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plugin not working on Quest when building from Windows #33
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@jinpavg just to be sure, when you built the plugin on windows, did you supply this option |
Ah, I tried both with and without, with the same results so far. |
I just built and ran successfully from my windows machine: cmake .. -G "Ninja" -DANDROID_PLATFORM=29 -DANDROID_ABI=arm64-v8a -DCMAKE_TOOLCHAIN_FILE="C:\Program Files\Unity\Hub\Editor\2021.3.23f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\build\cmake/android.toolchain.cmake" -DRNBO_EXPORT_DIR="C:\Users\xnor\Documents\export\simple-freq-param\" -DRNBO_CPP_DIR="C:\Users\xnor\Documents\export\simple-freq-param\rnbo" -DPLUGIN_NAME="SimpleFreqParam" -DANDROID_CPP_FEATURES=exceptions
cmake --build . then I copied my native windows plugin into correct folder: PS C:\Users\xnor\dev\rnbo.unity.audioplugin\build> ls .\SimpleFreqParam\Assets\Plugins\Windows\
Directory: C:\Users\xnor\dev\rnbo.unity.audioplugin\build\SimpleFreqParam\Assets\Plugins\Windows
Mode LastWriteTime Length Name
---- ------------- ------ ----
-a---- 1/2/2024 4:34 PM 1958912 SimpleFreqParam.dll
-a---- 1/2/2024 4:03 PM 1366 SimpleFreqParam.dll.meta
-a---- 1/2/2024 4:34 PM 15192064 SimpleFreqParam.pdb
-a---- 1/2/2024 4:34 PM 155 SimpleFreqParam.pdb.meta I wonder if there is something going on with signatures when you build the android plugin on mac and then try to deploy to android from windows? |
I'm using Unity Editor version in powershell, in the unity plugin project directory
In my Unity project, I add the RNBOTypes package and also SimpleFreqParam by path (I didn't move them), I also edited the "Audio" project settings and setup the occulus spacializer, then I created a mixer and then found an object in the scene, added an audio source to it, selected an audio file (not sure if i needed to do that), then set the mixer for the source to the mixer I just created, finally I added my plugin to the top of the mixer I just created and deployed to my occulus via 'Build and Run' |
I suspect the issue some people are seeing is with a mismatch of player and plugin architectures.. the plugin is being built for |
closing this for now, i think this is working if folks set this up as described above |
After building an android build of the plugin on macOS, and then building a Quest game on macOS that includes that plugin, a user reports that the plugin works on Quest, loaded either as a "custom filter," or as a plugin effect loaded on an
AudioMixer
. However, when building the Quest game from a Windows machine, theAudioMixer
-loaded version of the plugin no longer works (the user reports that the filter version still works).I can reproduce with slightly different variables -- if I build the plugin for android on Windows (using Ninja), the plugin builds successfully but I don't hear it working as a filter or mixer-loaded plugin on the Quest. The Windows version works fine in the Unity Editor, and other audio (non-RNBO) works fine on the Quest.
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