Search Issue Tracker
Fixed in 2018.1.X
Votes
0
Found in
2018.1.0b11
Issue ID
1013396
Regression
Yes
[GearVR | IL2CPP] Strip engine code pulls out VR module even though Virtual reality is enabled
GearVR Strip engine code pulls out VR module even though Virtual reality is enabled.
1. How we can reproduce it using the example you attached
1) Note that the settings are as follows
- Scritping backend = IL2CPP
- Strip Engine Code is checked
- Virtual reality mode is enabled
- Oculus is the preferred SDK
2) Deploy to a GearVR enabled device
3) Observe the app launches in 2D mode (this is the bug)
Notes:
- Unchecking strip engine code fixes the problem
- Adding a script that references a piece of th VRModule fixes that problem I.e. XRDevice.model
- Switching to Mono backend fixes the problem
Final note,
I consider this fairly low on the USER pain scale as most VR developers are going to have at least 1 call to a XRModule scripting API . That being said, it is a bug and we should fix it.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment