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S2S GetUserProof "is_valid:false" Understanding Platform SDK Integration and Release Channels

decipherone
Level 2

Does anyone have any experience with Oculus platform S2S integration, specifically with GetUserProof. I've got everything setup and seemingly working. My question is I've only got this deployed to the alpha release channel, should this channel come back with an is_valid:true response or is the platform sdk limited to certain release channels? I'm thinking I'm might have to get in contact with someone at oculus/meta to trouble shoot. My POST looks to be valid I do get an is_valid:false response. But I'm using that response as validation for issuing an oauth token, so it needs to pass.

 

This part of development has been daunting with the current documentation to try and figure out, feel like I'm very close, please help!

1 ACCEPTED SOLUTION

Accepted Solutions

decipherone
Level 2

Following up incase anyone else runs into this issue. 

 

1. This functionality is available in all release channels.

2. For Unity specifically you need to make sure and use the Message <UserProof> (Not the Request <UserProof>) as the type for storing the value retrieved from the Platform.User.GetUserProof() check and then the actual nonce is available from Proof.Data.Value 

 

 

View solution in original post

1 REPLY 1

decipherone
Level 2

Following up incase anyone else runs into this issue. 

 

1. This functionality is available in all release channels.

2. For Unity specifically you need to make sure and use the Message <UserProof> (Not the Request <UserProof>) as the type for storing the value retrieved from the Platform.User.GetUserProof() check and then the actual nonce is available from Proof.Data.Value