Issues with auto-launching direct-to-rift Unity build
Hello,
I've created an application for the DK2 using Unity 4.5.2, and I need to be able to keep the application running (if it crashes, it needs to be supervised and brought back up automatically).
To do this, I've tried to use a couple of utilities, including ProcessAlive, Application Monitor and Restart On Crash, but I always get the same error when the utility attempts to launch the Direct-to-Rift version of the application: "Unable to run the Unity application binary: Is the patcher executable named correctly?"
The normal version of the build launches just fine using these utilities; it's just the direct-to-rift version. Also, the direct-to-rift version works when I launch it myself.
I'm running Windows 8 with the 0.4.2 Oculus SDK (going to wait until things settle down before updating to 0.4.3).
Can anyone shed some light on this issue? Tried looking around to see if anyone else had a similar issue, but couldn't find anything precisely relevant to this situation.
Thanks.
I've created an application for the DK2 using Unity 4.5.2, and I need to be able to keep the application running (if it crashes, it needs to be supervised and brought back up automatically).
To do this, I've tried to use a couple of utilities, including ProcessAlive, Application Monitor and Restart On Crash, but I always get the same error when the utility attempts to launch the Direct-to-Rift version of the application: "Unable to run the Unity application binary: Is the patcher executable named correctly?"
The normal version of the build launches just fine using these utilities; it's just the direct-to-rift version. Also, the direct-to-rift version works when I launch it myself.
I'm running Windows 8 with the 0.4.2 Oculus SDK (going to wait until things settle down before updating to 0.4.3).
Can anyone shed some light on this issue? Tried looking around to see if anyone else had a similar issue, but couldn't find anything precisely relevant to this situation.
Thanks.
