Hi all,
I'm having issues getting the wave sdk to work with Unity. Details are as follows:
When I run the application on the Focus 3 all materials are pink. The shaders have not been found 😭
I'm using the following
Unity Version: 2020.3.17f1 (LTS)
"com.unity.xr.management": "4.0.7",
"com.htc.upm.wave.essence": "4.1.1-r.3.1",
"com.unity.render-pipelines.universal": "10.6.0",
Basically the issue/repro steps are as follows:
Create new URP project, use the default scene in the build.
Switch to Android platform, add OpenGL, remove Vulkan (may take some time)
Try and build an .apk, observe that shader variants are compiled for build (cancel, before they all compile)
Package manager -> install com.unity.xr.management
Try and build an .apk, observe that shader variants are compiled for build (cancel, before they all compile)
Add
"scopedRegistries": [
{
"name": "VIVE",
"url": "https://npm-registry.vive.com/",
"scopes": [
"com.htc.upm"
]
}
]
to packages manifest, enable Preview Packages and install com.htc.upm.wave.essence via package manager
Visit Project settings, XR Plug-in Management (at the bottom), and enable WaveXR under android Plug-in providers
Agree to all settings suggested by WaveXRPlayerSettingsConfigDialogue (found via ProjectSettings, Wave XR, playersettings configure dialogue button)
Perhaps convert main camera to an XR rig, not sure how important that is.
Try and build an .apk, observe that shader variants are NOT compiled for build.
If you run this build on the device you should observe that all materials are pink.
Return to Project Settings, XR Plug-in Management (at the bottom), and disable WaveXR and enable Oculus under android Plug-in providers
Try and build an .apk, observe that shader variants are compiled for build (cancel, before they all compile)
For me it seems that URP shaders just don't get compiled for some reason when using the wave sdk. They do when using the Oculus sdk. I have no idea why.
I tried adding a shader variant collection tracking the URP lit shader variants etc, shoved it in a resources folder and even referenced it in a scene. Still no shader variant compilation during build.
Any suggestions would be much appreciated!