I am developing on a system which USED to have a Rift attached and the Oculus runtime installed. However, I recently uninstalled the Oculus runtime and detached the Rift.
Now, when I try to work on my GearVR project in Unity, I find I am unable to press play in the editor. When I press play, a popup appears with the title "Failed to initialize LibOVR". The popup body says "CAPI Error:" and nothing else.
I can build for my device and run it on the Gear just fine, however it is very inefficient to only be able to test by building to a device. How can I configure Unity/Oculus to not attempt to connect to an HMD which is not there? Surely I do not require a Rift to develop for GearVR?
i am also seeing a warning which may or may not be related:
VR rendering requires one of the following device types: (Direct3D11, Direct3D12). Your graphics device: OpenGLES3
This appears to be specific to an important project I have going. When I start a new project in 5.6 and load in the OVR Samples, it does not crash. How can I reset whatever oculus lib bindings exist in a given project?
> How can I configure Unity/Oculus to not attempt to connect to an HMD which is not there? Surely I do not require a Rift to develop for GearVR?
I just tried this in 5.6 on Windows with a new project and it worked. When Unity can't initialize LibOVR, it normally fails over to non-VR. It should never crash. Can you provide %LOCALAPPDATA%\Unity\Editor\Editor.log and make sure VR support is disabled in the Windows configuration and you don't have OVRPlugin.dll anywhere in your project's Assets folder?
I didn't either. I restarted Unity, selected my project, hit "play", saw the most recent error message (screen shot above), selected "OK", then Unity exited. Fresh log attached.
Given that I was presented with "QUIT" and "OK", I do not expect Unity to quit when I press "OK", which is why I referred to it as "crashing", but it is entirely possible some logic has decided to exit without crash after I press "OK".