How to download CSV or Excel entries of Leaderboard Entries
Hello, We'd like to download the Leaderboard entry from the developer site, in order to analyze player behaviour in excel and to do better followup questions with testers. But currently, we have to click a leaderboard, check it, then go back one page, then click the next leaderboard. And if we have 25 songs, with 4 difficulties, we have over 100 leaderboards to check, each with 10 users. Is there a way to download this data as a CSV instead? It would be very useful.1.4KViews0likes2Comments[Unity][PlatformSDK][Leaderboards] Missing entries in query response (GetEntries/HTTP GET)
Hi there, Our new Unity game for Oculus Quest implements Oculus leaderboards using the Platform SDK from the Oculus Integration Unity asset, and it's been submitting and getting highscores just fine until now : we completed the data use checkup in the dev dashboard, and as for the Unity project the Oculus SDK is properly initialized, the user entitlement check passes, highscores are successfully submitted using Oculus.Platform.Leaderboards.WriteEntry(apiName, score, extraData), and leaderboards top and user-centered entries were successfully retrieved using Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.Top) and Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.CenteredOnViewer) for them to be displayed in game. Now that we are live on App Lab, we are experiencing issues in querying some of our leaderboard entries : some specific users' entries simply don't show up in the API's response, neither in the Oculus.Platform.Leaderboards.GetEntries callback data nor in the response to a HTTP GET request to the https://graph.oculus.com/leaderboard_entries endpoint, even though I can see in the developer dashboard, in the Oculus iPhone app and in my Quest's home menu that the entries do exist in the leaderboards... Is anyone else experiencing something similar? Could it be some entries filtering going on under the hood? Or could my leaderboard entries extra data be messing with something? Thanks in advance for the help.Solved2.5KViews1like2CommentsLeaderboard Server API Notification Parameter
Hello, Leaderboards have the option to enable "Send "Friend surpassed" notifications" via the dashboard. We are using the Leaderboard Server API to automate the creation of new Daily Leaderboards and we want to enable this paramter but the documentation does not list it. Does anyone know the name of the Notification / "Send "Friend surpassed" notifications" parameter for Leaderboard Server API?2.3KViews0likes2CommentsLeaderboard / Achievement Testing
I'm probably asking a repeat question here. In the event this matches a similar ask - then there must be an answer. Scenario: I have integrated META Platform SDK into my VR App being developed in Unity Engine. 1. Latest Platform SDK integrated in App check 2. Leaderboard Setup including setup in Unity check 3. Test users created check 4. Test from Editor check and validated 5. Signed in with test user account on Quest2 Device check 6. Build to device using Android 12 API level 32 check 7. Leaderboard score test on device (FAILED!!!!!!!!!!!!!) Can someone tell me what I am missing please 🙂3.6KViews0likes1CommentFriend Leaderboards - Request "after rank"
Hi, I am currently implementing leaderboards (in a Unity project). When displaying all data, I can use the "GetEntriesAfterRank" function to allow the user to 'page up' and 'page down' through the scores. However, when displaying "Friends only" there does not appear to be an equivalent function. In my game, I have a "go to top", "page up", page down" and "go to bottom" button. I am not sure how to implement this functionality with the available functions. How have other devs handled this? It seems to me that the "GetEntries" function should allow a specific "StartAt" position. Is there a limit to how many friends a player can have? I am guessing that I just have to request all friends and then just handle it myself? Thanks,Solved717Views0likes1CommentLeaderboards stopped working for some players
Hi everyone A few days ago, some users started reporting that they couldn't run the game. The problem was that the ovr_User_GetLoggedInUser function was failing. We managed to get rid of the use of this function, but unfortunately, after the update, exactly the same users reported that their leaderboards were not working. We did not have requested any user data in the Data Use Checkup section, so we requested User ID, User Profile, and Friends. Unfortunately, the problem still did not improve after receiving approval. One user has this problem on both Quest 1 and Quest 2. It looks like the problem is specific to specific users. Does anyone know what it could be and how can it be fixed? We use Unreal Engine Version: 4.24.3-0 +++ UE4 + Partner-Oculus-4.24, OVRPlugin: 1.50.0 The said user uses Version: 23.0.0.87.517.260511599 Runtime Version: 23.0.0.87.517.260511615 Thanks for the help! Tomek2.4KViews1like5CommentsOculus API entitlement check failure
Hi everyone - I am trying to use the Oculus leaderboards API in my app 'Dungeon of Nekros'. I am using Unity 2019.4.28f1 and the Oculus XR Plugin v1.5.1. The call to entitlement check keeps failing when in Unity and also when in the standalone app. The Oculus Platform Settings is not letting me enter my credentials for some reason - not sure if it's because I'm in an older version of Unity and it's only compatible with a new version. Please advise on potential solutions. Thanks! Jim ** I am using the following code - using Oculus.Platform; ... void Awake() { Core.LogMessages = true; Core.Initialize(myAppID); if (Core.IsInitialized() == true) { checkEntitlement(); } } void checkEntitlement() { Entitlements.IsUserEntitledToApplication().OnComplete( (Message msg) => { if (msg.IsError) { // User is NOT entitled. Debug.Log("LeaderboardManager -> Error: User not entitled -> " + msg.GetError().Message); } else { // User IS entitled Debug.Log("LeaderboardManager -> Success: User entitled" + msg.GetError().Message); } }); }724Views0likes0CommentsHow To Get Leaderboard Working in Unreal Engine?
I'm using UE 4.26, and following the documentation here: https://developer.oculus.com/documentation/native/ps-leaderboards/ I set up the leaderboard on the app: This is how I write to the leaderboard in BP: This is how I read from the leaderboard in BP: In game I see "Score Leaderboard Write Result: Success", so it seems the "Write Leaderboard Integer" node is returning success. And if I stay in the game it seems to work as intended, it reads and displays that score. However, if I exit the game and restart it, it fails to find the score and shows 99999. If I go to my app dashboard and view entries for the leaderboard, it's empty: How can I get the leaderboard working, and for scores to actually write to the leaderboard and persist outside of a single game run? I've tried on the alpha and release channels, but nothing seems to work. Please help.Solved3.2KViews0likes2CommentsLeaderboard Entries Working But User IDs Are Blank
Running a project with Unity v2018.4.16f1 Windows Standalone 64-bit, using VRTK and the Oculus Integration package, Oculus Utilities v1.52.0, OVRPlugin v1.52.1, SDK v1.55.0. Also has the Oculus Desktop package in at version 1.38.4, which is necessary for XR Settings>Virtual Reality Supported, but it doesn't seem to cause a conflict and behavior doesn't change if I just go delete the DLLs out of the package and restart Unity just to be sure the DLLs reloaded. I've got several leaderboards set up on the dashboard. I can call Core.Initialize with my App ID and it calls back as a success with no error. I can submit scores to the various leaderboards via Oculus.Platform.Leaderboards.WriteEntry() no problem. And when I call Oculus.Platform.Leaderboards.GetEntries() I can get each leaderboard's list of LeaderboardEntry objects, which come back with the correct rank, score, and ExtraData just fine. But each entry's User value in the list is a default struct, its values are all empty strings, zeroed out, or null. This lets me display the leaderboards, but none of the usernames on those leaderboards. I can't even check to see whether the user's own ID is on there because they're all 0s. There are no errors in the log related to this. Any ideas how to debug this? Is there some setting on the dashboard I missed?3.1KViews3likes6Comments