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This repository was archived by the owner on Nov 8, 2019. It is now read-only.
I have a project that needs to build for several platforms. Some platforms require Unity's XR Supported checkbox to be off. (The same issue would occur for projects that are intended for both VR and non-VR builds). As soon as I add the GVR SDK the builds for other platforms fail with the error: "To use the Google VR SDK on Android, 'Player Settings > Virtual Reality Supported' setting must be checked.
Please fix this setting and rebuild your app." (there are other errors along the same lines)
Why does the GVR SDK assume that adding it to a project means that project will only ever be used for Google VR builds?
Found using:
Google VR SDK version: 1.150.0
Unity version: 2018.2.4f1
Phone manufacturer, model, and O/S version: n/a
Viewer manufacturer & model: n/a
Steps to reproduce the issue:
Start a new project
Add Google VR Unity SDK package to the project
Attempt to build an empty scene. The build fails and errors is displayed.
Workarounds:
Add/remove the entire Google VR SDK every time I want to build for a each platform (takes several minutes and means I can't have an automated build pipeline)
Disable the check every time I update the GVR SDK
Additional comments:
Suggested resolution...
Change the error to a warning
Only throw an error if the build contains a scene with a Google VR component in it.
Remove it entirely and assume the user knows what they are doing
Summary:
I have a project that needs to build for several platforms. Some platforms require Unity's XR Supported checkbox to be off. (The same issue would occur for projects that are intended for both VR and non-VR builds). As soon as I add the GVR SDK the builds for other platforms fail with the error: "To use the Google VR SDK on Android, 'Player Settings > Virtual Reality Supported' setting must be checked.
Please fix this setting and rebuild your app." (there are other errors along the same lines)
Why does the GVR SDK assume that adding it to a project means that project will only ever be used for Google VR builds?
Found using:
Steps to reproduce the issue:
Workarounds:
Additional comments:
Suggested resolution...