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Participant
March 22, 2018

Virtual Reality SDK Oculus failed to initialize.

Hello, as you have seen in the title I'm having problems to Initialize the Oculus Rift SDK in Unity. I'm working in an app for samsung Gear VR.
the versions I'm using are these:
  • Unity 2017.3.1f1 
  • ovr_unity_utilities_1.24.0
  • OVRPlatformSDK_v1.24.0
  • ovr_avatar_sdk_1.24.0
I'm following the instructions marked in this guide : https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/

When I put play in my game the following messages appear in my console:
-Virtual Reality SDK Oculus failed to initialize.
Attempting to enable None instead.
-Unity v2017.3.1f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object)
OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904)



The first one appears as a warning and the second one appears as a message. Also, I've put the 'Gear VR App Id' number in the 'OculusPlatformSettings' and these errors still appearing.

I've made every step from 'Create an App' to 'Configuring Your App for Local Development', but I get stuck in the 'Initialize the SDK and Perform the Entitlement Check' step, basicly that step asked me to create a script for initialize the SDK with my appID but I have no idea how to use it, or if I have to use it.

I created a script like this:

using UnityEngine;
using Oculus.Platform;

public class AppEntitlementCheck: MonoBehaviour {

void Awake ()
{
try
{
Core.AsyncInitialize();
Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback);
}
catch(UnityException e)
{
Debug.LogError("Platform failed to initialize due to exception.");
Debug.LogException(e);
// Immediately quit the application.
UnityEngine.Application.Quit();
}
}

void GetEntitlementCallback (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.");
}
}
}

Could you explain to me why these error still appearing and if there's a solution?

I'll give thanks to everyone who support me in this topic.

:smile:

This topic has been closed for replies.

44 replies

Participant
May 16, 2018
It is not allowing me to disable Virtual Reality Supported option in XR Setting. While trying to uncheck, console is showing following message
Enabling Unity VR support
New Participant
May 16, 2018


It is not allowing me to disable Virtual Reality Supported option in XR Setting. While trying to uncheck, console is showing following message
Enabling Unity VR support


Same here! I followed up also the mentioned threads and tried different Solutions, including switching off VR Support, rebooting, factory reset of my GO and installing Runtime. The latter did not work properly, as this was only referring to Rift and not the GO.

So I am stuck with the errors:
"Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable None instead."

"Unity v2017.4.3f1, Oculus Utilities v1.25.2, OVRPlugin v1.25.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/Oculus/VR/Scripts/OVRManager.cs:904)"

All of this led me to the conclusion, that you can ONLY develop for Rift on your PC directly. If you want to develop for GO, you have to develop completely independent of VR and only integrate VR Settings, when you are about to build your apk. I hope that is not the case though, as this would make the development process unreasonable.

Looking forward to see how this turns out.
Participant
May 17, 2018
@imperativity
Thanks for the advise. Is this issue being fixed in any latest/ future Unity release.
Thanks.
New Participant
June 30, 2018
I'm launching a new project on this build.

Debug:
---------
Get a warning: Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable None instead.

Unity v2018.1.0f1, Oculus Utilities v1.26.0, OVRPlugin v1.26.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object)
OVRManager:Awake() (at Assets/Oculus/VR/Scripts/OVRManager.cs:907)
---------

Build:
---------
Assets/Oculus/VR/Scripts/OVROverlay.cs(439,9): warning CS0219: The variable `rt' is assigned but its value is never used
Build completed with a result of 'Succeeded'
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
---------

is that okay? The device works flawlessly.
New Participant
November 23, 2018
 @imperativity Thanks for all the responses!  I'm getting the same error (SDK Oculus failed to initialize), but wanted to just check on a few things for verification.  (Edited my question here:) I found in the Oculus docs detailing setting up Android dev kit, adb, getting the sig file copied, etc. I have confirmed that is all done.  Not sure if there might be an important step missed related to that error.  

I noticed I, and others in this thread, show SDK v0.0.0 in the console when trying to start.  The Oculus Util and OVRPlugin has valid versions... Is that the Android SDK version being outputted there?

You mentioned a 'service' running?  If I hit Play in the Unity IDE, and have the XR settings for 'VR Supported', should there be a particular Oculus service, or runtime, seen in my Windows running Services list?  If the SDK is failing to initialize, I am curious if there is a log perhaps somewhere to help track down what is failing.

Note: Building and side-loading it with adb works fine, but had to change Gradle build to Internal in Unity setting.  This should mean the SDK is installed correctly into my Unity project?

Last note: I don't have a rift, just the Go.  I installed the 'Oculus Rift Software', but had to skip the Rift setup steps. Also not sure if when you asked about running 'runtimes' if you meant this setup, or not.  I do see 'OVRServer_x64.exe' and 'OVR Service Launcher' in my running Window tasks.

Thanks! 
Participant
December 5, 2018
Just want to say, it's completely crazy that there's not some sort of clear answer here.  This thread has been open since March and there's tons of people with the same problem.  This is my first dev for Oculus hoping it'd be less hassle than Unity+SteamVR and I also can't get the Oculus SDK to initialize.  And the last post from @imperativity is in May... really sucks.
Participant
December 5, 2018
How is there not some sort of solution forthcoming for this.  Looks like a huge problem affecting tons of people.
June 26, 2019
Still happening on my end as well.  Using Unity 2018.2.19f1, Oculus 1.32.  It's weird that no matter what I do the entitlements check doesn't run the OnComplete() while in play mode running in unity.  It doesn't fail or pass, it just never reaches the OnComplete()!

Since the actual entitlements check is part of the CAPI, there's no way for any of us to debug that.
New Participant
September 13, 2019
Alright I have the warning message as everyone here, I tried everything. By reinstalling Unity 2019.1, I fixed it once miraculously, then it broke again and now I can't find any solutions online. 

 Here is eveything I tried, without any luck :

 - Reimporting the Oculus Integration from the Oculus Asset Store 
 - Deleting and reimporting the file at Asset/Oculus/VR/Plugins/1.38.0
 - Removing/Reinstalling/Downgrading Oculus(Desktop) and Oculus(Android) in the Package Manager (1.36.0 to 1.38.2)
 - Reinstalling Unity 2019.1 (2019.1.7 to 2019.1.14)
 - Ticking/Unticking "VR Support enabled" in the XR panel in the Player Settings

I don't know what to do, it's wasting my time for nothing and their is no solution anywhere :neutral:

Participant
September 22, 2019
Getting a similar situation.

Built from scratch a simple project 2019.1.14f1, tried with 2 versions of oculus integration.

1.37
1.40 from asset store.

Installed Oculus Desktop Package but still complaining about Destktop being missing, but built out to android to my Quest and head tracking works but no controllers.

Going to try some older versions of Unity and will be back.

Mike