[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 / 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 🙂3.6KViews0likes1CommentLeaderboard 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?3.1KViews3likes6CommentsLeaderboard not submitting score
Hi. I need help with leaderboards and Unity. I am trying to use the VR hoops example, also with another project and still can't submit a test score. I am currently trying only a simple score submission, probably doing it all wrong: using UnityEngine; using System.Collections.Generic; using Oculus.Platform; using Oculus.Platform.Models; public class SendScore : MonoBehaviour { uint scoreTemp = 14; // just an example // Use this for initialization void Start () { SubmitMatchScores (scoreTemp); } // Update is called once per frame void Update () { } public void SubmitMatchScores(uint score) { Leaderboards.WriteEntry("SurvivalShooter", score); } } So this should only send a test score at the start of the game. I am using Unity, Signed the app and upload as the beta to VR FPS. The VR hoops example crashed/closed on loading, so I am trying with another project just to test the sending score. I am not sure if the game needs to be live for the score submission, I hope not... I have also downloaded it from the store as a "preview app" of the beta... I hope this is an easy fix, I am not much of a coder, using mainly Playmaker for game logic, and trying to understand how to integrate the scripts. Maybe I haven't integrated something else, didn't do the Entitlement check yet (maybe this is the issue??) Thanks!937Views0likes1CommentGame always crash on S6 Edge because of "Leaderboards".
I used the platform sdk in my game.However,when I test the leaderboard function in my s6 edge,my game always crashed.Because I used the api "Leaderboards.GetNextEntries".And I test the lastest sdk v1.2.It crashed at Core.Initialize.Help me!Thanks a lot!723Views0likes1Comment