03-14-2021 10:07 PM
Hello!
We've been testing performance of our build and uploaded it on the site as a 32bits build for quite a while.
Uploading the 32 build would trigger a warning encouraging us to update to 64 bits
As we are scheduled soon for QA, we've been checking our VRCs and realize that it is actually a requirement.
We've packaged a 64bit build, but while testing, it seems some core functionality is missing: for example, players cannot interact with "clickable" objects, etc.
We've researched similar issues and found this post, a couple months old > https://answers.unity.com/questions/1789631/how-to-keep-oculus-iap-working-in-build-when-expor.html
The OP mentions that on top of activating IL2CPP and Arm64 in the build settings, we also need to enable ARM64 support in Oculus/Platform/Edit Settings.
However, for us, that final checkbox isn't present (see screenshot)
What are we doing wrong?
03-15-2021 12:28 AM
You need to add your Oculus Application ID into the top two fields in the screenshot - otherwise the Oculus SDK wont allow the controller interactions correctly.
03-15-2021 04:50 AM
I did (the screenshot doesn't reflect that) but it still doesn't give me access to that "enable ARM64 support" checkbox shown in the OP screenshot
03-15-2021 06:12 PM
What does your Project Settings look like - Mine are set as below - which works for me. I recently changed from mono to IL2CPP, and it worked well, without any real changes.
Im using Unity 2020.1.11f1 with the latest Oculus SDK kit.