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Oculus SDK failed to load

Discussion in 'VR' started by scr33ner, Aug 18, 2018.

  1. scr33ner

    scr33ner

    Joined:
    May 15, 2012
    Posts:
    187
    Hello everyone,

    Working with:

    Unity 2018.2x

    Samsung S7

    GearVR v01 with controller

    I need a little help as this is my first time ever trying to to develop VR. I've already downloaded Oculus SDK for unity through the asset store. I've installed Oculus Signature File in Assets > Plugins > Android > assets. All I'm trying to do at the moment is to test to make sure everything is working by running the Cubes scene.

    Well, it doesn't run. Everytime I press play I get a warning:

    VR SDK Oculus failed to initialize.

    Will attempt to enable None instead.

    What else am I missing in my set up to get this to run?

    Thank you
     
  2. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,840
    There's nothing wrong with that warning. The VR SDK can't initialize inside the editor. It's for use on the device.

    Build to your device, and you should be good to go.
     
  3. scr33ner

    scr33ner

    Joined:
    May 15, 2012
    Posts:
    187
    Thank you for this information.

    But, how would I go about previewing the scene? Would I have to build to device each time I want to preview?
     
  4. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,840
    No. You need to add some scripts that disable any use of the Oculus SDK in the editor (and substitute, say, mouse control instead). Use the UNITY_EDITOR compiler define to tell when this is the situation.