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Inspiring
October 3, 2017

Development on MacOS High Sierra

I recently updated to MacOS High Sierra, and now I'm getting lots of errors trying to run a gearvr app in Unity. I'm using the latest Utilities / OVRPlatform plugins.
Couldn't open Assets/OVR/Plugins/1.18.1/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin,
error: dlopen(Assets/OVR/Plugins/1.18.1/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin,
2): Symbol not found: __dyld_get_all_image_infos
Referenced from: /Users/#####/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
Expected in: /usr/lib/libSystem.B.dylib
in /Users/#####/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0

Couldn't open /Users/#####/Development/Projects/#####/Assets/OVR/Plugins/1.18.1/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin,
error: dlopen(/Users/#####/Development/Projects/#####/Assets/OVR/Plugins/1.18.1/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, 2):
Symbol not found: __dyld_get_all_image_infos
Referenced from: /Users/#####/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
Expected in: /usr/lib/libSystem.B.dylib
in /Users/#####/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0

More info posted in this thread from someone else. https://forum.unity.com/threads/couldnt-open-macos-ovrplugin-in-a-blank-project.498378/
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    18 replies

    New Participant
    October 4, 2017
    .
    Inspiring
    October 5, 2017
    Thanks. Let me know if you need any additional information from me.
    Participant
    November 14, 2017
    I'm having this problem as well. Same High Sierra, same error message. As the error message implies, I've installed (and reinstalled) `oculus_runtime_sdk_0.5.0.1_osx.dmg`.
    Couldn't open /Users/sk/driftspace-big/editor/Assets/OVR/Plugins/1.19.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, error: dlopen(/Users/sk/driftspace-big/editor/Assets/OVR/Plugins/1.19.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, 2): Symbol not found: __dyld_get_all_image_infos
    Referenced from: /Users/sk/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
    Expected in: /usr/lib/libSystem.B.dylib
    in /Users/sk/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0


    Up and Coming
    November 20, 2017
    Hello, 
    I am having the same problem.
    Any news about it?
    Regards.
    Inspiring
    November 22, 2017
    So basically you are saying that supporting GearVR builds on a mac is not a priority?
    Up and Coming
    November 28, 2017
    This is absurd. Apple changes one function to private in High Sierra and instead of fixing it your response is "There is no support for newer Mac OS releases currently." Ignoring every Gear VR developer using OS X.

    Great job Oculus.
    VR Jam 2015: Inside The Human Body Forum Post: viewtopic.php?f=77&t=23266
    Inspiring
    November 28, 2017
    You guys understand that we aren't asking to be able to run a VR application with a DK1/2 on a mac, like we could way back when. Or even to have support like Vive/SteamVR with the latest Macs.

    We just want to be able to hit Play in the Unity editor without the editor blowing up when a call to an OVR run-time function is made. You guys can literally just have every library function return null or some default data if the run-time can't be found - we just need your code to handle thrown exceptions when OVRManager can't access the run-time library so that it doesn't kill the entire function stack.
    Up and Coming
    December 1, 2017


    You guys understand that we aren't asking to be able to run a VR application with a DK1/2 on a mac, like we could way back when. Or even to have support like Vive/SteamVR with the latest Macs.

    We just want to be able to hit Play in the Unity editor without the editor blowing up when a call to an OVR run-time function is made. You guys can literally just have every library function return null or some default data if the run-time can't be found - we just need your code to handle thrown exceptions when OVRManager can't access the run-time library so that it doesn't kill the entire function stack.


    Exactly this. It's ridiculous that we should have to add preprocessor directives just to prevent tons of errors at runtime.
    VR Jam 2015: Inside The Human Body Forum Post: viewtopic.php?f=77&t=23266
    New Participant
    December 6, 2017
    Yeah any updates on this? If there is no change of thought, i would need to switch to the daydream platform. I'm not satisfied with this situation  :'(
    Up and Coming
    December 24, 2017
    Same issue here with Unity 2017.2.0p2 on High Sierra

    Couldn't open Assets/OVR/Plugins/1.21.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, error: dlopen(Assets/OVR/Plugins/1.21.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, 2): Symbol not found: __dyld_get_all_image_infos
      Referenced from: /Users/xxx/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
      Expected in: /usr/lib/libSystem.B.dylib
     in /Users/xxx/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0