Failing to cache achievements - unreal-engine4

I'm currently working on a game for Oculus Quest, using Unreal 4.26.
Following this and this articles from Oculus Developer portal I've set up Oculus Online Subsystem in my project, and it successfully checks for App Entitlement at startup.
Nevertheless, I'm having troubles when it comes to Achievements handling. My Cache Achievements node always return Failure. Of course, if I try to write any Achievement Progress, it fails as well.
My DefaultEngine.ini has the following code:
[OnlineSubsystem]
DefaultPlatformService=Oculus
bHasVoiceEnabled=true
[OnlineSubsystemOculus]
bEnabled=true
OculusAppId=XXXXXXXXXXXXXXXXXXXXX
And I also added a Config/Android/AndroidEngine.ini file with the following:
[OnlineSubsystem]
DefaultPlatformService=Oculus
Despite this last thing, when I build my app, a /Saved/Temp/Android/Engine/Config/Android/AndroidEngine.ini file gets created with the following:
[OnlineSubsystem]
DefaultPlatformService=GooglePlay
I don't know if this is what may be causing my Achievement Caching to fail.
Does anyone have a clue on what I may be missing?

I finally managed to get it working.
It seems that nothing was wrong with my project or configuration, but Achievements refused to work, don't know why.
At the end, I installed OculusPlatformBP in my project and, via its API, it worked like a charm.

Related

Simulator on Google Actions console gets stuck

I have three projects on Google Actions and i need to work on their respectively simulators to try solve some problems with the last version, but on two of the projects the simulator is not working, it tries to load but get stuck with a blank gray frame below the actions console menu.
It is strange as the three projects have the same code, had been tried on the simulator about a month ago and deployed on production. The only thing difference between the project is that the ones that are not working has the portuguese language added and due to some internal bug on Google Action (as Google technician had told me) approved version didn´t have the portuguese added.
I´ve tried in different machines and different browsers with the same result. I´ve contacted Google and they tell me that with their agent account that I´ve added they can access without problem.
Any idea on what to try?
Thanks in advance
Edit:
Now, without touching anything, I can´t access my action anymore (no simulator, no develop, nothing). When I try to access an error screen appears telling "There was an error completing your request". I´ve tried to download it with gactions pull but I receive a 500 error.

Firebase Dynamic Links No Longer Open App

I am working on an app that uses Firebase dynamic links. All throughout testing, the base link, and deep links would open the app, as expected.
At some point, this stopped working on my test device. I tried turning the Associated Domains off and back on again (format is applinks:myappid.app.goo.gl). My URL Types setup in Info has the URL scheme set to my app's bundle id, which is also reflected in Firebase. My AASA still has the expected info in it as well.
I also tried long pressing on the link in both notes and messages (don't get an option to open in app, just open), but it still refuses to work. Oddly enough, it still works in simulator. Any help would be appreciated.
Update: I uploaded the build to TestFlight, and it works properly there. It looks like the issue only occurs on a physical test device, with the app being built from XCode.
Solution Update: Oddly enough after installing a dynamic links build via TestFlight, subsequent XCode test run builds started working properly again. Not the most elegant solution, but at least it is working now.
Update:
This most likely has to do with an open issue that prevents the AASA file from being updated or installed. Currently the only work around is to delete the app, reboot the device, and reinstall.
http://www.openradar.me/radar?id=4999496467480576

Unity3D gives hundrends of errors when building the game

so my Unity worked fine until now, last time I built the game was yesterday and everything worked fine. Since yesterday the only thing that I did is that I changed some colliders and removed facebook gamecenter plugin. Now, when I try to play the game, everything is fine, but when I try to build it, it starts giving me 250 errors in total.
The last error always says :
"Error building Player because scripts had compiler errors"
Others error are connected to the standard assets.
Screenshots:
For some reason this happens. There a few options of fixing it, but the easiest one to simply re-install Unity.
PS: You wont lose any data.

Google Tango: Failer to connect to tango service

so i was developing with unity and google tango. After pushing my application to the tablet it crashed with the message: "Failer to connect to tango service".
After rebooting the tablet i tried to start an application which was already on the tablet and it worked in the past. But also this application crashed. After rebooting again another application also crashed.
It seems as no application is able to start. I dont know why. I googled but i could not find any information about this. There were 2 pages on stack overflow but they got removed, so i get an "page not found" page.
Anyone was an idea how to fix this or what the problem could be ?
Thanks
for someone who maybe was the same prolem in the future:
solution for me was just installing the system update. It seems that the tango service is not working when the device has downloaded the updates but not installed it.
I ran into this problem when running the Depth Perception Tutorial. It can be one of two problems 1. the camera has crashed and you need to reset the device or 2. You need to download and install the latest Project Tango system update. You can do this by dragging your finger down the screen from the top left on the Project Tango device and applying the Tango Update. It will take a few minutes. You should not even have to reboot. Just Build and Run again. Worked for me.
The are multiple causes:
As mentioned before - the Tango Framework on the device is out of date + Tango core app is out of date.
Wrong implementation of Tango object's lifecycle. Tango object has its own strict life-cycle and if you do not implement it right it causes the Tango to malfunction.
Try to use Tango apps in order to calibrate the device

GameKit authenticateWithCompletionHandler stuck

I'm having a classic everything-worked-yesterday-nothing-works-today kinda day.
I set up Game Center yesterday. Managed to log in, get leaderboards, get achievements etc.
Today, everything stopped working. authenticateWithCompletionHandler doesn't call the completion handler, even for an error.
I tried several iPhones, rebooting them, rebooting the mac, deleting and installing the app and more (all hints gathered from the internet).
I figured it was a temporary Game Center Sandbox issue, but then noticed it was working fine on the simulator. So I retargeted my own code, had another reboot, and now it doesn't even work on the simulator!
When I try to open the Game Center App it's in "Loading..." state, and doesn't get out of it.
What am I doing wrong? What happened between everything was working, to nothing is?
Log out of your current GameCenter account in your iphone.. Install the app again and launch the app.. Note that it should prompt you to sign in.. If not, check your codes to ensure that it calls the function to authenticate the user is being called..