Oculus Authentication Issue in Unity Editor using Unity Services

Hello,

I am currently porting an old PCVR game to the Quest 3 with mixed reality. In the process, I’m replacing some older, deprecated systems like a GameSparks-based level-sharing implementation with modern solutions, such as Unity UGC (User Generated Content) for level sharing. I’m using SignInWithOculus to authenticate Unity services, so shared levels are linked to Oculus accounts.

We’re a small team, so the goal is to allow us as developers to simply launch the game in the editor, logged in with our own developer accounts, which will have moderation rights in the UGC dashboard. This way, we can create, share, and moderate user-generated levels in the Unity Editor both before and after the game launches. However, we’re facing issues with authentication in the Editor.

In standalone builds on the Quest 3, authentication works as expected, following the official Unity documentation here.

However, in the Unity Editor, only a test user (set up in the Oculus Platform Service Dashboard with the “Use Standalone Platform” option enabled in the Oculus Platform Settings) can sign in and authenticate. When attempting to sign in with my personal developer account in the Editor (not using the test user), I receive the following error:

Must call get_signature first (1971051)

image (1)

This happens even when entitlement checks are disabled. If I enable entitlement checks and launch the game in the editor without being signed in as a test user, I get this error:

Missing entitlement for XXXXXXXXXXXXXXXX (1971031)

We only have a Meta Quest/2/Pro App on the Oculus dashboard and do not have an Oculus Rift-specific app as right now, there are no concrete plans for a Rift port. However, I still need to add the Meta Quest/2/Pro App ID to the Oculus Rift App ID field in the Oculus Platform Settings in Unity. Otherwise, I get this exception when calling Core.AsyncInitialize:

UnityException: Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'

So my question is: Is there a way to authenticate in the Unity Editor using a personal Oculus account, without relying on a test account or needing to create and set up a separate Oculus Rift app in the dashboard?

Any insights or advice on how to resolve this would be greatly appreciated.

Thanks in advance!

Hey there @John-Baracuda,

I reached out to Meta on this one, as this really is in their camp.

Creating a Rift App ID is necessary. You can reach out to Meta here if you want additional follow up: https://communityforums.atmeta.com/t5/Unity-VR-Development/bd-p/dev-unity

I would highly recommend that you reach out in their forums.

Hope that helps.

Hey Ash,
thank you for your reply. I’ve posted the same question over on the meta forums.
for anyone interested here is the link

I was in contact with someone from Meta, and they explained that the issue occurs because platform requests in the Unity Editor go through the PCVR system, not the Quest. This requires PCVR entitlements, which is presumably why personal developer accounts don’t work, but test users do.

So for now, I’ll set up test users for the team to handle moderation from the Editor.