Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
1.12.0
2.0.0-preview.5
3.0.1
Issue ID
OXPB-57
Regression
Yes
[XR] Disabling Oculus then building for android fails to launch application with a Gear VR error
After building a project for Oculus then disabling the Oculus plugin in the player settings and building for another android device (on a Samsung phone, not sure if that makes a difference but it might) the app won't launch and the logcat shows errors that Gear VR can't be initialized.
Resetting the editor and rebuilding fixes the issue.
From Peter Kuhn: my guess is the oculus plugin is adding the entry to the android manifest that tells it to launch in VR mode - it’s the same one that controlled the old GearVR launch to vr mode too.
It used to be that every time we made a build, the manifest would get regenerated from scratch - but I think in more recent builds of unity it is cached and reused. so if you enable oculus, then disable it, the manifest entry will still be there. (I just observed this recently in a different context)
This seems to be exactly what is happening.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Opening Terrain Prefab in Prefab Editing Mode throws "NullReferenceException" error
- [Search] Dragging query pills put them behind the search text field
- A CustomPropertyDrawer that returns a PropertyField for a property named the same as a child field will not render all child fields
- Graphics Settings shows default values instead of the real values in the Rendering Debugger when Volume.profile is assigned via script
- Deleting multiple Tags throws “NullReferenceException”, and "Retrieving array element that was out of bounds" errors when holding the Enter key
Resolution Note:
We have not been able to reproduce this issue recently