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DllNotFoundException: ovrplatformloader Oculus Go

raeldor
Adventurer
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.

I'm using Unity 2018.1.0f2 and SDK 1.27.0.

Any help would be appreciated.  Thanks.
6 REPLIES 6

raeldor
Adventurer
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:

Anonymous
Not applicable
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

raeldor
Adventurer
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.

raeldor
Adventurer
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 

raeldor
Adventurer
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?

WahooDevColton
Honored Guest
@raeldor Might I ask what you did to get the new .so file? The latest SDK package doesn't come with a .unitypackage file to import.