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New Participant
October 6, 2015

Dll problem with Unity 4.x Legacy Integration V0.6.2.0

I'm unable to get the sample scenes (eg: cubes scene) to run on Gear VR using this version of the unity integration. The error I'm getting is:

Unable to lookup library path for 'OVRPlugin', native render plugin support disabled.
Unable to find OVRPlugin

from OVRManager.Awake()

which is hardly surprising as there is no libOVRPlugin.so file in the Assets/Plugins/Android folder. Is this named incorrectly either in the code or in the folder?

I'm using Unity 4.6.8p3. This is required to provide an update to a legacy project that hasn't been migrated to Unity 5 yet.
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    10 replies

    New Participant
    October 8, 2015
    Bump, same issue for me here, slightly different setup:

    OS X as dev. environment, Unity3d 4.6.7f1, integration v0.6.2.0, upgrading project from integration 0.5 or 0.4 (it's a long story).
    Runs fine in Unity Editor, here's what I get in logcat when running it on device:
    10-08 18:40:43.931  11039-11071/? E/Unity﹕ Unable to find OculusInitPlugin
    ...
    10-08 18:40:45.411 11039-11071/? I/UnityPlugin﹕ UnityPlugin - JNI_OnLoad
    10-08 18:40:45.411 11039-11071/? E/Unity﹕ Unable to find OVRPlugin
    10-08 18:40:45.421 11039-11071/? E/Unity﹕ Unable to find OVRPlugin
    10-08 18:40:45.441 11039-11071/? I/Unity﹕ Unity v4.6.7f1, Oculus Integration v0.1.1.0, OVRPlugin v0.0.0.0.


    Any suggestions?
    Inspiring
    October 12, 2015
    Unity 4 integration 0.6.2 isn't supposed to use OVRPlugin on mobile. Can you provide a call stack for the exception you're seeing?
    dodderzAuthor
    New Participant
    October 14, 2015
    It's simply coming from: OVRManager:Awake() line 440
    Inspiring
    October 14, 2015
    You mean this line?
    		System.Version ovrVersion = OVRPlugin.version;

    A non-fatal exception is expected there when we call ovrp_GetString. It's inside of a try-catch block and falls back to 0.0.0.0. You are probably running into a different error later on. For now, does it help to replace that line with something like the following?
    #if UNITY_ANDROID && !UNITY_EDITOR
    System.Version ovrVersion = new System.Version(0,0,0,0);
    #else
    System.Version ovrVersion = OVRPlugin.version;
    #endif
    dodderzAuthor
    New Participant
    October 19, 2015
    That does allow it to get further, but I now get:

    Thread priority API does not exist!
    Thread priority security exception. Make sure the APK is signed

    I've created a sig file using my device ID and placed it in Assets\Plugins\Android\assets.
    Inspiring
    October 19, 2015
    Is the signature file named "oculussig"? It needs to be.
    dodderzAuthor
    New Participant
    October 19, 2015
    It's prefixed with that, but there is one per device that we have.
    Inspiring
    October 19, 2015
    Sorry, it needs to be renamed to exactly "oculussig" to be detected. This isn't the best workflow and we're looking at ways of making it less error-prone.
    dodderzAuthor
    New Participant
    October 19, 2015
    I'd not seen that documented anywhere. It still produces the same result unfortunately.
    Inspiring
    October 19, 2015
    I assume you have generated oculussig at https://developer.oculus.com/osig/ and copied it to Assets/Plugins/Android/assets/oculussig per https://developer.oculus.com/documentat ... n-sig-file. If that doesn't work, please send mail to support@oculus.com for more assistance.