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Can't build for iOS if OpenVR XR plugin is in project #33
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I think I fixed this is #55 if it gets merged |
Yup, this should be fixed in the latest release. You're welcome to give it a try and let us know if it solves the problem. |
Closing per the last comment. |
This issue
Still exists in 1.1.4 for Standalone OSX and Linux builds |
I agree with @mastayb. The problem still persists.
Our goal is to build a multi-user game for several windows clients that are connected via a headless Linux server. My current workaround is to delete the folder |
I am experiencing a similar issue to #5 when building a project for iOS (testing a combined XR and AR setup) where Unity attempts to include multiple versions of the OpenVR XR plugin's native plugins in the build, resulting in the iOS build failing:
Can these native plugins have their import settings changed to only be included for Editor and Standalone platforms in the same way that the Oculus XR plugin does in order to prevent them being needlessly included in builds for unsupported platforms, like iOS?
Current OpenVR native plugin import settings:
Oculus XR plugin import settings:
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