Cannot get a list of user's friends in a build
Users. is not firing the callback in a build. When we run the game in the Unity Editor, everything works as expected. The editor uses the AppId of the Rift version of the app while the build is running on the headset directly and using the AppID of the Quest version of the app. - Data Use Checkup is all good and everything is allowed for the app (Quest App). - We are using Users.GetLoggedInUser() just fine in the build to get the user's username. - All the user's friends have launched the game and are also in the app. Why is the callback not being fired in a build? Any help is appreciated. Below is the code for the function I am calling. "HERE GetLoggedInUserFriends" is printed but none of the other logs are printed which means the callback is never fired. public void GetLoggedInUserFriends(Action<List<User>> onSuccess, Action<Error> onError = null) { Debug.Log("HERE GetLoggedInUserFriends"); Users.GetLoggedInUserFriends().OnComplete(msg => { if (msg.IsError) { Error error = msg.GetError(); Debug.LogError($"[{nameof(GroupPresenceManager)}] Failed to get LoggedInUser Friends: {error.Code} - {error.Message}"); onError?.Invoke(error); } else { Debug.Log($"[{nameof(GroupPresenceManager)}] Got LoggedInUser Friends successfully."); List<User> users = msg.Data.ToList(); onSuccess?.Invoke(users); } }); }Solved839Views0likes1CommentSharedUserID is breaking deeplinking
We're running into an issue with our apps, trying to use the Deeplinking system in Unreal 4.27, our app is targeting SDK 32, minimum 29. Once we call the LaunchOtherApp function, we see the app flashing, either to black if the deeplink target app is installed, or we catch a quick glimpse of the Store page opening up in the browser, but then the initial application gains focus back and the user is never deeplinked anywhere. We've played around and can confirm that the issue is caused from our app having the SharedUserID flag set in the manifest (we are forced to have it to upload to the store) Using the exact same project and code, if we remove the SharedUserID flag from the manifest, deeplinking starts working again, as expected. Anyone else with this behavior, any known fix to this?442Views0likes0Commentsovr_PlatformInitializeAndroid and ovr_PlatformInitializeAndroidAsynchronous never returns.
I'm currently trying to set up my game to connect to the OVR Platform using ovr_PlatformInitializeAndroid or ovr_PlatformInitializeAndroidAsynchronous, however, what I'm currently seeing is that the program comes to a standstill when making those calls and never reaches the next line of code. What I've tried: I had a colleague test my code with their account on their device in the UK and it seemed to work (I am in NZ). I tried on a Quest 2 and Quest Pro and neither has worked. I created a new account and had that granted developer role and that still didn't work. I hotspotted my Quest to my mobile phone to use it's internet connection, and that didn't work. Unfortunately, as there seems to be no debug version of the library, I have no idea what could be preventing it from even producing an error code. Given it happens in the async call too it seems unlikely it has anything to do with communication. Any help would be greatly appreciated.1.1KViews0likes2CommentsOculus 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); } }); }733Views0likes0CommentsLaunch other apps - Where do I get their AppID?
I would like to launch other apps (not my own) from my Unity app using the deeplinking command Platform.Application.LaunchOtherApp(appId, deeplink_options). The question is where do I get the other´s app AppID? I know I can get my own id in the admin console, but I don´t know how to get IDs that are not my own. Thanks.1.5KViews0likes2CommentsProblems with getting Oculus ID from Oculus.Platform.Users.GetLoggedInUser() [Copy from PCVR Help]
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors. Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk. There is my code btw: public static string OculusUserID = ""; private void Start() { Oculus.Platform.Core.Initialize(); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } void EntitlementCallback(Message msg) { if (msg.IsError) // User failed entitlement check { Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else { Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetOculusUserIDCallback); Debug.Log("You are entitled to use this app."); } } private void GetOculusUserIDCallback(Message<Oculus.Platform.Models.User> callback) { if (callback.IsError) { OculusUserID = "Error:" + callback.GetError().Message; } else { OculusUserID = callback.Data.OculusID; } }1.1KViews0likes0CommentsOculus Quest Social Starter / Platform SDK Unity
Did anyone get working the social start or platform SDK on Oculus Quest using unity? I'm trying to get the matchmaking and rooms working but running into a lot of problems. For example the Social starter sample in the avatar directory crashes when I try to run it into the Oculus Quest. It compiles fine, I see a glimpse of the environment but then crashes everytime. If anyone has got mutliplayer game on unity working please let me know. Would love some help.3.8KViews0likes10Comments