Keeping app building cross-platform with PolySpatial API

I’m looking to build a cross-platform AR Foundation app that also works with the PolySpatial API, however my current app once I’ve got the PolySpatial API up and running within it, no longer can build to iOS. The following error appears:

ld: Undefined symbols:
  _GetPolySpatialNativeAPI, referenced from:
      _RealityKitBackend_TryGetAPIPointers_m39BF0D90877972B4D522C3DF6A5ED477A64B2616 in libGameAssembly.a[345](lxp8s3wd2b6w.o)
      _RKRuntimeFuncs_GetPolySpatialNativeAPI_mE2254CB9DD6A5BABD4FEF5DF5AA6FEE065482184 in libGameAssembly.a[345](lxp8s3wd2b6w.o)
      _RKRuntimeFuncs_GetPolySpatialNativeAPI_static_mCA2433F613CA9024ED9FD398154B1E40228DECCB in libGameAssembly.a[345](lxp8s3wd2b6w.o)
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Are there specific GameObjects or settings I can toggle off so that it doesn’t look for the PolySpatial Native API on mobile builds?

Thank you for your help!
Patrick

I’m sorry you are running into this, and more so that I don’t have a fix for you offhand. This is a known issue and one we are actively working on. We’re hoping to land it in the next release.

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Thank you for the quick response - appreciate all the hard work happening at Unity to get things running! I’ll wait for next release and see if it fixes it — in the meantime, I’ll see if I can clear out polyspatial API bits and pieces in a separate Git branch of the project maybe.