Oculus Entitlement Check Fail from Oculus Library Launch?
Our submitted App VRBowling is visible in our Oculus App library tab. -- Unity v5.6.2f1, Oculus Utilities v1.15.0, OVRPlugin v1.14.1, SDK v1.16.0. -- Documentation says that entitlement check will pass if User can view the app from their library. This seems to be the case as it's visible. However when I launch the app from library I get Entitlement check fail. Also Entitlement Checks pass when in stand alone build (Unity 5.6.1f1 or 5.6.2f1) as well as working in Unity Editor Play mode in both versions with User Token. I have attached the Oculus Entitlement Check C# file we are using based on the Oculus / Unity Entitlement Check example code for reference here : using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; using Oculus; using Oculus.Platform; public class OculusEntitlementCheck : MonoBehaviour { public string appID = "1078093085625410"; public GameObject extraNotice; public GameObject warningNotice; public GameObject enabler; // Use this for initialization void Start () { Oculus.Platform.Core.AsyncInitialize(appID); Oculus.Platform.Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCheckInit); } void Update(){ Oculus.Platform.Request.RunCallbacks(); } void EntitlementCheckInit(Message msg){ if (msg.IsError){ // User is NOT entitled. StartCoroutine(WaitForWarningShow(msg)); } else { // User IS entitled if(enabler!=null){ enabler.SetActive(true); } } } IEnumerator WaitForWarningShow(Message msg){ if(warningNotice!=null){ warningNotice.SetActive(true); } if(extraNotice!=null){ extraNotice.GetComponent<Text>().text = ""+msg; extraNotice.SetActive(true); } yield return new WaitForSeconds(30); NowQuit(); } void NowQuit(){ UnityEngine.Application.Quit(); } } However as Entitlement passes everywhere else except from a library launch it seems unlikely this is the cause of our issue. There's also a screen grab of the app appearing in the library. However as it seems to pass in Editor and Stand alone build and is also visible from the Oculus runtime app library, it seems unlikely that the C# code could be the issue as Entitlement check passes everywhere else. We have tried about 12 implementations with slight changes and variations to the above code but with no change in outcome. The problem seems to be launching the app from in the Oculus library when entitlement checks then seem to fail. At no other time. Also according to documentation Oculus Entitlement check should pass if the app is visible to the user from the library. As we can see the app from the library, entitlement checks should pass, it seems that the problem seems to only occur when launching the app from the library. not sure what the issue here is? When executing a local standalone or PIE the app loads straight away: We have submitted a few builds with tweaks to our environment set up and code for Entitlement Checks, but without yielding positive results so far. Rather than continuing to submit builds I thought it prudent to ask for support in this instance. Has anybody any idea why this is occurring for our builds launched only from the Oculus library? From what we have discerned if the app is visible to an Oculus user account in the library then that user will already have correct entitlement privileges, meaning entitlement check should pass from the library like it does in editor and stand alone builds. We have contacted submissions email reporting the issue in as much detail as supplied here and are awaiting response. In the meantime any insights/support/help anybody could give would be appreciated!2.8KViews0likes7CommentsOculus Quest entitlement check fail
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. I'm using the latest OVR SDK integration from Unity asset store; 1.37. Any idea what's happening here ? Regards,6KViews0likes12CommentsCorrect way to set up entitlement check for Oculus Home that won't interfere with Steam users
We have an application currently available through Steam Early Access that we'd like to make available through Oculus Home as well - is there a recommended way to handle the entitlement check for the Oculus Store build that won't interfere with users who acquired the game through Steam, or will I have to produce separate executables for this? Thanks!1.2KViews1like4CommentsOculus Go entitlement check is always failed
Hello, I am developping an oculus go application by using Unreal Engine 4.20.3. I've recently added the Verify entitlement blueprint node just after my beginPlay event in order to fulfill oculus requirements. I included the Oculus online subsystem 1.24. I created the application on oculus dashboard, I have granted developper access to my oculus account, and i configured the defaultEngine.ini accordingly. Symptom: By downloading the app on my oculus go test headset with the developper account, entitlement check constantly fail. I have tried to replace "OculusAppId" with GearVRAppId but it didn't solve the issue. I also added AndroidEngine.ini as recommended in an oculus documentation but it doesn't help. I really need to solve this as it is a blocker for our official release and I cannot find further hints while digging documentation... Here is my DefaultEngine.ini: [OnlineSubsystem] DefaultPlatformService=Oculus [OnlineSubsystemOculus] bEnabled=true OculusAppId=MY_APP_ID_HERE GearVRAppId=MY_APP_ID_HERE613Views0likes0CommentsUnity Integration: Entitlements and user info in editor?
I'm trying to figure out the entitlement and user info/friends stuff for my game with the Oculus Integration... Is there a way to do this in the editor? Entitlement and user info doesn't seem available using the example scenes like "Platform -> Samples -> SimplePlatformSample", it says I'm not entitled to use this app and trying to run the "get logged in user's friends" command throws an error: "Must call get_signature first". I did make a build and upload it to the alpha channel, and add my Oculus account to the users, but I'd like to be able to test all this from the editor.841Views0likes1CommentEntitlement Check for Closed Alpha Testing - But I'm Logged In!
Hi all, I uploaded my build for Alpha testing so I can test myself how the app looks. As soon as I open the app I get the message saying that I'm not logged in to my Oculus account and that I must be in order to use the app. (The Entitlement Check). I am forced to quit the app as a result. Thing is, that I believe I am logged in. Under the Oculus Menu bar I see my avatar and it says my username, the Oculus app on my phone is also logged in fine and paired with my Oculus Go. Am I missing an important step here to being logged in? Thanks494Views0likes1CommentRESOLVED [Help Request - Unity Gear VR] Continually failing on store Displays Prompt Technical Test
For the past few days I have struggled with the review process for the Oculus Gear VR store. The remaining issue is as follows: It appears that your app does not support entitlement checks to prevent unauthorized use of your content. Documentation on how to add entitlement checks can be found here: https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-get-started-with-sdk/ This is a Unity Gear VR project with an OVRCameraRig game object with a script that I attached called OculusEntitlementCheck.cs. I simply check for Entitlements and kill the app if there is an error like the Oculus documentation suggests. You can view my script here: https://gist.github.com/kelvinharron/1bd765cdd27600be16c95be5d97135be (I have added my appId from the Oculus Store in the Unity GUI). The issues that I can see is that this was project was built on an older version of Unity using an older version of the Oculus Utilities. The current version of the dependencies are: Oculus Utilities v1.12.0. Oculus Platform v1.19.0. Unity 2017.2.0f3 Personal The version of Utilities that I used previously was known to always fail on Entitlement checking. Using the latest version of Utilities causes my scene to distort in runtime with the orientation of the camera and I would prefer to avoid rebuilding this aspect. If anyone has any advice I would greatly appreciate your input. I read that making a whole new app on the store is a solution so I may try that next failing a lack of advice here as I seem to be doing everything required by Oculus. Thanks for reading.1KViews0likes2CommentsEntitlement Check Always Passing
I'm trying to get entitlement checking working on my GearVR game but it seems to always pass. I tried making a new Oculus account and also not logging in but it still seems to pass. I've been running the game from a copied file that I built from my PC (not running the game that's uploaded on the store) if that matters. Is this a bug? I'm running the latest Oculus SDK and I'm using Unity 5.6.5.714Views0likes1CommentEntitlement check error
Hi, I am using Unity 2017.3.0f3 and Oculus SDK 1.22.0. I have started to develp an app for Gear VR and I am trying to complete the guide here https://developer.oculus.com/documentation/platform/1.13/concepts/pgsg-get-started-with-sdk/ but I encountered quite a few issues. Some of them I managed to solve, but after all my efforts I seem to be stuck at receiving error from entitlement check. Steps I made, following the steps described in the "Configuring for Local Development" section of the get started guide: I have created an application following the guide here: https://developer.oculus.com/distribute/latest/concepts/publish-create-app/ After a few hours of suffering because of Unity signing the apk with v2, I finally managed to resign it with jarsigner, and managed to upload the binary I am the admin of my org and also a developer for the build I created for my app this step is not relevant for me since it is for developers not part of my organization I have also downloaded and integrated the platform SDK and set up the appID in the settings. After all that I should be able to successfully go through the entitlement check, according to the guide, but I receive an error. If I just start the game in the Unity editor, I receive the following error code OVR6139226. If I build and run the application on my phone in Gear VR the error message says that the app is not found in the library. Can somebody help me out, what am I missing here?944Views0likes1Comment[Gear VR] Entitlement check questions
I enabled OOS and used entitlement check BP node: When I run my app in Gear VR, the app quits, naturally (since my app isn't in the Store). My questions are: 1. How do I check if entitlement works for "On Success" ? 2. When I submit for review for my alpha release channel, I am sure it will quit the same way it does on me right now when Oculus tests it, which will automatically flag my app for rejection. What do I need to do for this not to happen ? Thanks1.2KViews1like5Comments