The method we're attempting to marshal is: Unity.XR.OpenVR.OpenVRLoader::TickCallbackĪt Unity.XR. () in :0Īt UnityEngine.XR. () in :0Īt UnityEngine.XR. `NotSupportedException: IL2CPP does not support marshaling delegates that point to instance methods to native code. However, I did find this error which I now suspect is the real issue: Savage XR, the successor of the 2003 award winning PC game 'Savage: Battle for Newerth', delivers a unique team-based gaming experience, defining a new genre: RTSS (Real Time Strategy. Still Black Screen.Īlso, I looked in my Player Log and did not find the "Unable to submit eye texture" error. 5) Under XR Plug-in Management 'OpenXR' Project Settings entry appears. Anyway, I found the one in "Assets" with spaces in the name and copied that there as well. 3) Edit - > Project Settings -> XR Plugin Management - > Install XR Plugin Management 4) XR Plug-in Management - > select 'OpenXR' in windows and android tabs. Interestingly, I noticed that my "StreamingAssets/SteamVR" folder already had a file named "OpenVRSettings.asset" which is slightly different than "Open VR Settings.asset". I'm still getting the black screen with 64bit build. Leaving the issue open as 32 bit builds still don't work. Although while testing with the Oculus Link, there is an additional offset to the hand models, waaay easier problem to have :) That did work! Building a 64bit build after changing the settings seems to solve the problem. Attaching my Player.log file for reference. The developer did mention that this will get fixed in the next release of the plugin. If you select it, Unity will show you a button to install it. The recent advances in AI technology have been a hot topic in the community and the gaming industry as a whole over the past few months and we're getting more and more questions from you about how we feel about it. Hey had also faced a similar build issue with this OpenVR XR plugin which used to not load my game in the HMD and used to only load a static Mirror screen when built with 32-bit and rendered a black screen with the 64-bit build as mentioned by too.Īfter struggling for a few days thinking it was some configuration issue in my setup, I stumbled upon this post #713 which helped me in resolving my 64-bit build issue and now I am able to build and run my VR game on my Vive.įor me, the issue was due to some missing code in SettingsCopier.cs file which is part of the Open VR XP plugin which is detailed in this link. 2 Install the XR Plugin Management If you go into the Project Settings (Edit -> Project Settings) there is a tab about XR Plug-In Management. Browse 4 mods for Savage XR at Nexus Mods.
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