I have included the rooms invitation system in my game so I can invite others over.https://developer.oculus.com/documentation/platform/latest/concepts/dg-rooms/
If the other players are in VR they are receiving the notification and IFF they already had the game opened they are going straight to the unity scene I need them to be. So that is working.
What is not working for me is when the users enter the game from the invitation. The game opens, but then I dont receive any info regarding the invitation so I can move them to the correct scene.
In the docs it says we should use
"To detect that the user launched from accepting an invite, you can look for an invite-accepted message when launching your app
In the code, that method is obsolete.
<div> [Obsolete("Deprecated in favor of SetRoomInviteAcceptedNotificationCallback")]
</div><div>public static void SetRoomInviteNotificationCallback(Message<string>.Callback callback)</div>
and suggest us to use this one instead
// Be notified when someone you've invited has accepted your invitation.
public static void SetRoomInviteAcceptedNotificationCallback(Message<string>.Callback callback)
Note the comment! Wich I think it contradicts the documentation, as that should be the callback that the guest receives, not the host!
So basically I am starting my game with `SetRoomInviteAcceptedNotificationCallback` registered. And I know that callback is working because if they accept an invitation _after_ opening the game, the flow is correct.
Maybe I am starting the callback too late? (On Start). Should it be in Awake? Is there a completely different method? (I tried `GetRoomInviteNotifications` but that is completely empty everytime I start the app)
Also: is there a nicer way to test this than having to constantly upload builds to the Store ?