Forum Discussion
JeffNik
3 years agoMVP
Integration SDK 54.1 not working in Unity
I can't get SDK 54.1 to work with Unity at all. Here are my steps:
1) Create new core graphics project
2) swap to Android
3) Install XR integration, set to "Oculus"
3) import Oculus Integration SDK 54.1
After the lengthy install, Unity re-boots (as usual). When it re-loads, even before entering run mode, about every 15 seconds part of the OVRPlugin script runs a function named "ovrp_QplTrackBegin" (or something similar) and a EntryPointNotFoundException is thrown, like it cant find a function in the OVRPlugin.dll. Nothing VR works from that point forward - even panels with VR settings are blank. I've tried older versions of Unity - going back as far as the last 2022 LTS version and a whole slew of other things - I cant get it to work at all. I've even refreshed my Windows 11 pc and started from scratch. From my point of view - v54.1 SDK doesn't work at all. Is anyone actually using it? I find it hard to believe that would be true. Has anyone encountered this and found a fix/work-around?
16 Replies
Replies have been turned off for this discussion
- bluelineg.2023Honored Guest
Hey I have the same problem, Ive tried everything to fix. I lost my whole setup. Did you figure out a work around?
Well... I have it working now, but I tried many things, and I'm not sure which one actually made a difference. My two most probable "fixes" are...
1) I usually change over to Android before adding the XR Integration plugin and the Oculus Integration SDK, to minimize the assets that need to be converted. In the project where it finally worked, I left it as a Windows project, installed all the VR stuff, and only THEN switched over to the Android build. (took a long time to convert everything).
2) Before I imported the Oculus Integation SDK, I used the "re-download" button before the import button to make sure I had a good copy. I hadn't tried that before.
Hopefully one of these two tips will work for you - I'm not sure why it's working today and wasn't yesterday. Let me know if one of those works for you. If not, I'll put more effort into trying to remember the other things I tried.
- DaJuJuExplorer
Hi Thanks for the tips. Is that still working for you? I've tried your way, it only worked once. If restart the unity editor, the DLL issue is back again.
Also - I'm curious. Are you on Windows 11 and in the "Windows Insider" program and getting preview builds? I am, and I"m wondering if it might be related to being on a preview Windows build.
Alright... new info. Try this work-around:
1) Without uninstalling the recent editor version (I'm using the new one release today 2023.1.5f1), install the most recent LTS version editor: 2022.3.5f1 (LTS)
2) Create your project in 2022.3.5f1 (LTS)
3) I left my project on Windows - you may be able to switch it to Android at this point.
4) Install XR-Plugin management, and set to Oculus
4) Install Oculus 54.1 Integration SDK and apply settings / fixes per its wizard.
5) Close project and re-open it with the new editor, and switch to Android.
Let me know if it works for you, too.
- DaJuJuExplorer
Haha, is this way works for you again? Thank you so much for sharing, I'll give it a try and keep you updated. 🙂
Yeah - the difference this time is that I used the older editor to create the project, and then upgraded it to the new version.
- DaJuJuExplorer
I have tried your steps, but still, the same DLL error popped out again.
Ahhh. Those are different errors than I get. Mine say "EntryPointNotFoundException" for function ovrp_QplMarkedStart" in script OVRPlugin.cs ... and those are my only errors. Your first error there looks related to the audio spatializer plugin. When you install the Oculus Integration SDK, it should be saying that it found and old version of the spatializer, and then ask you if you want to upgrade it. I always say "yes" - are you saying no? Im not sure about the ones related to the InteractionSDK.
Let me know if you wanna maybe meet up and try building a project together... maybe on Immersed or another collaboration app. My Oculus handle is 'JeffNik'
v55.0 just dropped, and my very first project worked as it should! Testing it more thoroughly now,
- DaJuJuExplorer
Hi Jeff, I've started a new project and tested V55, it like before only works when I started a new project, once the project is saved and Unity editor closed, and opened it again, the same issue comes back again. (This is just looking at the 'HandGrabExamples' template scene in the package Interaction folder) How's yours?
I programmed all night last night with a brand new V55 QuestPro project, testing shared anchors, spatialized audio. I had zero problems. Judging by the time you are posting your replies, getting together to try a project together may prove challenging - I'm in the U.S. near Seattle, Washington. You've just headed to sleep for the night when I get off work in the afternoon (my 3pm, your 11pm).
Maybe send me a screen-capture video of you creating your project and then getting the errors?
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device