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.
For anyone struggling with this issue, I took the advice of an old forum post related to Gear VR Unity store submission and simply remade it on the oculus app dashboard to get a new app id. Best of luck if you are stuck in this process!
We are releasing a new app and found the entitlement check to continually fail again. We went back and forth with support who thankfully found us a working solution but I don't believe its documented, so here is what we have to do:
In Unity's project view, navigate to \Plugins\Android\libs\armeabi-v7a\libovrplatformloader.so
In the inspector window, unselect "Any Platform", "Editor", and "Standalone", and then only check "Android". Verify that CPU type is set as "ARMv7". Click Apply.
Rebuild the app.
The entitlement check should now work. We tried a ton of different things and this was the only way to resolve it.