How do you do the entitlement check in Unity 2018 for Oculus Go?
I downloaded Unity 2018.2.0b9, Imported Oculus Utilities 1.26.0, clicked update Oculus Utilites (most current version avilable). I made a new empty project. I made an empty object and put the following script on it (as found from https://developer.oculus.com/blog/unity-engine-entitlement-checks-for-gear-vr-and-rift/)
using UnityEngine;
using Oculus.Platform;
public class OculusAppEntitlementCheck : MonoBehaviour
Debug.LogError("Platform failed to initialize due to exception.");
Debug.LogException(e);
// Immediately quit the application.
UnityEngine.Application.Quit();
}
}
void EntitlementCallback(Message msg)
{
if (msg.IsError)
{
Debug.LogError("You are NOT entitled to use this app.");
UnityEngine.Application.Quit();
}
else
{
Debug.Log("You are entitled to use this app.");
}
}
}
And I get "The type or namespace name 'Oculus' could not be found (are you missing a using directive or an assembly reference?)". Is there currently a way to do entitlement checks on Oculus Go with Unity 2018? I'm just trying to release a free app, so I don't even want the entitlement but this is required to get into the store.
Well I just confirmed I also have the same issue with Unity 5.6 and Oculus 1.26.0. I see there is a 1.27.0 but I have a hard time believing it will be different. I have the Oculus desktop software installed and have not had any issues. Am I missing something in my path to find the Oculus dll somehow?
If you can't do the entitlement you need OculusPlatform, not OculusUtilites.
Ok, I finally tracked down the issue. I had developed my project completely without any OculusUtilities, or OculusPlatform, until I needed to add Oculus input handling. At that point, I added the Oculus Utilities but not the platform. Once I added the platform it worked fine, sorry for the confusion but I figure I should leave this up for the next person who does the same thing.