I noticed a familiar developer problem: the platform documentation described the pieces, but a developer still had to work out how those pieces connected inside a real Unity build.

Why I made this

An entitlement check crossed several surfaces. The developer needed an Oculus application record, the Platform SDK inside the Unity project, the correct application ID, initialization code, and a response path that could stop an unauthorized launch.

None of those steps was especially large on its own. The friction came from sequencing them correctly and knowing which dashboard and editor settings mattered.

What I did

I kept the scope narrow: install the SDK, connect the project to the Oculus application, add the entitlement-check code, and show where it belongs in the launch flow. That made the video useful to someone blocked on one required store integration instead of turning it into a general Oculus Platform tour.

I also linked the dashboard, SDK, documentation, and example script in the original description so the demonstration had a reproducible path beyond the video itself.

A note on the archive

The Oculus Platform API and Unity integration changed after this recording. The original description now points readers to a later code example and notes the updated application-ID requirements.

Use current Meta platform documentation for a live implementation. The archival value here is the problem-solving pattern: find the required but fragmented release step, connect the surfaces, and make the path visible.

Published March 15, 2017. Preserved with context. More DevRel work →