- Home /
Question by
aDaxxas · Jan 07 at 10:52 AM ·
oculusunity cloud build
Can't use assembly XR management for pre export in unity cloud builds
Hi,
I'm trying to setup cloud builds for a project so it can build the app for multiple headset at once by using pre export methods. The goal is for each target to edit settings such as the XR provider, minimum android api level and such so that everything is automated.
Here is my current oculus pre export method :
public static void SetOculusExport()
{
PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel23;
XRGeneralSettingsPerBuildTarget buildTargetSettings = null;
EditorBuildSettings.TryGetConfigObject(XRGeneralSettings.k_SettingsKey, out buildTargetSettings);
XRGeneralSettings settings = buildTargetSettings.SettingsForBuildTarget(BuildTargetGroup.Android);
XRPackageMetadataStore.RemoveLoader(settings.Manager, "Unity.XR.WaveXR.WaveXRLoader", BuildTargetGroup.Android);
XRPackageMetadataStore.AssignLoader(settings.Manager, "Unity.XR.Oculus.OculusLoader", BuildTargetGroup.Android);
}
But here's my issue : To edit XR related settings, I need to use the assemblies UnityEditor.XR.Management
, UnityEngine.XR.Management
, UnityEditor.XR.Management.Metadata
and it looks like that when the method are called in unity cloud builds, the assemblies does not exist since I have those logs : https://pastebin.com/tXL3BE0x
Is there something I can do to make it work ?
Comment