IAP OnComplete does not finish
We have discovered an issue where some of our users are pressing the Oculus home button right after they enter the pin when purchasing our subscription service. This results in the IAP.LaunchCheckoutFlow().OnComplete() never being called. Any additional attempts from the user to purchase and our app gets an immediate user_canceled error. It seems that the purchase does process on the Oculus side, but because our application does not receive the OnComplete callback, we are not made aware about this. What is the resolution to this issue?1.1KViews3likes1CommentHow to recenter camera orientation on Oculus Quest in Unity?
I want to reorient the camera to the start position and rotation in my Unity app. I tried this function, but it's not working on Oculus Quest: OVRManager.display.RecenterPose(); I noticed that the Oculus Quest home button on my Quest after a firmware update spawns the quit/resume app sub-menu, but does not reorient the position and rotation in the app. On an another Oculus without the firmware update, the home button still works. I want to know if there's a way to directly call the native code for homing. I can tell through ADB that Oculus knows when the home button is pressed: I/InputHooks_Internal: InputHooks::nativeSetHomeButtonDown(5868.719727): 169889817816KViews0likes8CommentsSimulate Xbox One Home Button Press?
Making a game that uses both Xbox One controllers and mouse for the Rift on PC. When pressing the Home button on the Xbox One controller, it returns the users to the oculus home app and puts the game in a "suspend" mode. I was wondering, is there a function call in the Unity utilities anywhere to replicate this functionality, such as when doing this when clicking on a UI button? I tried using both OVRManager.PlatformUIConfirmQuit(); OVRManager.PlatformUIGlobalMenu(); But these apparently only work on the Gear.1.1KViews0likes3Comments