Can't Get User Name (App Lab)
I am developing an Oculus Quest app for release on the App Lab. Previously, I was able to get the player's user name just fine via Oculus.Platform.Users.GetLoggedInUser().OnComplete(getLoggedInUserComplete); but recently that stopped working and now the user name is just an empty/null string. Essentially, I can't display a user name above players' heads anymore. Below is the code I am using to retrieve the user name: void getLoggedInUserComplete(Message msg) { if (msg.IsError) { Debug.LogError("Could not get Oculus user name!"); } else { Debug.Log("GetLoggedInUser success! " + msg + "; message type: " + msg.Type); if (msg.Type == Message.MessageType.User_GetLoggedInUser) { Debug.Log("Oculus GetLoggedInUser success! Setting user name in game manager: " + msg.GetUser().OculusID); GameManager.Instance.SetUserName(msg.GetUser().OculusID); Debug.Log(msg.GetUser().DisplayName); Debug.Log(msg.GetUser().ID); Debug.Log(msg.GetUser().OculusID); Debug.Log(msg.GetUser().ToString()); GetLoggedInUser is successful, however the message that gets returned is empty. Here is what prints out into the debug log from the above code: Oculus Platform entitlement check passed! GetLoggedInUser success! Oculus.Platform.MessageWithUser: message type: User_GetLoggedInUser Oculus GetLoggedInUser success! Setting user name in game manager: 0 Oculus.Platform.Models.User As you can see, all of the information returned in the GetLoggedInUser message is empty. My app key is correct, the entitlement check passes, and it successfully gets the logged in user but with an empty return message. It did not used to be this way but recently it broke (without me changing any of the code). I'm stumped. How can this be fixed?Solved7.1KViews1like7CommentsApp Insta crashing after enabling MetaXRPlatform
Hi! My app instantly crashes when i try to open it after enabling the MetaXRPlatform plugin. It works flawlessly without the MetaXRPlatform. Testing on Quest 3 Built with Unreal 5.2.1 Meta Plugin V57 (1.89.0) MetaXRPlatform v57 (1.89.0) I've also tested with both Meta and Platform Plugins v56 (1.88.0) The only error i get is when i try to Logcat and i find this: cannot locate symbol "ovr_ApplicationInviteArray_GetSize" referenced by "/data/app/~~bvSnDS-fNz3PZusLcHZUYQ==/com.xxxxx.xxxxxx-sz5bGExZ1nd9G_ukRcJkgA==/lib/arm64/libUnreal.so"...Solved1.2KViews0likes1CommentObtaining User ID issue after v59, still works on v57-
We cannot obtain Oculus Platform UserIDs on headsets running software v59. Unity integration Oculus.Platform.Users.GetLoggedInUser() returns a user object with an ID of 0. Headsets on earlier software versions (v57 and below) can successfully obtain the User ID. We have access to necessary Platform Features through the meta developer dashboard.Solved3KViews6likes6CommentsCan't use the Platform in Standalone Mode, and Users.GetLoggedInUser() does not work.
I want to get Data of logged in Oculus user, so I went to this page documentation/unity/ps-setup/ and tried to activate "Use Standalone Platform", but that checkbox was disabled. Also the following script does not work on the first line. Users.GetLoggedInUser() seems to be NULL. How do I get it to work in Standalone mode? void Start() { Users.GetLoggedInUser().OnComplete((Message<User> uMsg) => { if (uMsg.IsError) { Debug.Log("Platform: GetLoggedInUser() failed. Reason: " + uMsg.GetError().Message ); return; } else { User _localUser; _localUser = uMsg.Data; Debug.Log(_localUser.DisplayName); } }); } [Using game engine and Oculus SDK] Unity 2019.4.18f1 (LTS), Oculus SDK 1.55.12.6KViews1like4CommentsCannot get Oculus username: Oculus.Platform.Message "User isn't entitled to use this Application!"
Hello! How are you? We are currently facing an issue where we can't get a specific username that is set up as part of the company. The error comes from Oculus.Platform.Message and says "User isn't entitled to use this Application!" Is the only user that is receiving this message and we saw that the user is added and accepted the invitation to be part of the company. Is there something else we are missing? We are developing in Unity and using the Oculus SDK Thanks in advance!3KViews0likes9CommentsProblems 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; } }1.1KViews0likes0CommentsPlatform settings in Unity takes the wrong credentials
Hello there, In Unity, the Oculus Platform settings state that the credentials used are these from the Oculus application. Looks like this is not the case for me, and I'm not able to resolve the situation so far. I reinstalled the Oculus desktop app, I used that "Restart Oculus" feature from the desktop app in the Beta section, deleted the plateform settings and letting Unity regenerate these, still somehow connected to the wrong account. What am I supposed to do ? Thank you.1.4KViews0likes1Commentoculus quest build upload
Hello, we wanted to upload our quest build to an alpha channel to test the deployment process. Everything went fine but the upload stopped short and Oculus CLI just displayed this error: ERROR: You uploaded a build for platform Mobil but the app's platform is Quest Is there something specific in build settings that we may have missed and need to change? App id, android platform, VR sdk and everything else is set and we have no problems with installing our builds directly to Quest. It should be the same thing as Oculus Go but we've never encountered this error on our Oculus Go app upload. Did anyone experience this error? Best regards, Luke1.2KViews0likes1CommentIs The UE4 Platform Sample Actively Supported?
Edit: I guess the app just wasn't meant to run in VR? Kind of confusing. I assumed a sample app would show the platform sdk working in an actual VR context. I was excited when I found it because I have been struggling to get voip implemented in my game. I built and ran the project but it just doesn't work when it's run in editor or packaged. In both instances it runs fine but the player pawn isn't instantiated properly and the screen is stuck to my face and it's flat. I didn't dig too deep into it but I noticed that the game mode is using the default pawn and maybe that has something to do with it? Was anyone able to get the sample UE4 app in the platform SDK to work properly? I am on version 4.21455Views0likes0Comments