glTFast
glTFast copied to clipboard
Quest 2 loading from sdcard throws 404 not found error
Description of the issue: I've tested the same configuration and GLTF models on Quest 1 and when I try to load the model on Quest 2 I get these error:
2023-05-16 19:43:43.439 4427 4459 Error Unity Download;HTTP/1.1 404 Not Found;file:///sdcard/3D/Decor.gltf
2023-05-16 19:43:43.439 4427 4459 Error Unity GLTFast.<LoadFromUri>d__92:MoveNext()
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.ContextCallback:Invoke(Object)
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Runtime.CompilerServices.MoveNextRunner:Run()
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Action:Invoke()
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.ContextCallback:Invoke(Object)
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.Tasks.Task:FinishContinuations()
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.Tasks.Task1:TrySetResult(TResult) 2023-05-16 19:43:43.439 4427 4459 Error Unity System.Runtime.CompilerServices.AsyncTaskMethodBuilder
1:SetResult(TResult)
2023-05-16 19:43:43.439 4427 4459 Error Unity GLTFast.Loading.<Request>d__0:MoveNext()
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.ContextCallback:Invoke(Object)
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Runtime.CompilerServices.MoveNextRunner:Run()
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Action:Invoke()
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.ContextCallback:Invoke(Object)
2023-05-16 19:43:43.439 4427 4459 Error Unity System.Threading.Tasks.AwaitTaskContinuation:RunCallback(Context
To Reproduce Steps to reproduce the behavior: Try loading a GLTF model on Quest 2 running Android 12
Expected behavior Anything running Android 10 or lower loads without any problems.
Desktop (please complete the following information):
- glTFast "version": "5.0.4",
- Unity Editor version 2019.4.26f1
- Render Pipeline standard default
- Platform: Android
Note: I've added the permission to my AndroidManifest: uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" uses-permission android:name="android.permission.MANAGE_EXTERNAL_STORAGE" android:requestLegacyExternalStorage="true
Quest 2 is the only headset running Android 12 (the rest are on Android 10). As of Android 11, Google introduced some security restrictions related to file read/write permissions. However, this shouldn't impact sdcard//3D since this is external storage