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eternaldeny
8 years agoExplorer
DllNotFoundException: LibOVRPlatform64_1
I am working on a Unity project and trying to implement Oculus Leaderboards.
I am getting following errors and unable to fetch the scores.
I am getting following errors and unable to fetch the scores.
DllNotFoundException: LibOVRPlatform64_1
Oculus.Platform.StandalonePlatform.Initialize (System.String accessToken) (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:32)
Oculus.Platform.StandalonePlatform.InitializeInEditor () (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:24)
Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:114)
PlatformManager.Awake () (at Assets/PlatformScripts/PlatformManager.cs:40)
It will be great if anyone can assist me with the issue, How to fix it?
17 Replies
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- cyberealityGrand ChampionMoving to Unity developer section.
- eternaldenyExplorerHello,
Yes, I have a copy of OVRManager in my Scene.
Versions:
Unity: 5.6.0f3Oculus Utilities: 1.14.0 - eternaldenyExplorerHello,
I fixed the DLL Issue, I was using earlier WWW requests, now I used HTTP and my problem got solved.But I am unable to display the leaderboard correctly.I am not getting proper scores and ID.
Regards,
Paramjot Singh - handsomeguoguoHonored GuestHello,
I use the below codes to get the current user's oculusID, alread put in App ID & User Token in the PlatfromSetting. Runing the codes in the Unity Editor.
It also returns:
DllNotFoundException: LibOVRPlatform64_1Oculus.Platform.StandalonePlatform.Initialize (System.String accessToken) (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:32)Oculus.Platform.StandalonePlatform.InitializeInEditor () (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:24)Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:114)JTestGetOculusAccount.Awake () (at Assets/JScripts/JTestGetOculusAccount.cs:13)
So how can I fix these problem?void Awake(){Core.Initialize();Users.GetLoggedInUser().OnComplete((Message<User> msg) => {if (msg.IsError){Debug.Log(msg.GetError().Message);return;}Debug.Log("Your name is " + msg.Data.OculusID);});}- 15801114565Honored GuestHave you solved it?
- handsomeguoguoHonored Guest@imperativity
Maybe No.In Untiy "Build Setting", I set the Platform as "PC MAC & Linux Standaonle", set the "Archetecture" as "x86_64"(My windows system is 64bit). It is still return the above errors.
In other developers' discusstions. Somebody said should run the "Oculus Home" App On the PC, then run the Unity Editor ,and that will be OK. So can you tell me this will work?
Or is there anyother solutions? - juanoldinhoHeroic Explorer
handsomeguoguo said:
@imperativity
Maybe No.In Untiy "Build Setting", I set the Platform as "PC MAC & Linux Standaonle", set the "Archetecture" as "x86_64"(My windows system is 64bit). It is still return the above errors.
In other developers' discusstions. Somebody said should run the "Oculus Home" App On the PC, then run the Unity Editor ,and that will be OK. So can you tell me this will work?
Or is there anyother solutions?
You should be able to run Unity and view debug messages without Oculus Home running, until you put on the headset.
Do you mind sharing your project, through private message, so we can assist in debugging. - handsomeguoguoHonored Guest@juanoldinho @imperativity
Thank you for your susgestions.
Now I can read the Oculus User Name after I uploading the asset in the alpha channel,and adding users to experience the previews app in the oculus store, user my gear vr on my head.
so ,I guess we only can get these imformations wiht the headset on! - LightowlExplorerI am getting this same message. My app had passed all tests until I got to this...entitlement checking.
I have followed the instructions given on a different oculus pages and youtube videos. Looking at the Oculus SDK 1.15 documentation I see a section about setting up LibOVRPlatform64_1 in your C++ project, but this does not apply to me since I am using Unity. I have followed the Unity instructions and keep getting this, no matter who's code I replicate in my project. Any idea the source of this issue? Is there any way I can get a hold of an older version of the SDK?
DllNotFoundException: LibOVRPlatform64_1
Oculus.Platform.WindowsPlatform.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/WindowsPlatform.cs:32)
Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:111) - davidcoxExplorer@imperativity
I'm also getting LibOVRPlatform64_1 errors when using Unity 2017.3 on Windows to create for GearVR, specifically when testing entitlement checks, IAP etc. I can't seem to find the non-legacy "Oculus Runtime" download you mentioned. Do I have to install the entire 10GB Oculus software suite on my development machine to be able to test Android GearVR?
DC - rodolfo_r_sidiaExplorerEven building for GearVR I need the Oculus Rift software for testing the entitlements check?
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