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Entitlement Check: when should it pass?

polka_panda
Level 4
When should we expect the entitlement check of my Oculus Go app to pass, and not?

The documentation makes the following two cases clear:

  • App bought in the store: entitlement check should pass.
  • Non-free store app, copied from legitimate owner's headset to someone else's: entitlement check should fail.
I also experimentally determined the following:
  • Unity editor, press play: should pass, if I put the appID in both the Rift and Go boxes.
  • Unity editor, deploy to my plugged-in Go: currently it fails. Is this normal?
Can someone please help me with:

  • Development apk, sideloaded to someone else's Go: should it pass?
  • Alpha channel, user was given a key: should it pass?
Did I miss some case?

Also, if it's normal for the entitlement check to fail when I'm developing on my own Go... how am I supposed to develop for this thing?



2 REPLIES 2

polka_panda
Level 4
OK so to add:

  • Pressing "play" in Unity: entitlement passes, but ONLY in standalone mode. The avatar is not visible (on a Mac, developing for Go).
And interestingly:

  • On a PC, running the same code but with a Rift: pressing "play" in Unity again passes (only in standalone mode), but this time a generic avatar is displayed in the Rift (and moves as expected).


polka_panda
Level 4
I was able to get the entitlement check to pass from Unity when not standalone, and even get the proper avatar to display now when running on Rift!