I am trying to build and run the social starter on the Oculus Go, but the sphere is always black. When I checked by log I see...
07-13 21:16:31.681 5083 5099 D Unity : Unable to lookup library path for 'ovrplatformloader', native render plugin support disabled.
07-13 21:16:31.681 5083 5099 E Unity : Unable to find ovrplatformloader
07-13 21:16:31.738 5083 5099 E Unity : DllNotFoundException: ovrplatformloader
07-13 21:16:31.738 5083 5099 E Unity : at (wrapper managed-to-native) Oculus.Platform.CAPI:ovr_UnityInitWrapper (string)
07-13 21:16:31.738 5083 5099 E Unity : at Oculus.Platform.AndroidPlatform.Initialize (System.String appId) [0x00019] in D:\My Documents\OculusGoTest\Assets\Oculus\Platform\Scripts\AndroidPlatform.cs:16
07-13 21:16:31.738 5083 5099 E Unity : at Oculus.Platform.Core.Initialize (System.String appId) [0x0007f] in D:\My Documents\OculusGoTest\Assets\Oculus\Platform\Scripts\Platform.cs:114
07-13 21:16:31.738 5083 5099 E Unity : at PlatformManager.Awake () [0x000ae] in D:\My Documents\OculusGoTest\Assets\Oculus\Avatar\Samples\SocialStarter\Assets\Scripts\PlatformManager.cs:104
07-13 21:16:31.738 5083 5099 E Unity : at PlayerController.Awake () [0x00002] in D:\My Documents\OculusGoTest\Assets\Oculus\Avatar\Samples\SocialStarter\Assets\Scripts\PlayerController.cs:20
I've removed all the oculus assets and re-imported the integration package and an still getting the same error. I can see the libovrplatformloader in oculus/platform/plugins/android32/ and 'anyplatform' is selected for the plugin.
Well, I think I got rid of the DLL error by deleting the Assets/Oculus/Platform directory supplied by the intergrated package and downloading the platform package separately (which interestingly goes in /Assets/OculusPlatform!). It seems to have a different libovrplatformloader.so.
Now I'm left with just 'UnityException: Oculus Platform failed to initialize.', which I guess is an improvement. :cold_sweat:
Maybe you missed a few steps to setup the Social Starter example regarding app id, etc? Your Unity Project > Social Starter Folder > ReadMe file has the step by step instructions re: where to put your app id
Appreciate the reply, thank you. I had already put the app ID in both places (for both Platform and Avatars). All the other points in the readme seem good. I followed the website setup instructions too.
For the record my log now looks like this. The lack of any kind of indication as to WHY it's failing is disappointing.
07-15 13:55:57.902 2952 2968 E Unity : UnityException: Oculus Platform failed to initialize.
07-15 13:55:57.902 2952 2968 E Unity : at Oculus.Platform.Core.Initialize (System.String appId) [0x0010a] in D:\My Documents\OculusGoTest\Assets\OculusPlatform\Scripts\Platform.cs:135
07-15 13:55:57.902 2952 2968 E Unity : at SocialPlatformManager.Awake () [0x000ae] in D:\My Documents\OculusGoTest\Assets\Oculus\Avatar\Samples\SocialStarter\Assets\Scripts\SocialPlatformManager.cs:121
07-15 13:55:57.902 2952 2968 E Unity : at PlayerController.Awake () [0x00002] in D:\My Documents\OculusGoTest\Assets\Oculus\Avatar\Samples\SocialStarter\Assets\Scripts\PlayerController.cs:21
Finally got this to work by uploading a build to the alpha channel and adding my development username by email to the channel. How is this not documented at all in the setup for social starter?