oculus-samples / Unity-LocalMultiplayerMR

Mixed Reality samples that demonstrate how to enable multiplayer
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Did not get a valid Oculus ID #1

Open LILQK opened 9 months ago

LILQK commented 9 months ago

I consistently encounter the error 'NGOSampleFlowBootstrapper: Did not get a valid Oculus ID' due to the ID being set to 0. However, my application is meticulously configured for both building and publishing in the Meta Store. Despite following the correct procedures, the Oculus ID remains 0, preventing successful execution. Any assistance in resolving this persistent issue would be greatly appreciated.

abenmeta commented 8 months ago

If the oculus id is 0, then that generally means entitlements were not granted to the account the headset is on. Could you validate the following things?

1) In OculusPlatformSettings.asset the correct Oculus Store Id filled out in the image below? If you are looking in the NGO Sample it is this file

image

2) When testing the APK, it first needs to be downloaded normally through the Quest Store (not sideloaded as an APK). That way the app on the headset should show up anywhere except in the "Unknown Sources" category. If it still shows up in "Unknown Sources" category, then most likely it isn't entitled.

If you have already tried (2) and still run into the same issue, an alternative approach would be to go to https://developer.oculus.com/manage/applications/{YOUR_STORE_APP_ID}/release-channels/ and in any release channel other then Production, add the user id to that channel by clicking on the number in the image below then adding the user. After adding the user to a non-production channel, see if the app can be download via the headset.

image

Also once entitlements are granted, you can freely sideload the same APKs and should not receive the same issue.

LILQK commented 8 months ago

Thank you for your response.

I have already validated both aspects. The OculusPlatformSettings.asset file is correctly configured with the correct Oculus Store ID. Additionally, I have downloaded the app from the store, not as an APK. I have tested by publishing in the production channel and also in other channels, inviting the account, and it allows me to download it. However, upon entering, the same error persists.

forEachWhileTrue commented 8 months ago

Hello,

I'm facing the same issue and also tried the provided steps. Also when the app starts on my headset it goes into passthrough but then nothing at all is happening. Is this normal in combination with the error I'm facing?

nilscorte commented 7 months ago

Having the exact same issue. HAs anyone found a solution, or ist this sample working for anybody? I ran into the same oculus id not valid issue on all platforms

forEachWhileTrue commented 7 months ago

Having the exact same issue. HAs anyone found a solution, or ist this sample working for anybody? I ran into the same oculus id not valid issue on all platforms

Yes, the sample is working! But in my case I had to verify myself as an administrator for the organisation and then request access for the player’s Oculus ID and name for the app which runs the example. Maybe it’s possible to create test user accounts and assign them to your app to avoid these steps.

We built a working colocated beer pong application based on the Netcode for GameObjects example.

forEachWhileTrue commented 7 months ago

In short:

If you are using the Oculus Platform SDK, you first need permission to access certain user information. In this case, the example is trying to access the user's ID, but it is not authorized to do so.

LILQK commented 7 months ago

Oh, can you explain step by step how to give acces yo the useer's ID in the app? Thanks

abenmeta commented 7 months ago

To get access to the user IDs in the App do the following

1) Go to https://developer.oculus.com/manage/ 2) Go to My Apps Section by clicking in the left column image

3) Type your app in the search bar indicated below image

4) Click on Data Use Checkup in the left column

image

5) Go to User Id and click the Add Button

LILQK commented 6 months ago

Thank you for your response! After following the steps, indeed, we can now access the player's ID without that error, and I can see an axis marker in the center of the app. However, when opening the application on two different devices, both see a different axis marker, even though both are on the same Wi-Fi on different Meta accounts. I will be doing more tests and checking if all the logcat debugs are correct, but for the moment I haven't seen anything.

abenmeta commented 6 months ago

It is possible that your headset is going to sleep when using the sample. More specifically if you are testing by yourself, and don't have proximity sensor turned off (proximity sensor is generally enabled on by default) when the client is on . I would recommend the following steps

1) Go to Meta Quest Developer Hub (MQDH) 2) Connect your headset to your computer 3) In the left-most column of MQDH go to Device Manager 4) In Device Manager go to Proximity Sensor and disable proximity sensor for both headsets you are testing image 5) After disabling the proximity sensor on both headsets try again

I also want to note that MQDH will only temporarily disable the proximity sensor and that leaving the proximity sensor off can drain the battery of the headset. I would recommend when testing colocation to make sure the proximity sensor is disabled and to reenable proximity when no longer testing

If you are still running into issues let me know! And also if you could send logs on the host and client side if there are problems so I can give more detailed help

HyunHanSol commented 6 months ago

if i not business member no way access Userdata API..?