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boblaublaw
8 years agoHonored Guest
Cannot play in editor while developing for GearVR. (Failed to initialize libOVR CAPI Error:)
I am developing on a system which USED to have a Rift attached and the Oculus runtime installed. However, I recently uninstalled the Oculus runtime and detached the Rift.
Now, when I try to work on my GearVR project in Unity, I find I am unable to press play in the editor. When I press play, a popup appears with the title "Failed to initialize LibOVR". The popup body says "CAPI Error:" and nothing else.
I can build for my device and run it on the Gear just fine, however it is very inefficient to only be able to test by building to a device. How can I configure Unity/Oculus to not attempt to connect to an HMD which is not there? Surely I do not require a Rift to develop for GearVR?
i am also seeing a warning which may or may not be related:
Now, when I try to work on my GearVR project in Unity, I find I am unable to press play in the editor. When I press play, a popup appears with the title "Failed to initialize LibOVR". The popup body says "CAPI Error:" and nothing else.
I can build for my device and run it on the Gear just fine, however it is very inefficient to only be able to test by building to a device. How can I configure Unity/Oculus to not attempt to connect to an HMD which is not there? Surely I do not require a Rift to develop for GearVR?
i am also seeing a warning which may or may not be related:
VR rendering requires one of the following device types: (Direct3D11, Direct3D12). Your graphics device: OpenGLES3
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- boblaublawHonored GuestAlso note that when the error pops up, I am presented with two choices "QUIT" and "OK" - pressing either button causes Unity to exit.
- boblaublawHonored GuestIf it helps, I'm seeing the same problem on Unity 5.6 as well.
- boblaublawHonored GuestThis appears to be specific to an important project I have going. When I start a new project in 5.6 and load in the OVR Samples, it does not crash. How can I reset whatever oculus lib bindings exist in a given project?
- boblaublawHonored GuestPerhaps a directory or DLL I can remove? Anything? I still cannot play in editor.
- vrdavebOculus Staff> How can I configure Unity/Oculus to not attempt to connect to an HMD which is not there? Surely I do not require a Rift to develop for GearVR?
I just tried this in 5.6 on Windows with a new project and it worked. When Unity can't initialize LibOVR, it normally fails over to non-VR. It should never crash. Can you provide %LOCALAPPDATA%\Unity\Editor\Editor.log and make sure VR support is disabled in the Windows configuration and you don't have OVRPlugin.dll anywhere in your project's Assets folder? - boblaublawHonored GuestI have tried many things with the following outcomes:
- cleared /Library/ and rebuilt: no effect
- reinstalled/updated OVR: no effect
- reinstalled Oculus Home: now I get the following error:
However, when I press OK, Unity exits/crashes, so I still cannot play in Editor. How can I disable this?! - boblaublawHonored Guest
- vrdavebOculus StaffI don't see any crashes in that log. Can you provide one from just after the crash?
- boblaublawHonored GuestI didn't either. I restarted Unity, selected my project, hit "play", saw the most recent error message (screen shot above), selected "OK", then Unity exited. Fresh log attached.
Given that I was presented with "QUIT" and "OK", I do not expect Unity to quit when I press "OK", which is why I referred to it as "crashing", but it is entirely possible some logic has decided to exit without crash after I press "OK". - boblaublawHonored GuestIt may also be worth mentioning that after Unity exits, Oculus Home starts up.
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