After hitting significant blocking issues with Mixed Reality apps, I’m trying to explore Fully Immersive instead, but I’m hitting linker errors.
- Created a project from scratch in 2022.3.12f
- Added com.unity.polyspatial (0.5.0)
- Added com.unity.xr.visionos (0.5.0)
- Added com.unity.polyspatial.visionos (0.5.0)
- Added com.unity.polyspatial.xr (0.5.0)
- Go to “Edit” → “Project Settings” → “visionOS”. Change “App Mode” to “Virtual Reality - Fully Immersive Space”.
- Build Xcode Project.
When I think go to build the Xcode project on hardware running Beta 5 (we were required to upgrade), I get the following linker error:
Undefined symbols for architecture arm64: "_GetPolySpatialNativeAPI", referenced from: _RKRuntimeFuncs_GetPolySpatialNativeAPI_static_mCA2433F613CA9024ED9FD398154B1E40228DECCB in libGameAssembly.a(d5tviwpm3pww.o) (maybe you meant: _RKRuntimeFuncs_GetPolySpatialNativeAPI_mE2254CB9DD6A5BABD4FEF5DF5AA6FEE065482184, _RKRuntimeFuncs_GetPolySpatialNativeAPI_static_mCA2433F613CA9024ED9FD398154B1E40228DECCB , _RKRuntimeFuncs_GetPolySpatialNativeAPI_mE2254CB9DD6A5BABD4FEF5DF5AA6FEE065482184_RuntimeMethod_var ) ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
Note I also tried removing the three com.unity.polyspatial.* packages based on other posts, but that didn’t work either. In that case I get a different linker error:
ld: Undefined symbols: _UnityVisionOS_OnInputEvent, referenced from: <initial-undefines> clang: error: linker command failed with exit code 1 (use -v to see invocation)
Overall I’m trying to avoid PolySpatial (RealityKit) and hoping that Fully Immersive apps use Metal and as such, are more mature and performant, so that we have a viable path forward based on our game’s requirements, is that the case?
Thanks in advance,