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Bug Using Oculus Quest 2 with UNity Editor on MAC

Discussion in 'VR' started by DrBeckenham, Jan 24, 2023.

  1. DrBeckenham


    Jun 1, 2021
    Ok, I have an educational license for my classroom. I received a grant for some Quest 2s from Unity. I have a MAC lab. I cannot seem to get the Quests to connect to the Editor to download project. I keep getting different error messages, depending on which tutorial I follow (Unity tutorials) They all say to do something different. Here is an example of the latest issues.

    Win32Exception: ApplicationName='/Applications/Unity/Hub/Editor/2021.3.14f1/PlaybackEngines/AndroidPlayer/SDK/tools/bin/sdkmanager', CommandLine='--list', CurrentDirectory='/Users/susanb/Documents/John Lemon's haunted jaunt/testforquest', Native error= Access denied
    System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <946b207171884e97934d8bf81a54a112>:0)
    System.Diagnostics.Process.Start () (at <946b207171884e97934d8bf81a54a112>:0)
    (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
    UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at /Users/bokken/build/output/unity/unity/Editor/Mono/Utils/Program.cs:48)
    UnityEditor.Utils.Program.Start () (at /Users/bokken/build/output/unity/unity/Editor/Mono/Utils/Program.cs:32)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.AndroidSDKTools.RunAndroidSdkTool (System.String toolName, System.String arguments, System.Boolean updateCommand, System.String errorMsg, System.String toolsDir, System.String[] warningsToIgnore) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.AndroidSDKTools.ListComponentsVersions () (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.SDKManager.UpdatePackagesList () (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.SDKManager.HighestVersionInstalled (UnityEditor.Android.SDKManager+Component tool) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK+SDKToolsDetector.GetVersion () (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK+SDKComponentDetector.Detect (System.Version minVersion, UnityEditor.Android.PostProcessor.ProgressHandler onProgress) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK.EnsureSDKComponentVersion (System.Version minVersion, UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK+SDKComponentDetector detector) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.PostProcessAndroidPlayer.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTarget target) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTarget target) (at <51e10b9352934e7f80981b508a072fc6>:0)
    UnityEditor.PostprocessBuildPlayer.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target) (at /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:162)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:189)

    I am so frustrated. Can anyone help???? PLEASE⁄!!!!!!! Screen Shot 2023-01-24 at 2.06.50 PM.png
  2. glenneroo


    Oct 27, 2016
    Just a shot in the dark but is it possible the student's PCs are locked down in some way?

    Also I would recommend to avoid Unity tutorials for this (do they even have one for the Quest?) - just google around and try any tutorial written within the last year (or search the forum).
  3. DevDunk


    Feb 13, 2020
    Next to the response above, try in a brand new 2021.3.17f1 project as well.
    I am assuming there are some folders behind admin permissions or something like that, which causes the error to be thrown. It does say build successful as well, so is it just the getting APKs onto the headset which doesnt work or is the build broken as well?
  4. gavinprior


    Jul 27, 2020
    You've probably done this already but - In the Build settings is the 'Run Device' Occulus Quest? and also have you 'Switched Platform' before building ?

    Also, looking at the command line it's saying that you don't have access to the directory:
    CurrentDirectory='/Users/susanb/Documents/John Lemon's haunted jaunt/testforquest', Native error= Access denied

    Is your access limited in some way?