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May 21, 2019

Oculus Spatializer failing on Quest/Go builds

So I have a scene set up to use the Oculus Spatializer in Unity. Everything works fine in PC builds and in the editor (even with the platform set to Android), and yet in builds the spatializer doesn't appear to be active at all. I haven't seen anything relevant in the console or profiler coming from the device. I am using Unity 2018.3.9, but I quickly tried the project in 2019.1.3 and it didn't seem to make a difference. If anyone has any insight into why the mixer or spatializer is being ignored on mobile, that'd be really helpful!

    1 reply

    edieboldAuthor
    New Participant
    May 22, 2019
    Okay, we seem to have fixed/uncovered the issue - it seems the attenuation behaves differently on the mobile devices than on the PC, and so we were hearing sources that should've been turned down at full volume.