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Aeromixx
1 year agoExpert Protege
Using MetaXR plugin in project with Linux Dedicated Servers
I receive these errors when building for Linux or Linux Dedicated server. Has anyone found any success? I am trying to prevent using any features with conditional check of whether the Platform is Linux.
Linux Dedicated Servers are good to support because they can greatly lower the costs of game server usage in the cloud opposed to using Windows instances
Thanks,
-Brandon
11 Replies
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- AeromixxExpert Protege
May you might have an idea Helder_Vinicius ? You helped me last time in a similar fashion. Thank you again
- Helder_ViniciusExpert Protege
On your ProjectServertarget.cs file, try adding all the oculus related plugins to the ignore list as follows, besides the in-blueprint platform checking.
Add these lines belowExtraModuleNames.AddRange
(I don't remember the plugin names right now, these are placeholders)DisablePlugins.AddRange( new string[] { "MetaXR", "OpenXR", "OculusMR" });
Let me know if it works
- AeromixxExpert Protege
I just had to add Linux to the Supported platforms in OculusXR.upligin in the MetaXR plugin folder
"SupportedTargetPlatforms": [
"Win64",
"Android",
"Linux"
] - AeromixxExpert Protege
This seems to be a quick solve, but ultimately the Dedicated Server throws more errors.
I ensure that none of these classes are touched if its Linux or a Dedicated Server and it doesn't appear to be enough. Any ideas how to maybe just get Linux to ignore these?
- AeromixxExpert Protege
I have narrowed it down to this asset. Potentially the enum is hardcoded and inaccesible by Linux even when its not relevant to gameplay when bypassed to work on Linux
Edit: Removing this fixes the server crash
However, this is what enables tracking- Helder_ViniciusExpert Protege
This is an asset that is referencing some oculus content, right? Movement sdk?
Disable this plugin for the server in my previous answer and you will still have tracking on your android application and hopefully no crashes on your server- AeromixxExpert Protege
Yes, the asset is OculusXRLiveLinkRetargetBodyAsset in MetaXR plugin
Here is my ServerTarget.cs
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