This is being a common problem that I seem other people encountered and that’s being solved in different ways but none of them worked for me. Being developing the app for several months now and I have only had this problem at the beginning, but after I solved it (I don’t remember exactly how) it’s being working until this week. I have already make sure that:
In the Project Settings > XR Plug-in Management the Google ARCore is checked and also that in the same section of Google ARCore is put as Required and Initialize XR on Startup.
In the Project Settings > Player > Other Settings
Graphics API > No Vulkan is added and is on OpenGLES3 not the deprecated one.
Multithreaded Rendering is checked off (It was working while checked on before so it was probably not that)
IL2CPP
ARM64
Is not built with URP but still tried rendering with it and it did not worked.
I was worried that something corrupted while I was working on it so I re-imported all my assets and did not work
What I notice is that is not even asking for permission to use the camera on the phone so I checked the AndroidManifest.xml and everything is as how it should be. I don’t have any errors I just have this warning when building →
Missing script for MonoBehaviour or ScriptableObject “UnityEngine.XR.Management.XRManagerSettings”, InstanceID: 32088
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Not sure if that could affect on the camera not opening on the app though.
Probably tried other things that I can’t remember right now but It’ll be very much appreciated if any suggestions come in. Thank you in advance.
I got the samme error with an OpenXr build for a meta quest 3 vr game 3 days ago. The app is just loading with black screen and 3 loading dots forever. Stripped all assets from scene, but still no luck. Only thing thats out of order is a warning like yours:
Missing script for MonoBehaviour or ScriptableObject “UnityEngine.XR.Management.XRManagerSettings”,
InstanceID: 29804
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Was it working before and then suddenly you got that warning and the black screen? Because for example for me I was loading some .dll files onto unity to connect my app to a database and it changed something on the assemblies, nothing that had to deal with the XR, but I couldn’t get it to work so I change everything back to how it was normally when it was working and did not had the black screen and now I’m having this issue with the same warning.
Yeah i was just importing a simple asset pack, and then the app freaked out in an infinite loading state. Deleted the assets again, but got the warning afterwards and the issue persists. I have tried scaling the build down to an absolute minimum of assets and gameobjects, but the issue seams to be more “core” related than just a faulty asset import.
Oh man, exactly the same issue here. I am building for Oculus and the only message in logcat is:
A scripted object (script unknown or not yet loaded) has a different serialization layout when loading. (Read 52 bytes but expected 80 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?