shakingearthdigital Posted September 28, 2017 Share Posted September 28, 2017 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. Link to comment Share on other sites More sharing options...
HackPerception Posted September 28, 2017 Share Posted September 28, 2017 , 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 :) Link to comment Share on other sites More sharing options...
shakingearthdigital Posted September 29, 2017 Author Share Posted September 29, 2017 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: 1.6.4.8 Link to comment Share on other sites More sharing options...
HackPerception Posted October 2, 2017 Share Posted October 2, 2017 , We're currently looking into this. Thanks for the concise screenshot. I will update when I have more info or will reach out over PM if we require more info on your end. Thanks! Link to comment Share on other sites More sharing options...
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