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New Participant
June 3, 2018

Platform failing initialize on Oculus Go.

I was trying to follow this basic Avatar tutorial, but I can never get the 'Loading Personalized Avatars' section to work. I have been struggling with this one error for a while now:
UnityException: Oculus Platform failed to initialize.
I have tried multiple AppIDs, I even make a new user and tried adding them as a developer, etc.  No joy.  I have also tried the Unity Stores 'Oculus Integration' package and also a clean project with the latest code. Unity v2018.1.0f2, Oculus Utilities v1.26.0, OVRPlugin v1.26.0, SDK v1.1.13.0 with OSX.  I have walked through the docs multiple times now and stepped through the code but most of the Unity logic is in a DLL. I have even deployed the project and tried running that build.

What is the best way to figure out what is going wrong?

    2 replies

    New Participant
    June 12, 2018
    This should be explicitly pointed out on the following pages:

    https://developer.oculus.com/blog/everything-you-need-to-know-to-develop-for-oculus-go/

    https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-game-engine/#mobile-game-engine

    ...but I'm also wondering...why not?  It's just another Unity (or Unreal) target, and all you would need to support is signing and loading the app to the Go.
    OmitaAuthor
    New Participant
    June 16, 2018
    Solved!

    Arg... this was my bad. I was following the Preparing for Mobile Development and skipped the link too Android Development Software Setup because I miss interpreted "Most Unity developers do not need to install Android Studio or NDK."  I already had Android Studio installed; however, I did not have all of the following installed.
    • Android 5.0 (Lollipop)
    • Android SDK Platform, API level 21
    • Android SDK Build Tools, v 26.0.2
    • Android NDK
    • LLDB
    I must have been compiling with Android 8.1 (Oreo) and was able to get running builds on the Oculus Go that could not initialize the Oculus Platform but otherwise ran well.  Hopefully sharing my blunder helps someone else in a similar predicament. I'm really glad to see that OSX users can create content for the Oculus Go.