Forum Discussion
12 Replies
- HalfspacerAdventurerYou're getting this error when you "build & run" to the phone? Does it end up just displaying one eye? Does it refuse to run all together?
- markLaurelExplorerRefuses to run in play test.
- HalfspacerAdventurerIn the Unity Editor or in the GearVR? The Unity Editor will naturally throw a "Virtual Reality SDK Oculus failed to initialize" unless you have a PC-VR headset connected to your PC. You need to build and run your project over to your phone.
The "Failed to initialize" errors don't usually result in a refusal to run though. It should just default to standard monoscopic rendering - So I'm questioning whether I'v really understood what you meant. - markLaurelExplorerYes @Tolin93 , you understood perfectly- thank you. I'll try the build & run to see if I can get the project on the phone.
- HalfspacerAdventurerIt still shouldn't refuse to run in the Editor though. When you hit play, aside from the (yellow) warning in the console, do you get any (red) errors?
- markLaurelExplorerno crit errors, just alerts
- HalfspacerAdventurerThen just ignore it :-) It's just a Unity warning letting you know it's not finding a connected VR headset. When you deploy and run on the phone the Oculus SDK will run as it should as well.
- markLaurelExplorerInterestingly, I'm able to build regular android APKs.But when I try to build for gearVR I get the following.This is my project setting
- HalfspacerAdventurerUnder "Player Settings", try setting your Target API to Level 23. That should fix it.
It sounds like you might have an older version of the Android Build Tools installed. - markLaurelExplorerI went all the way back to API 21, it doesn't work for VR- just regular APK