09-28-2017 02:47 PM
We've implemented Viveport IAP, but are running into an odd issue. When we make the call to process the purchase, a dialog pops up which is locked to view, with a button which either says BUY, or Cancel, depending on whether the user has money in their wallet.
The problem is that this dialog draws on top of our scene, and the controllers (drawn as hands in our case) draw under the dialog, and there's no way for the user to tell where on the dialog they're pointing. It's a guessing game of waving around the wands until a button highlights.
There has to be a better way of interacting with the purchase dialog, but I have yet to find it. As is most of our test users got stuck at this point and weren't able to proceed.
Any help/input is appreciated.
09-28-2017 03:16 PM
Hi. I will am working towards finding an answer on this issue. Can you please provide a screen shot to help our engineers make sure they're understanding the issue correctly? Also, what engine and SDK versions are you using? Thanks
Technical Specialist; San Francisco, CA
09-29-2017 08:26 AM
here's a screenshot of the controllers and lasers drawing behind the IAP popup.
We're using Unity 5.6. I'm not sure how to tell what version of the Viveport sdk we're using. I found this version string in the Viveport.cs script: 220.127.116.11
10-02-2017 02:28 PM - edited 10-02-2017 02:28 PM