Unity-Technologies / EditorXR

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EditorXR fails to build properly to Oculus Quest headset #565

Open TheSeanLavery opened 4 years ago

TheSeanLavery commented 4 years ago

EditorXR works fine in editor on Oculus Rift headset in play mode using the EditorContextManager script.

The base scene works fine on the Quest, but the EditorXR tools do not show up. The remote device console shows this error:

AndroidPlayer(Oculus_Quest@192.168.50.223) A scripted object (probably UnityEditor.Experimental.EditorVR.Workspaces.InspectorListViewController?) has a different serialization layout when loading. (Read 340 bytes but expected 424 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?

Is there something I can do on my end to get this to work?

mtschoen-unity commented 4 years ago

Hi there! Thanks for reaching out and reporting this issue.

The error you posted is actually benign, and refers to the fact that the Inspector workspace is compiled differently at Runtime vs. in the Editor. There may be more pertinent errors later on in the log.

While working on the Runtime update, I was able to get a Quest build working but it seems that this has regressed. I can confirm that the current version does not work on the quest out of the box. We have been prioritizing work toward a Unity Package Manager release but we will investigate this as soon as we are able.

In the meantime, I would start by making a development build and attaching a debugger to try and find out how far we get trying to initialize the system from EditingContextManager.Awake and onward. Hopefully it's a minor issue with an easy fix.