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Question Unity Mars XR plugin management ARKit not enabled

Discussion in 'Unity MARS' started by estherbello, Apr 20, 2023.

  1. estherbello

    estherbello

    Joined:
    Aug 11, 2021
    Posts:
    4
    Hey, i'm trying to work with Unity mars but for some reason, the project validation in the "MARS" section gives an error that ARKit needs to be enabled in "XR Plugin Management". ARKit is already enabled and so the project validation in "XR Plugin Management" gives zero errors. I'm using ARKit and ARFoundation versions 4.2.7. I'm not sure how to move forward with my project as it won't even build because of this error
     
  2. Prahelika07

    Prahelika07

    Joined:
    Feb 3, 2023
    Posts:
    38
    Did you found any solution?
     
  3. AMehta29

    AMehta29

    Joined:
    Oct 4, 2022
    Posts:
    8
    I had the same error then I try 2 things..

    1, I unchecked the ARKit (As, it cannot be removed from package manager) in the project settings under XR Management and the after processing, I checked it again so the scripts can load. this trick worked for 2 builds for testing then this happened again.
    2, So, then I exported .unitypackage and created a new project with MARS 5.0 this helped me and I haven't seen errors since 2 weeks.

    Hopefully, this helps you!✌️✌️
     
  4. CiaranWills

    CiaranWills

    Unity Technologies

    Joined:
    Apr 24, 2020
    Posts:
    199
    Yes, it's a bug. The workaround is to go to Assets > XR > Loaders and rename "ARKitLoader" to "AR Kit Loader"