Can't delete Add-on files or bundles for Oculus Quest app.
Is there a way to modify or delete Add-on bundles or individual DLC files within bundles? We want to start using Add-ons instead of re-uploading DLC files with every app update, so we created Add-on bundles in App Manager -> Platform Services -> Add-ons and uploaded some test files to experiment with, however we have discovered that there seems to be no way to delete these test files from the bundles, or even delete the bundles themselves. There is an option to leave them unlisted, but these unused test files are still associated with all future app versions and appear in things like Asset File fetch requests.3.4KViews2likes5CommentsFetching 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); } } } }); });2.3KViews1like4CommentsUnable to create new Add-Ons on the Meta Quest Developer Dashboard
For several days now we've been unable to create new Add-ons. We've filled out the details, pricing and metadata, but the publish button never becomes clickable. We've successfully added new add-ons as recently as Nov 25th, but now it has stopped working. Anyone else?1.4KViews0likes1Commenttutorial / tips on setting up IAP (in app purchases) or DLC?
Hi all, I'm making a quick little demo of a concept. It'd be cool to leave the door open to expand on it later if an audience arrives. I'd call this "leaving hooks so i can leverage DLC later." Just curious if anyone would recommend a tutorial or blog that lays this out? I haven't yet put an app up for sale, much less tackled DLC concepts before, so I'm not sure where to start. (Well, i found this thread https://forums.oculusvr.com/developer/discussion/42655/oculus-in-app-purchase-not-working-null-reference - but the dev page it links to no longer exists... and it was really just a brief problem with the process failing, not an overview of the whole concept of how to tackle this process) example: I like what the "Dispatch" title did with their in app purchase: Play part of the game for free, then if you want to finish the story, here's a quick and easy IAP to unlock it. Hoping to set something like that up. (i've planned out all the levels and scripted most of them - but i don't want to waste time developing all the assets if people don't find (or like) the basic core gameplay idea.) Hoping i could publish a free demo that is just the first level, and the other 10 levels are greyed out boxes with a message like "We have the rest of the game's story mapped out. If you liked this free demo, let us know (maybe even leave a positive review)! If we get more than 50 interested players, we'll polish off the rest of the game and offer it for less than $5", then (maybe) update this free demo later to replace that message with something more like "Like this gameplay demo? click here to get the rest of the story for $3.99" maybe this could all be patched in, so don't sweat it now? Or is there some important mechanism or SDK component I need to include in the free demo (that can't just be patched in later)?943Views0likes1CommentHow to add DLC to the store listing with expansion files
We are working to provide DLC for our customers. We want to enable the users to unlock an asset from within our app. In our case, skins for our DJ decks. Technically, the skin is included in the app and the user can unlock it by purchasing it from the Oculus store. However, we are not currently releasing any expansion files. Instead, we have uploaded a TSV to our In-App Purchases page on our Dashboard. How can we make this available to the user via a Store listing much like the Rock Band VR page.570Views0likes0CommentsCreating and distributing DLC - how?
The question is for Gear VR and Rift. I am wondering how to properly setup your project so that it's easily expandable via DLCs, how to build and package DLCs for it and how to properly distribute DLCs (via Oculus Home) so that user has smooth experience installing them for both Gear VR and Rift? Thanks beforehand1.6KViews0likes2Comments