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Question by visionnaireMedia · May 02, 2019 at 08:46 AM · sdkoculus

Issue with Oculus Integration 1.36 (Unity 2018.3)

Hello everyone, I just updated unity to 2018.3.11f1 and Oculus SDK (from store) and after that I get a lot of C# errors, like types and namespaces are not defined or found.

Partially solved the issue moving the SDK scripts into plugins (since Unity compiles them first) but I still have these 2 errors that prevent me from compiling the whole project. (""ZEditor" folder is the folder containing all of the scripts that were in the Oculus/VR/Editor folder)

Assets/Plugins/ZEditor/OVRSystemProfilerPanel.cs(38,2): error CS0246: The type or namespace name 'OVRNetwork' could not be found (are you missing a using directive or an assembly reference?) Assets/Plugins/ZEditor/OVRSystemProfilerPanel.cs(46,7): error CS0246: The type or namespace name 'OVRSystemPerfMetrics' could not be found (are you missing a using directive or an assembly reference?)

Is there any clean way to solve this? I'd like to NOT move those classes into the scripts requiring them

I haven't edited anything within the files

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Answer by metalted · May 02, 2019 at 09:58 AM

OVRSystemPerfMetrics is inside the Oculus > VR folder. Its used in the OVRCameraRig and other OVRprefabs. Its recommended to not import oculus into a project that already contains oculus scripts. First remove all scripts from oculus, or the entire oculus folder for that matter, before importing oculus integration.

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avatar image metalted · May 02, 2019 at 10:00 AM 0
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Also keep the scripts seperate and dont move them to other folders. Just keep the Assets>Oculus folder thats created when importing.

avatar image visionnaireMedia metalted · May 02, 2019 at 11:11 AM 0
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Yeah, problem is that when the files were all in the Oculus folder, nothing worked bc Unity couldn't find most of the namspaces and most of the types, btw gotta try

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Answer by bhumbers · Sep 04, 2019 at 07:46 PM

For reference: I had the same issue. In my case, the issue was caused by moving our game's code from the default assembly to a custom assembly definition (reference), so we no longer had an automatic reference to the OVRPlugin assembly

Fix was to add a reference to Oculus.VR assembly in our custom assembly definition:

  • OVR plug-in is in <MyProjectFolder>/Assets/Oculus

  • Our assembly is in <MyProjectFolder>/Assets/Scripts/MyProjectAssembly

  • Our MyProjectAssembly.asmdef file:

    { "name": "MyProjectAssembly", "references": [ "Oculus.VR" ], "optionalUnityReferences": [], "includePlatforms": [], "excludePlatforms": [], "allowUnsafeCode": false, "overrideReferences": false, "precompiledReferences": [], "autoReferenced": false, "defineConstraints": [], "versionDefines": [] }

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