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Export APK works fine, but unable to run in Godot IDE: "No library set for this platform"

Open dav opened this issue 4 years ago • 1 comments

I am on Ubuntu Linux on an Intel laptop, running Godot v3.3.2.stable.official.

I have created the example project as outlined here

I can export the project as an APK, load it on my Quest and it runs fine.

However when I attempt to run the project in the IDE, the preload("res://addons/godot_ovrmobile/OvrInitConfig.gdns") is returning null and the Errors tab shows No library set for this platform. Is it impossible to run Oculus plugin based projects in the Godot IDE on Intel? If so I would request that gets stated in the README for this project somewhere.

Further details:

The addons/godot_ovrmobile/OvrInitConfig.gdns does exist but I see by inspecting this text file that it is referencing addons/godot_ovrmobile/godot_ovrmobile.gdnlib and that file looks like this:

[general]

singleton=true
load_once=true
symbol_prefix="godot_ovrmobile_"
reloadable=false

[entry]

Android.arm64-v8a="res://addons/godot_ovrmobile/libs/arm64-v8a/libgodot_ovrmobile.so"

[dependencies]

Android.arm64-v8a=[ "res://addons/godot_ovrmobile/libs/arm64-v8a/libvrapi.so" ]

So if I had to guess, it appears that only arm is supported, unless there is some other way to set this up to work on Intel based systems?

dav avatar Aug 19 '21 21:08 dav

I am getting this "No library set for this platform" message every time my program starts on PC but it doesn't prevent the program from running so I haven't looked too much into it. But it could be godot oculus mobile trying to load on PC when it should only load on Android.

BenMcLean avatar Aug 20 '21 00:08 BenMcLean