete(getLoggedInUserComplete); but recently that stopped working and now the user name is just an empty/null string. Essentially, I can't display a user name above players' heads anymore. Below is the code I am using to retrieve the user name: void getLoggedInUserComplete(Message msg) { if (msg.IsError) { Debug.LogError("Could not get Oculus user name!"); } else { Debug.Log("GetLoggedInUser success! " + msg + "; message type: " + msg.Type); if (msg.Type == Message.MessageType.User_GetLoggedInUser) { Debug.Log("Oculus GetLoggedInUser success! Setting user name in game manager: " + msg.GetUser().OculusID); GameManager.Instance.SetUserName(msg.GetUser().OculusID); Debug.Log(msg.GetUser().DisplayName); Debug.Log(msg.GetUser().ID); Debug.Log(msg.GetUser().OculusID); Debug.Log(msg.GetUser().ToString()); GetLoggedInUser is successful, however the message that gets returned is empty. Here is what prints out into the debug log from the above code: Oculus Platform entitlement check passed! GetLoggedInUser success! Oculus.Platform.MessageWithUser: message type: User_GetLoggedInUser Oculus GetLoggedInUser success! Setting user name in game manager: 0 Oculus.Platform.Models.User As you can see, all of the information returned in the GetLoggedInUser message is empty. My app key is correct, the entitlement check passes, and it successfully gets the logged in user but with an empty return message. It did not used to be this way but recently it broke (without me changing any of the code). I'm stumped. How can this be fixed?Solved7KViews1like7CommentsNative Mesh and Depth API
Hi There, Yesterday Meta released two new APIs in the form of Unity and Unreal plugins for accessing depth map and scene mesh data from the Quest 3, however yet again I feel native developers have been left in the dark. I also know WebXR has these features given the talk at connect this year. However, what about people developing their own engines or games natively for VR/MR on Quest ? I'm not sure if it's possible to access the scene mesh via XR_FB_triangle_mesh in OpenXR ? But certainly it doesn't look like any depth extension is present. Please can we have feature parity for OpenXR, or at least release the APIs for native developers. I'm not sure if any devs at Meta read these posts ? Thank you.4.1KViews1like2CommentsQuest API for Adds to Wishlist, No. of Downloads & Reviews. Is it possible?
We're developing a data analytics dashboard that the Oculus Quest API will feed information to. With that in mind: 1) Can we use the API to monitor adding to and removing from Wish List, anonymously without identifying individual users? 2) Can we use the API to monitor the number of downloads, anonymously without identifying individual users? 3) Can we use the API to identify which users have already left a review and those who haven't so that we can only send review requests to those who haven't yet left one? Thanks676Views3likes0CommentsIs there a way to invoke the keyboard overlay in a VR app not made with Unity or Unreal?
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development: https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/ https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/ However there is no indication on how to do the same with a third party engine or app written without using those two solutions, I couldn't find anything in the Mobile SDK docs: https://developer.oculus.com/documentation/native/android/mobile-intro/ Is this functionality available? Thanks in advance for your help!1.3KViews1like0CommentsPlayer location in Boundary space
Is there any way to get the players exact location in the boundary space? The TestNode function only gives the distance to the nearest boundary array point. If I could get the distance to more then one point I could calculate it but distance to 1 point is not enough for a fixed location.1KViews0likes3Comments