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Couldn't open macosx64 OVRPlugin.bundle Error

Discussion in 'AR/VR (XR) Discussion' started by majeric, Mar 19, 2016.

  1. majeric

    majeric

    Joined:
    Aug 17, 2010
    Posts:
    83
    I've created an empty project in "Mac Standalone" and I've set the Player Settings > OtherSettings > Rendering > Virtual Reality Supported to "true" (checked).

    and I get the following error:

    Couldn't open /Applications/Unity/Unity.app/Contents/VR/oculus/macosx64/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, error: dlopen(/Applications/Unity/Unity.app/Contents/VR/oculus/macosx64/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, 2): Library not loaded: @rpath/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
    Referenced from: /Applications/Unity/Unity.app/Contents/VR/oculus/macosx64/OVRPlugin.bundle/Contents/MacOS/OVRPlugin
    Reason: image not found

    Now if Mac OS X cannot support Virtual Reality at this time, then perhaps one should disable that option.
     
  2. majeric

    majeric

    Joined:
    Aug 17, 2010
    Posts:
    83
    Also when one switches platform to iOS, the error persists even though the iOS version of the settings don't contain this option.
     
  3. Quiet-Pixel

    Quiet-Pixel

    Joined:
    Aug 23, 2013
    Posts:
    44
    You have to install the "Oculus Runtime for OS X" from Oculus first. It installs the LibOVRRT library on your system, plus a Oculus Config Util. It can be found on the Oculus download page:

    https://developer.oculus.com/downloads/

    Oculus is not actively supporting Mac OS X right now, though, because they think the Mac graphics cards are not up to the speed needed for VR.
     
  4. standardcombo

    standardcombo

    Joined:
    Jun 28, 2012
    Posts:
    6
    I consider this lazy engineering. The virtual reality experience doesn't have to work on OSX, but it shouldn't spam the console with NREs either. The correct implementation would be to detect the lack of support and just show regular camera as usual.
     
  5. rooskie

    rooskie

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    Jun 3, 2015
    Posts:
    16
  6. JoaquinKeller

    JoaquinKeller

    Joined:
    Apr 7, 2014
    Posts:
    5
    Same error on High Sierra with Unity 2017.2.0p2 and the latest OVR plugin

    Before the update to High Sierra it used to work :-(

    Couldn't open Assets/OVR/Plugins/1.21.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, error: dlopen(Assets/OVR/Plugins/1.21.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, 2): Symbol not found: __dyld_get_all_image_infos
    Referenced from: /Users/xxx/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
    Expected in: /usr/lib/libSystem.B.dylib
    in /Users/xxx/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
     
  7. Climber-fx

    Climber-fx

    Joined:
    Oct 21, 2015
    Posts:
    5
    Same error here, after updating to High Sierra, from El Capitan. I was using 5.4.x but try it with 5.6.x and know i have installed 2017.2.0p2. Every one the same error code. On my old vr arcthitecture project, that i can't continue to is finish.
    "
    Couldn't open Assets/OVR/Plugins/1.23.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, error: dlopen(Assets/OVR/Plugins/1.23.0/OSXUniversal/OVRPlugin.bundle/Contents/MacOS/OVRPlugin, 2): Symbol not found: __dyld_get_all_image_infos
    Referenced from: /Users/rvalle/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0
    Expected in: /usr/lib/libSystem.B.dylib
    in /Users/rvalle/Library/Frameworks/LibOVRRT_0.framework/Versions/5/LibOVRRT_0

    Oculus Plugin could not be loaded.
    "
    So, this tests point to the OS. Is not an Oculus neither an Unity problem. Is a OSX problem. I am seriously thinking on going back to El Capitan, because i can't have my Oculus DK1 iunused, not yet. So, if some one have any light in the end of tunnel, please share here.
    Thank you!
     
  8. alllab

    alllab

    Joined:
    Nov 9, 2018
    Posts:
    1
    Same issue here with Mojave... any update on possible solutions?