Accepting Group Presence invites inside the app
Hi guys @OculusSupport , I'm implementing the multiplayer in my app using the Group Presence / Destinations APIs + Photon, using Unity 2020. Problem: - I can't find a way to let the users accept an invitation without going to the Notifications panel in the Oculus menu. This is horrible, because most of the users cannot find the Invites after the Toast is hidden. I've seen that in the old (to be deprecated) Rooms API we had the "Rooms.SetRoomInviteReceivedNotificationCallback", but I can't find anything similar for the Group Presence API. Also, I can use "GroupPresence.SetInvitationsSentNotificationCallback", "GroupPresence.SetJoinIntentReceivedNotificationCallback", but there is no "GroupPresence.SetInvitationsReceivedNotificationCallback". Does anyone have a clue about this?? Thanks in advance1.7KViews1like1CommentBug: Inviting external people to the Release Channels for my Meta Quest 2 App doesn't always work
Hello, I have the issue that when I invite external people to my Meta Quest 2 App through the Alpha, Beta or RC Channel, they can not access the build. They always receive the invite and can accept it, and the app will be shown in their Preview App. However, they can not install it through their App Library, and they can not access the Meta Store page of my app (it is saying "Whooops... Something went wrong". Throwing them out of the User list for the Release Channel and reinviting them usually solves the issue, but it is a blocker and a nuisance to people and some of them may not be able to look at my build, so I really need this fixed. Any ideas / workarounds that don't require resending the invite? Thank you!797Views2likes0Commentsovr_Notification_GetRoomInvites sender id is 0
We are implementing Oculus room invites in our game. We can poll for notifications with ovr_Notification_GetRoomInvites, get the array from the message, iterate over that, and pull out the room id and the notification id successfully. However, calls to ovr_RoomInviteNotification_GetSenderID always return 0 for sender id. We can also get sender id successfully from invites that come through ovrMessage_Notification_Room_InviteReceived, but that is not enough to make a list of existing invites. Is this a known issue? We are using libovr version 1.40.0, Unreal 4.24, and testing by passing invites between two Oculus Quest devices - an original Quest and a Quest 2.563Views0likes0Comments