Error on Building to WebGL - Colliding Plugins?
Hello, Meta forums! My team is dealing with an issue regarding building to webGL with a Unity project that includes the Oculus Meta All-In-One package. Specifically, whenever we try to build to WebGL, we receive this error: Plugin 'InteractionSdk.dll' is used from several locations: Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win64/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win32/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Please fix plugin settings and try again. UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions (string,string[]) UnityEditorInternal.PluginsHelper:CheckFileCollisions (UnityEditor.BuildTarget,string[]) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Plugins colliding with each other. We're not sure why this duplication is happening. We found that removing the dll file from the Win32 folder prevents this error, but we consider this a band-aid solution that we'd have to do each build. Since the dlls are managed by the UPM, we're unable to modify the import settings to exclude them for the WebGL platform ourselves. Are there any configuration settings or other solutions we could use to solve this? Important note: we aren't trying to implement VR in WebGL. However, our project does have a WebGL build and would like to maintain this build on the same branch, if possible.1.8KViews1like3CommentsCompiling Oculus integration to WebGL
Hi, we're currenly working on a VR product and we want to build this also to WebGL and Windows (both Vr not included). In our assets we have the latest Oculus integration but on WebGL we get the error: How can we make a build to WebGL without deleting the full oculus integration? Ex. Build WebGL -> Exclude Assets/Oculus/*1.2KViews0likes1CommentDoes WebGL work for the Oculus Browser?
I tried two different WebVR demos, but they both give an error on Oculus Browser (Oculus Go, and some reported for Quest also). The demos I tried: https://de-panther.github.io/unity-webxr-export/Build/ https://mixedreality.mozilla.org/unity-webxr-export/Build/ The error I get: Internal Unity error: gles::GetProcAddress("glFramebufferTextureMultiviewOVR") was called. gles::GetProcAddress() is not implemented on Unity WebGL. Please report a bug. So anyway, my question is, does WebGL work for the browser on Oculus? Does anyone have a working demo please? Thanks a lot!2.3KViews1like0Comments