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Oculus Platform wont initialize! DllNotFoundException: LibOVRPlatform64_1

Sweetfyre
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We've been working on our game for about 1.5 years, done tons of builds etc. Occasionally, link won't connect and the only way that I have found to get it to reconnect is to uninstall oculus home and reinstall it, I've done this many times over the last year without any issues. Well this time, upon doing that oculus platform will NO LONGER INITIALIZE. It either gives no errors whatsoever, or I can some times get it to give a DllNotFoundException: LibOVRPlatform64_1.
 
Searching around for help online it looks like this is a direct symptom of unity not knowing that the oculus home app is installed, or running. Which is of course is! It may  be that I installed it in a different location than previous THIS time around and that caused this. But no matter what I do, deleting the library, rebuilding it, reinstalling oculus home, reimporting oculus integration, reinstalling oculus home. Over and over again, restarting, all of that in different orders. We tried for 7 hours straight today to get back to a place where we could initialize the platform. I've tried the standalone checkbox in oculus platform settings. 

 
All I can think is there must be a path somewhere that is held in old meta data or something that holds a wrong path and it simply does not know where oculus home is located? We are utterly dead in the water and this is incredibly frustrating as we need to get builds out and I have literally no idea what to do because there are no errors to tell us where the problem is. Is there a manifest, or an environmental variable somewhere that oculus uses? Any help would be greatly appreciated!
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Sweetfyre
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Alright update on this.... Gee whiz.. ok come to find out this only happened because the test user we were using must have hit the time limit for being an "oculus username" instead of a "meta" one. Which you can see under the test users in your dev account. There is no way to have known this was the problem though because there was no notification, and no error messages it simply would not initialize. Switching oculus platform settings in unity to standalone did not let it work though, which should have! The only thing that allows it to work was clearing the credentials and then switching it to standalone (or of course putting in a new user) This was very maddening. And hopefully this can help someone else avoid the same problem. Also, if there is ANY way, the platform initialization can give you an error or more information instead of just NOTHING if this is the situation it would really have helped.