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New Participant
June 7, 2019
Solved

Oculus Integration asset necessary?

  • June 7, 2019
  • 5 replies
  • 2156 views
Hi there :)

I've developed VR applications professionally for B2B in Unity for a couple of years now - Gear VR, Vive, and Rift. It's my first time developing for the Oculus Quest, amazing device. I've easily and successfully been able to build directly to the device, and already made a working custom interaction framework in no time using Unity's XR Input system without the Oculus Integration asset in the project whatsoever.

I was wondering if using the Unity Integration asset is actually obligatory? I'm quite confident that I can make all the interaction needed on my own, but what if I hope to release something on the store one day?

If so, what are in fact the required parts of the asset package?
Best answer by MikeF
You'll at the very least need the platform integration to perform an entitlement check

5 replies

MikeFAnswer
Inspiring
June 7, 2019
You'll at the very least need the platform integration to perform an entitlement check
rarasmusAuthor
New Participant
June 7, 2019
Thank you for the swift reply, MikeF! That's good to know.

The Oculus Unity Getting Started Guide seems to mention the Oculus Integration package as supplemental and optional. Am I correct in assuming that the entitlement check uses the Application ID as seen on the Preparing for Android Development page?

https://developer.oculus.com/documentation/quest/latest/concepts/unity-mobileprep/
Inspiring
June 7, 2019
No problem, happy to help! Yeah you got it rite. Youl have to get the whole oculus integration asset pack off the asset store since oculus no longer provides the individual components but you should be able to prune all non platform related scripts. Once thats good to go, put in your app id and you should be ready to perform the entitlement check
rarasmusAuthor
New Participant
June 7, 2019
Super, thanks again! :)
New Participant
June 18, 2019
Hello,
I'm having issues with the entitlement check on the Oculus quest, it always fail.
Yet it's working perfectly on Oculus Go and GearVR.
Any idea what's happening here ?