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May 18, 2017

DllNotFoundException: LibOVRPlatform64_1

I am working on a Unity project and trying to implement Oculus Leaderboards. 

I am getting following errors and unable to fetch the scores. 

DllNotFoundException: LibOVRPlatform64_1
Oculus.Platform.StandalonePlatform.Initialize (System.String accessToken) (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:32)
Oculus.Platform.StandalonePlatform.InitializeInEditor () (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:24)
Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:114)
PlatformManager.Awake () (at Assets/PlatformScripts/PlatformManager.cs:40)

It will be great if anyone can assist me with the issue, How to fix it?
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    17 replies

    Inspiring
    May 18, 2017
    Moving to Unity developer section.
    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
    New Participant
    May 22, 2017
    Hello, 

    Yes, I have a copy of OVRManager in my Scene. 

    Versions:
    Unity: 5.6.0f3
    Oculus Utilities: 1.14.0


    New Participant
    May 23, 2017
    Hello, 

    I fixed the DLL Issue, I was using earlier WWW requests, now I used HTTP and my problem got solved.

    But I am unable to display the leaderboard correctly. 

    I am not getting proper scores and ID.

    Regards,
    Paramjot Singh
    Participant
    May 26, 2017
    Hello,
    I use the below codes to get the current user's oculusID, alread put in  App ID  & User Token in the PlatfromSetting.   Runing the codes in the Unity Editor. 
    It also returns:   
     
    DllNotFoundException: LibOVRPlatform64_1
    Oculus.Platform.StandalonePlatform.Initialize (System.String accessToken) (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:32)
    Oculus.Platform.StandalonePlatform.InitializeInEditor () (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:24)
    Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:114)
    JTestGetOculusAccount.Awake () (at Assets/JScripts/JTestGetOculusAccount.cs:13)

    So how can I fix these problem?



    void Awake()
        {
            Core.Initialize();
            Users.GetLoggedInUser().OnComplete((Message<User> msg) => {
                if (msg.IsError)
                {
                    Debug.Log(msg.GetError().Message);
                    return;
                }
                Debug.Log("Your name is " + msg.Data.OculusID);
            });
        }
    New Participant
    October 19, 2022
    Have you solved it?
    Participant
    May 27, 2017
    @imperativity

    Maybe No.In Untiy  "Build Setting", I set the Platform as "PC MAC & Linux Standaonle", set the "Archetecture" as "x86_64"(My windows system is 64bit).  It is still return the above errors.

    In other developers' discusstions.  Somebody said should run the "Oculus Home" App On the PC, then run the Unity Editor ,and that will be OK.  So can you tell me this will work?
    Or is there anyother solutions?
    Participant
    May 31, 2017


    @imperativity

    Maybe No.In Untiy  "Build Setting", I set the Platform as "PC MAC & Linux Standaonle", set the "Archetecture" as "x86_64"(My windows system is 64bit).  It is still return the above errors.

    In other developers' discusstions.  Somebody said should run the "Oculus Home" App On the PC, then run the Unity Editor ,and that will be OK.  So can you tell me this will work?
    Or is there anyother solutions?


    You should be able to run Unity and view debug messages without Oculus Home running, until you put on the headset.

    Do you mind sharing your project, through private message, so we can assist in debugging.
    Please tag me, @juanoldinho, in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations. Having an issue with our platform, services, or integrations? Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
    Participant
    May 31, 2017
    @juanoldinho @imperativity
    Thank you for your susgestions.
    Now I can read the Oculus User Name after I uploading the asset in the alpha channel,and adding users to experience the previews app in the oculus store, user my gear vr on my head.

    so ,I guess we only can get these imformations wiht the headset on!
    Up and Coming
    June 30, 2017
    I am getting this same message.  My app had passed all tests until I got to this...entitlement checking.

    I have followed the instructions given on a different oculus pages and youtube videos. Looking at the Oculus SDK 1.15 documentation I see a section about setting up LibOVRPlatform64_1 in your C++ project, but this does not apply to me since I am using Unity.  I have followed the Unity instructions and keep getting this, no matter who's code I replicate in my project.  Any idea the source of this issue?  Is there any way I can get a hold of an older version of the SDK?

    DllNotFoundException: LibOVRPlatform64_1
    Oculus.Platform.WindowsPlatform.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/WindowsPlatform.cs:32)
    Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:111)
    Participant
    February 13, 2018
    @imperativity
    I'm also getting LibOVRPlatform64_1  errors when using Unity 2017.3 on Windows to create for GearVR, specifically when testing entitlement checks, IAP etc. I can't seem to find the non-legacy "Oculus Runtime" download you mentioned. Do I have to install the entire 10GB Oculus software suite on my development machine to be able to test Android GearVR?
    DC
    Participant
    March 8, 2018
    Even building for GearVR I need the Oculus Rift software for testing the entitlements check?