Test User IAP Checkout Flow Stopped Working
We've run into an issue when testing our IAP purchase flow. Up until this week, when we'd click on an In-App purchase (durable level addon), it would open the Meta App Lap Purchase window, where it would give a price and ask to purchase or cancel, then ask for PIN. This was great for testing functionality. Now, when we click on the IAP purchase, the Purchase flow just automatically succeeds and the level gets purchased without prompting with the Purchase Flow window (no confirm purchase, no pin). This happens even after removing the Test Users IAP entitlements. If we turn off the "Inherit organizations entitlements", then the purchase flow just fails with the test user - doesn't even pop up the window. Has anyone else noticed a change in the IAP Checkout flow functionality starting this week? It would be nice to test the checkout flow with our test users before releasing our updates.Solved17KViews0likes15CommentsUpload 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 file434Views0likes0CommentsPurchase.ReportingId field is empty after a successful payment
The "Purchase.ReportingId" field is blank after a successful payment, but for us this is a problem because we need this field to be able to attach the purchase to our own users, the question is, is this field left blank because we used a test user with an application that is not currently released? If we try this with an App Lab released app, will the contents of the "Purchase.ReportingId" field be available to us? We don't want to release the app with no guarantee that the ReportingId field will be filled, we want to avoid any potential problems348Views0likes0CommentsI'm having trouble publishing the add-on I created?
Hello all, I am adding in-app purchases to my Oculus app. I have created add-ons and provided all the details, but when I try to publish the add-on, it says "Please finish filling out your add-on's metadata." I have already provided the add-on metadata, as you can see in the screenshot attached. Please help me resolve this issue. Thanks in advance.671Views0likes0CommentsDLCs 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!742Views0likes0CommentsIn-App Purchase API Documentation
Is there a list of all available endpoints for In-App Purchase API? There are 3 examples on the documentation page but it's unclear if there are more endpoints or what they would be. I could not find any others no matter where I searched. /verify_entitlement /consume_entitlement /viewer_purchases https://developer.oculus.com/documentation/unity/ps-iap-s2s/1.3KViews0likes0CommentsIn App Purchases are not supported by Online Subsystem
Hi, I am trying to "read in app purchase information" in a windows build and always have the warning "LogScriptCore:Warning: Script Msg: UInAppPurchaseQueryCallbackProxy::TriggerQuery - In App Purchases are not supported by Online Subsystem" I am not sure if I have to put any bool to truein the defaultEngine.ini just like in Android and iOS platform. The entitlement check works and the "Get Oculus Identity" too. Anybody knows what can be happening?2.7KViews0likes5CommentsSharing purchases/subscriptions between multiple platforms
We're building a game that's available on multiple platforms - Android, iOS, etc. and it offers in-app purchases. These purchases are shared between platforms, so a user can purchase something on one platform and it will be available in the other platforms as well. The other stores' policies allow this, as long as you follow a few rules. However I'm not sure if the Oculus' policy allows that, if I read it properly - it does not (https://developer.oculus.com/policy/app-policies/#payments). Could somebody please confirm if this is really the case? I'm wondering how to deal with this, since asking users to purchase something multiple times for each platform would be quite a deal breaker. Would be interested to hear any thoughts about that. Thanks!1.2KViews1like0Comments