Oculus Spatializer on Mac
I love developing for Quest on the Mac, everything works super well except for... Oculus Spatializer. I've been in touch with Oculus support on this issue. Oculus support's reply was that they don't have a mac. Basically it doesn't work on Intel mac and crashes on Silicon machines. Does anyone know how to get the Oculus Spatializer on mac working? If I install "Oculus Integration" from the Unity Asset Store, I get many Spatializer errors but it will build. Oculus Spatializer won't appear in the Audio settings of unity. Unity 2021.3.8f1 Oculus XR 3.0.2 Mac OSX 12.6 Intel Running the bare bones Oculus XR Plugin 3.0.2 & OpenXR plugin 1.5.1 I get build errors about the Oculus Spatializer.1.5KViews0likes1CommentUnity 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() { } }838Views1like0CommentsMac App Store validation fails for OVRGamepad.bundle
I am attempting to get my cross-platform Unity app certified for the Mac App Store, and am getting several validation errors related to the OVRGamepad.bundle shipped with the Unity OVR package (we support VR on Windows): Unsupported Architectures. Your executable contained the following disallowed architectures: '[i386 (in <myapp>/Contents/Plugins/OVRGamepad.bundle/Contents/MacOS/OVRGamepad)]'. New apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac app updates and existing apps must support 64-bit starting June 2018. After examining this file, it looks to be a universal binary containing both i386 and x86_64 architectures. I can strip out the i386 arch, but it would be nice if these were packaged as separate files so I don't have to do surgery to separate them. Invalid Bundle Identifier. The application bundle contains a tool or framework [<myapp>/Contents/Plugins/OVRGamepad.bundle] using the bundle identifier '', which is not a valid bundle identifier. This one is tricker. I checked the Info.plist in the bundle, and indeed the CFBundleIdentifier is blank. Can I put just anything here? I don't know if the App store is doing deeper validation, or checking the ID against its own list of packages. This field really needs to be populated on Oculus's end. Has anyone else run into either of these issues? Are there accepted workarounds? Thank you.897Views0likes0CommentsCannot 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