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still happening to me in both 2020.3.18f1 and 2020.3.19f1
should this be working for WASM builds ?
var JSON_interface = new TinyJsonInterface("[0,1]", Allocator.Temp);
[libil2cpp] A managed exception...
@VladVNeykov Thanks for the info :)
is this possible yet?
yea mine too and I prefer to have 1 build that does it all with launch params
reported it to Oculus on 23rd here...
@lodendsg the cause is this line
was but couldn't replicate in 2020.2.0b8
not sure what's causing these logs; but only getting them when launching with "com.unity.xr.oculus": "1.x.x"
do not get this launching with non...
thank you; runtime is easiest for me;
for anyone else having this issue:
"com.unity.xr.oculus": "1.5.0" ...
from the new OculusPlayerLoop file
thank you for your help
by adding that code i can use the same build to launch any vr mode
"-vrmode none" "-vrmode openvr" etc.
choosing any of...
could only get builds to work consistently with InitMangerOnStart set to true; toggling XR mode would also cause issues
so this is my workaround...
i added support
// add this method
public bool app_launch_args_contain(string value)
var args =...
runtime of build with "-vrmode none" launch params
which means none of the 3 loaders have been init
Initialize() is only allowed if...
i target these 3 with one build
app with XR mode optional
for a workaround does anyone know what raw axis value we can get?
unfortunately i don't have index controllers
my changes to XRManagerSettings.cs are overwritten when opening the project in Unity...
added quick workaround to my previous post
how do we get the app launch command line args working with XR Plugin Management?
e.g. -vrmode OpenVR
what do i use instead of this:...
anyone else getting major lag in build and editor using subsystem Oculus XR Plugin 1.3.4, and having SteamVR 1.11.12 open in the background?...