I’m trying to get my Quest 2 connected to Unity on OSX; I followed the steps in this tutorial and everything seems to work, except for when I try to preview or build and run the sample project.
The scene shows up on my computer but not on my Quest (it just stays on the homepage)
My Quest is plugged in and recognized in Android Studio.
I get these notable errors:
error 1:
DllNotFoundException: UnityOpenXR assembly: type: member:(null)
UnityEngine.XR.OpenXR.OpenXRLoaderBase.Initialize () (at Library/PackageCache/com.unity.xr.openxr@1.4.2/Runtime/OpenXRLoader.cs:177)
UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () (at Library/PackageCache/com.unity.xr.management@4.2.0/Runtime/XRManagerSettings.cs:190)
UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () (at Library/PackageCache/com.unity.xr.management@4.2.0/Runtime/XRGeneralSettings.cs:175)
UnityEngine.XR.Management.XRGeneralSettings.AttemptInitializeXRSDKOnLoad () (at Library/PackageCache/com.unity.xr.management@4.2.0/Runtime/XRGeneralSettings.cs:148)
error 2:
DllNotFoundException: AudioPluginOculusSpatializer assembly: type: member:(null)
ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:41)
error 3:
NullReferenceException: Object reference not set to an instance of an object
OculusSampleFrameworkUtil.HandlePlayModeState (UnityEditor.PlayModeStateChange state) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:47)
UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:438)
!( Oculus Quest 2: Build Failure | A failure occurred while executing com.android.build.gradle.internal attachments/screen-shot-2022-08-29-at-4-45-29-pm-png.1109073/)!( Oculus Quest 2: Build Failure | A failure occurred while executing com.android.build.gradle.internal attachments/screen-shot-2022-08-29-at-4-45-29-pm-png.1109073/)