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Up and Coming
April 6, 2015

Can Not Compile On Unity 5.0

I am run the following:

MBP (2013)
OS X 10.10.2
Unity 5 (patch 3) Pro
0.5.0.1 Run-time
0.5.0.1 Unity Integration

Every thing works in the editor and with in the Rift. Followed the instructions for compiling and got this every time:
Plugin 'OculusPlugin.dll' is used from several locations:
Assets/Plugins/x86/OculusPlugin.dll would be copied to <PluginPath>/OculusPlugin.dll
Assets/Plugins/OculusPlugin.dll would be copied to <PluginPath>/OculusPlugin.dll
Please fix plugin settings and try again.

Has any one out there had this issue when compiling their projects for PC or Mac.
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    13 replies

    Inspiring
    April 6, 2015
    You are getting that error on OSX? Because the DLL is for Windows. Or are you building for Windows on your Mac?

    What settings did you change before compiling? I'm on Windows or I would try this myself.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    OzonerAuthor
    Up and Coming
    April 6, 2015
    i am compiling on a Mac, the drop down is set for a Mac build, thats what was so surprising. I will bring the laptop home with me tonight go over every thing again and send some screen shots of my settings as well. Thank you Cybereality I thought the DLL messages were for a Windows environment as well. Could be a Unity 5 issue not sure.
    OzonerAuthor
    Up and Coming
    April 7, 2015
    Cberality;

    I Created a new project in Unity 5 with 0.5.0.1 integration and it compiled just fine on Unity 5. Did it on a couple of other tech labs we have done and it worked on them as well. Still getting the same errors on the first Tech Demo I tried to compile, but that's not an issue as it was a proof of concept and we will be developing it from scratch any how,so no big loss there.

    I am though having fits getting the Mobile to work, but tomorrow I am going to build a simple project, zip it up and put it on the board. Maybe if you have a moment you can tell me what I have missed. But that's for tomorrows efforts. We are almost there.

    Thank you for all of your help...
    Inspiring
    April 7, 2015
    Yeah, if you can provide a stripped down project that shows the error I can take a look.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    OzonerAuthor
    Up and Coming
    April 7, 2015
    Thanks Cyberality. It will have 2 plains, 3 boxes , 1 OVR Character Controller, splash screen and a sound being looped. Very small and simple. Again than you.
    OzonerAuthor
    Up and Coming
    April 8, 2015
    Cyberality;

    Here is the small Unity scene in the zip file. I placed it on an old web site I had long time back.

    http://www.primeplanetgames.com/OVR/OVRMobile.zip

    Inside the ZIP there are two directories One without the Unity Project and the other containing the APK.

    It was done with:

    Unity 5 Pro (patch 3)
    Unity 5 Android Pro
    0.5.0 Unity Integration
    0.5.0.1 Run-time installed
    OS X 10.10.2
    MBP (2013)
    Samsung Note 4
    Android version 5.0.1

    Thank you for helping me with this. The other upgrades are working great again thank you for the help you have given us.
    OzonerAuthor
    Up and Coming
    April 10, 2015
    Hi Cyberality,

    Was wondering if you or some one has had time to look at the above project from the link supplied. I have spent the better part of the last couple of days trying to find what I am doing wrong ( as well as others getting involved ) but still no working one screen project in mobile. We are following all of documentation, yet no results. I am a bit flusterated as I have always been able to work out issues such as this for other projects as have my partners, but this one is quite the challenge. Any help would be appreciated,

    I will be at client sites all day today pitching some visualization possibilities using the rift, but will get back on the Android problem this weekend.

    Regards,
    Inspiring
    April 10, 2015
    Strange. I was able to compile the project for both Mac and PC without issue.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    OzonerAuthor
    Up and Coming
    April 10, 2015
    Hi Cybereality,

    Thank youu for checking. So basically you compiled the Mobile project on a Mac and a PC and it worked in a Samsung Headset. That means the Android Manafest is correct and the Build Settings for Mobile are correct. Since I now know the Manifest and build settings are correct then it's the note 4 device I have and the 5.0.1 update AT&T did a couple of weeeks ago could be the issue.

    Thank you for you efforts on this issue very much appreciated on our end.
    Inspiring
    April 10, 2015
    Ah, sorry. I was building a desktop build. I don't actually have an Android dev environment right now. They are supposed to be getting me a Note 4 soon so I can test this stuff myself.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV