Upload multiple DLC to one SKU
I created an addon, I want to attach several DLCs to it. For example, I have an item with the SKU "Ball Pack", I want the user to get access to a set of elements when purchasing it - Ball1.fbx, Ball2.fbx, Ball3.fbx. But the documentation only mentions uploading one file425Views0likes0CommentsSubscription API Test Fail
Hi, I am unable to test IAPs. I have followed this guide https://developers.meta.com/horizon/documentation/unity/ps-iap-test My organisation is verified, I have a test user, which can be granted test add-ons. And I can consume them using the API on my server. However, I have tried multiple times to buy a subscription through the horizon mobile app, logged in as the test user. I used the card details provided in the documentation above, and also added the cards using the test user menu "manage test cards" modal. I always get the same message, in the test menu and in the mobile app purchase. Not sure what to try next.2.8KViews0likes2CommentsHow does Consumable IAP works?
So i've been searching and don`t find how consumable purchases exactly works, i saw on this post that the user could't purchase another consumable if it was not consume (which is what i want to our project) but in the same post someone link a documentation url that is shutted down (so i could't chek it) Can you buy multiple consumables? When you buy one consumable on the store, can you buy more? Is it limited to 1 consumable or is it even posible to configure that on the Add-ons window on the developer dashboard? On the dashboard i can only set the name, the type (consumable or durable), the show in store option, and then the price and the metadata, but nothing about quantities or adjustments on consumables.407Views0likes0CommentsIAP purchase callback fail what to do?
So if we get a failed purchase callback how are we supposed to know if the person was charged? Because we assumed if it was a failed callback that meant that the person was not charged. However we did get a failed callback and then got contacted by the person saying they didn't get the item (we handle giving the item in the successful callback) They were able to provide a receipt showing that they were charged. So how are we supposed to know if a failed callback actually charged a person? I'm assuming if the card is declined it would be a failed callback as well?897Views0likes1CommentUser Id used for IAP S2S REST Requests
Hi Support, For IAP S2S requests in this doc: https://developer.oculus.com/documentation/native/ps-iap-s2s/ 1. Verify Item OwnerShip: there is no user id in the request, is this intended? if yes, how will oculus identify the user? curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "sku=$SKU" https://graph.oculus.com/$APP_ID/verify_entitlement 2. Consume an IAP Item: the same quest as no.1 curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "sku=$SKU" https://graph.oculus.com/$APP_ID/consume_entitlement 3. Retrieve Items Owned: what is the user id? app scoped id or org scoped id? curl -G -d "access_token=OC|$APP_ID|$APP_SECRET" -d "user_id=$USER_ID" -d "fields=id,grant_time,expiration_time,item{sku}" https://graph.oculus.com/$APP_ID/viewer_purchases Thanks2.1KViews1like3CommentsDLCs vs IAPs
Can someone provide some clarity on how Meta differentiates between DLCs and IAPs? I had always thought DLCs = expansion packs, extra levels, etc and IAPs were like in-game currency, skins, etc. However, the way Oculus' documentation describes it makes it sound like DLCs are additional asset files that can (have to be?) purchased in the Oculus store, while IAPs are any purchasable item (can be a skin, can also be an expansion pack) that was packaged with your build the last time you uploaded it? Can you even purchase an IAP from the Oculus store? Or is the difference that DLCs are in the store b/c they're an additional asset file independently shipped, while an IAP is already uploaded along with the app, so you don't need to upload any additional files? If this is the case, then why do we need/have the option to create an "Add-On" in the Oculus Developer Hub for IAPs, and not have them shown in-store? Is that strictly just to standardize how payments in general work on Oculus' end? Any clarification would be super helpful. Thanks!733Views0likes0CommentsAre we allowed access to a purchase's reporting ID and developer payload?
Hi! I am trying to get unique identifiers when initiating purchases for our application. The v49 Platform SDK documentation for purchases mentions retrieving a Reporting ID and developer payload, but I get nothing or zero when I try to retrieve these values from IAP.GetViewerPurchases(). Am I missing something? Do I need to make a specific request in the app's Data Usage Checkup? Are developers outside Meta even allowed access to this function?876Views0likes0CommentsConsuming a Previous Purchase
So, we're testing our app, and we're noticing that some users are failing to receive the callback for their consumable purchase. What I'd like to know is... what options are there for getting a list of purchased consumables that haven't been consumed yet? We'd like to get that list when users start the app and then give them their purchased goods + properly Consume their purchase at that time. In addition, we're looking into ways to double-check it happened and do that after a purchase fails its callback.673Views1like0CommentsOculus IAP Issue, OrderID=0 Always!
Hey! I am facing an IAP Issue. When the tester try to test the Oculus IAP and complete the payment. They will receive the order record(with order id ) in the Oculus Order List at the https://secure.oculus.com/my/orders/ And also receive an email from Oculus with the receipt number. But when I try to request the Servers to Servers API to get the Order ID and Receipt Number. The Order ID always = 0, and can’t get the receipt number. Needs Your Help! Big Thanks!1.2KViews0likes1Comment