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Cannot start EditorVR; missing assembly reference?

Discussion in 'EditorXR' started by GrumpyFour, Dec 15, 2016.

  1. GrumpyFour

    GrumpyFour

    Joined:
    Jan 12, 2016
    Posts:
    17
    Gentlemen, I could not be more excited about this release.

    With a clean install of the experimental build and imports of newly downloaded Oculus Utilities and the EditorVR package, I have this error message in the console:

    Assets/EditorVR/Workspaces/Project/Scripts/AssetGridItem.cs(246,13): error CS1061: Type `UnityEngine.Renderer' does not contain a definition for `motionVectors' and no extension method `motionVectors' of type `UnityEngine.Renderer' could be found. Are you missing an assembly reference?

    I don't see an 'EditorVR' menu item in the Window menu, nor does ctrl-E make anything happen. In the Rift headset I see an error message: Unity.exe is taking a while to load, etc.

    Hoping you can help!
     
  2. DylanU

    DylanU

    Unity Technologies

    Joined:
    Aug 16, 2016
    Posts:
    16
    Thank you for trying out EditorVR. Sorry for the difficulty you're experiencing; hope we can help to resolve this for you.

    To get started: Did you perform those actions in a clean/new project created using the experimental build, or did you import Oculus + EditorVR into an existing project that was created with a different(older/newer) version of Unity?
     
  3. GrumpyFour

    GrumpyFour

    Joined:
    Jan 12, 2016
    Posts:
    17
    Edit: got it working now. Was a rookie mistake. Somehow the desktop alias for the experimental 5.4.3 build got pointed to my Unity 5.5 install. Once I correctly ran the experimental build the VR editor runs properly.
     
    Last edited: Dec 16, 2016
  4. DylanU

    DylanU

    Unity Technologies

    Joined:
    Aug 16, 2016
    Posts:
    16
    @GrumpyFour That issue is present when attempting to use EditorVR in Unity 5.5. The api changes in Unity 5.5 removed the renderer.motionVectors bool (used in AssetGridItem), replacing it with renderer.motionVectorGenerationMode.

    Please use the experimental Unity 5.4.3 Editor build located here: EditorVR Experimental Build of Unity
     
  5. ericschleicher

    ericschleicher

    Joined:
    Jan 13, 2017
    Posts:
    1
    errr.... so since 5.5 is now the current version, will it be possible to run the editorVR with a contemporary version of unity sometime soon?

    how long will it require a custom build of unity?
     
  6. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
    Posts:
    339
    EditorVR depends on the new input system, which has not made it's way into a published build of Unity yet. We will remain an experimental build for some time ahead.

    We are planning to create a 5.5 experimental build, too.
     
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