Development on Apple silicon M1 pro/max chips
Hi guys, two questions about development on new Apple M1 pro/max macbooks: Is it possible to connect/detect Oculus and render VR application using internal GPU? Is it possible to remote debug VR application (using Chrome debug or other tools)?2KViews3likes1CommentDllNotFoundException: OVRGamepad on Mac / Unity
I'm on an Apple Silicon Mac When hitting play in the Unity editor, I get this error repeating over and over DllNotFoundException: OVRGamepad assembly:<unknown assembly> type:<unknown type> member:(null) I just want to test my game in the editor using OVR Headset Emulator keyboard controls, but it refuses to work due to this error. Tons of other people getting this same error as seen on the Unity Forums: https://forum.unity.com/threads/preview-game-in-mac-m1-max.1250917/2KViews2likes1CommentUnity 2021.2.5 Arrays Uneditable in Inspector [Mac]
I'm following along with the "Build Your First VR App" Tutorial, and I'm running into an issue where an array that I created called "WallMaterial" in a Script is blank uneditable. The code for the script and an image of the inspector are below. Does anyone have a solution? Is it a bug in the Unity version? I am using Unity 2021.2.5 for Mac. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class ColorController : MonoBehaviour { public Material[] wallMaterial; Renderer rend; //Appears in the Inspector view from where you can assign the textbox public Text displayText; // Start is called before the first frame update void Start() { //Assigns the component's renderer instance rend = GetComponent<Renderer>(); rend.enabled = true; displayText.text = ""; } //Called when the ball collides with the wall private void OnCollisionEnter(Collision collision) { //Checks if the player ball has collided with the wall. if(collision.gameObject.name == "player-ball") { displayText.text = "Ouch!"; rend.sharedMaterial = wallMaterial[0]; } } private void OnCollisionExit(Collision collision) { if(collision.gameObject.name == "player-ball") { rend.sharedMaterial = wallMaterial[1]; displayText.text = "Keep Rolling..."; } } // Update is called once per frame void Update() { } }857Views1like0CommentsMac Oculus Developer Hub Cant connect to Quest 2
I usually do a lot of development on my mac and hate to switch to windows 10 to do stuff. I wanted to get my quest 2 working with my Mac but so far nothing that I do seems to trigger enabled usb debugging on my mac with the quest 2. This works fine in windows and my Quest 1 also works on my mac. I have all the bells and whistles and settings enabled on the quest 2 (hence it works on windows 10).. the device shows up with lsusb command but adb devices listes nothing.. Thoughts?971Views1like0CommentsCannot load OVRPlugin for Mac: Reason: image not found
Hi, I have an error when trying to run a scene from Mac (El Capitan 10.11.4 (15E65) ) / Unity 5.3.4p2 (same error with unity 5.3.4p1) / OVR Plugin 1.3.0 (just re-installed): Couldn't open /Applications/Unity5.3.4p2/Unity.app/Contents/VR/oculus/macosx64/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, error: dlopen(/Applications/Unity5.3.4p2/Unity.app/Contents/VR/oculus/macosx64/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, 2): Library not loaded: @rpath/LibOVRRT_0.framework/Versions/5/LibOVRRT_0 Referenced from: /Applications/Unity5.3.4p2/Unity.app/Contents/VR/oculus/macosx64/OVRPlugin.bundle/Contents/MacOS/OVRPlugin Reason: image not found: It's working well on my Gear VR / Samsung G S7 but not from the Unity Editor on Mac, Any idea how to load the 1.3.0 bundle on a Mac ? Gui.3KViews1like1Comment