I keep getting a build error when I try to build my app to device using Web RTC and Unity Render Streaming on my Meta Quest 3. I really need this feature for a client. Anybody ever able to do this?
Then please post that error if not the entire build report / log.
Task :unityLibrary:xrmanifest.androidlib:preBuild UP-TO-DATE
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Task :unityLibrary:xrmanifest.androidlib:packageReleaseRenderscript NO-SOURCE
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Task :launcher:checkReleaseDuplicateClasses FAILED
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Task :unityLibrary:mergeReleaseJniLibFolders
41 actionable tasks: 3 executed, 38 up-to-date
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
This one of the errors I get
Could you post the editor.log after a failed build? I think we need to see all the details, probably most importantly the gradle build failed error.
Have you tried building for Quest in a new project? Perhaps the build pipeline isn’t properly set up to begin with. New project before even adding WebRTC and streaming packages that is. If that works, add those packages and build again to check if these packages are generally compatible. You may have to add a mock script that references some of these packages API eg just initializing code should suffice.
I don’t understand all I can do is take a screenshot of the errors I get after a failed build. That was the screenshot. I tried that it doesn’t build. I get the same errors. I am using Unity 2022.3.35f1.
Try starting over, follow the setup guide (I suppose there is one) by the book, and see if that works. Perhaps you simply missed a step.
Otherwise attach the editor.log so we can see all output.
I
Editor.cs (58.4 KB)
Here is the editor.log file
You have three packages installed that all include a websocket dll. These are:
- Photon
- Unity Wire
- Render Streaming
Do note that Unity Wire is not meant for public or production use! The documentation clearly states that, but also provides a clue on how to deal with the websocket duplication.
Photon and Render Streaming may provide similar hints in their docs.
I’d say start by removing Photon and Wire and just get render streaming to work first. Then you can check how to add Photon to the mix or whether you can use an alternative networking solution instead, like Netcode for GameObjects or Fish-Net.
Ok I will try that. The network avatar system for Meta depends on Photon Fusion but I will try those you suggested.
It works on a new project but it wont work on the current project i need it for. Im just trying to avoid having to do everything over again. The project is close to production. One of the dependencies to remove is required for my network feature to work. Is there a way to remove the extra web sockets to get Web RTC to work?
How can this be when you can’t even build and run the application on the Quest?
Check the manuals for the packages in question. If they don’t offer a solution I’m afraid this is on you to figure out.
Simply my problem is everyone needs to see a video playing from Canva in real time using Photon Fusion. The other solutions I used plays the video but everyone cant see it in the server and i was recommended WebRTC. But ok i got you. No problem
Unless you also need support for WebGL, you should be able to remove the WebSocket version Fusion included. For a test, remove the complete folder at:
Assets/Photon/PhotonLibs/WebSocket