When we upload our build to the Oculus Beta and try purchasing using the in app purchases, it always succeeds.
Even if the cancel button is pressed in the checkout purchase, it seems that the LaunchCheckoutFlowCallback always returns with no error, and the purchase proceeds in code since `msg.IsError` is always false. I'm following the IAP documentation given for Oculus for Unity. I'm not sure what's going on, or if it always returns with no error and I should be checking for something else to see if the purchase failed or not. Thank you.