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Everything posted by Singe

  1. Hi there, As the title says, when we launch our app through the Viveport client (from the library), it forces Steam VR to launch. Now our game has both the OpenVR and OculusSDK. When a user has an Oculus headset, we select the OculusSDK to run. But because Viveport ALSO launches Steam VR, the two conflict and we're having issues where resetting VR position becomes impossible. I should also note, that while clicking on the app in the library launches Steam VR, if I navigate to where all my Viveport apps are downloaded in the file explorer, and I launch the app by double clicking on the executable directly, Steam VR DOES NOT launch automatically, and so our game runs normally. How are games that support both OculusSDK and OpenVR suppose to handle launching from the Viveport Client App? How can we prevent Viveport from automatically launching Steam VR? Thanks for your help!
  2. Hi there! I've implemented the Stats and Achievements API, and with the App Owner account, everything seems to be testing fine: - Viveport Initializes (via API.init()) - LicenseCheck is successful - IsReady() call succeeds - Stats downloading / uploading suceeds - Setting achievements suceed However, after adding another user to the beta tester list, having them play the build and viewing their log, I see that the API initializes fine, the license check succeeds, and the isReady call succeeds, but they fail to download stats. These are the error messages: "Failed to download stats from" "DownloadStatsHandler error: 50001" Looking up that error code (https://developer.viveport.com/documents/sdk/en/errorhandle.html#trouble-shooting-table), the docs suggest one of the following: Please use correct account name / password to login again. Please use correct VIVEPORT ID / VIVEPORT KEY for your content. The user is logged into viveport just fine (the app is launched from the viveport desktop app with the beta tester logged in), and the ID and KEY are the same as those used when testing with the App Owner account. Is there a step missing for downloading stats when using a beta tester account? Thanks for your help!
  3. Thanks , Does this mean that viveport does not support hidden achievements? Or that I simply can't use hidden achievements while I'm testing in beta mode?
  4. Hi there, We already made submission of our title via the "Create Production Release" button, but we also selected the option for "coming soon". This submission's status is now "Published" with the type "Coming Soon - 14 days". Does this "coming soon" submission include the binary build? I ask because when you select the binary build option when editing a draft, with "coming soon" enabled, there is a message that says: "For upcoming titles that are 'coming soon', a binary build is not required". Do we have to submit another production release for QA with the "coming soon" option disabled? Thanks for your help!
  5. Hi there! I'm working in Unity, trying to implement the Stats & Achievements API inorder to set up an achievement that can be unlocked after doing a certain action 10 times. In order to do so, I've set up an Achievement, and a Stat, and in my code I incrementally call UserStats.SetStat() and UserStats.UploadStat() everytime the action is done, checking each time if we've reached the threshold and then calling SetAchievement() if so. The issue I'm having is that I can't seem to see the result of incrementing a Stat when it is set to "Hidden" visibility in the Viveport console. I try to get back the value back by calling GetStat() but it returns the value 0. On the other hand, if I set the Stat to Revealed (in the viveport console for the app), I can increment them just fine, and the same call to GetStat() afterwards returns the expected value. I've followed the outline here: https://developer.viveport.com/documents/sdk/en/api_stats.html as closely as possible in our implementation: 1. I first call the top level Init(), do the license check, and then make the isReady() call. 2. Before updating any achievement or stat, I call DownloadStats(), and then on the callback I first SetStat(), then UploadStat(). Is this intend behavior? Or is there something else I should be doing before setting a value to a hidden stat? Thanks for your help. ( tags added by moderator)
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