Fuzzypeg Posted June 7, 2023 Share Posted June 7, 2023 We are building for multiple platforms including oculus and as such we switch the XR plug-in at build time as required, but Wave XR runs whether it is supposed to be active or not. This results in logs being spammed as Wave XR is failing to find the device as it is running on a Quest 2. Wave XR adds a scripting define when it is enabled, but it seems this is not actually used to ifdef out the code that is registered as [RuntimeInitializeOnLoadMethod]. Please can we get a fix for this as it is making debugging more difficult on other platforms without having to completely remove the Wave XR packages from the project. Repro steps: Build with any other XR plug-in enabled and Wave XR disabled. Run and observe that the Wave XR code still runs and spams logs. Link to comment Share on other sites More sharing options...
Tony PH Lin Posted July 13, 2023 Share Posted July 13, 2023 Hi @Fuzzypeg, Sorry for late reply. May we know the Wave SDK version you use? Because we have enabled the code to avoid "RuntimeInitializeOnLoadMethod". As below: 05-16 05:15:30.411 11686 11710 I Unity : WaveXRSettings.Awake() 05-16 05:15:30.411 11686 11710 I Unity : Wave.XR.Settings.WaveXRSettings:Awake() 05-16 05:15:35.157 11686 11710 I Unity : WaveXR_InitOnLoad: OnRuntimeMethodLoad 05-16 05:15:35.157 11686 11710 I Unity : Wave.XR.WaveXRRuntimeInitializeOnLoad:OnRuntimeMethodLoad() 05-16 05:15:35.157 11686 11710 I Unity : WaveXR_InitOnLoad: Not XR. Disabled. Thanks. Link to comment Share on other sites More sharing options...
Fuzzypeg Posted July 13, 2023 Author Share Posted July 13, 2023 Hi @Tony PH Lin We are currently using version 5.2.1-r.1 but I see there is a new version (5.3.1-r.2) available since the end of June. Our porting work has been on hold for a while due to other priorities. Would this latest version fix the issues I have been getting? If so I will upgrade asap. Link to comment Share on other sites More sharing options...
Fuzzypeg Posted July 13, 2023 Author Share Posted July 13, 2023 Unfortunately even after updating I am still getting a lot of WaveXR logs when running for example on Quest2 using OculusXR with WaveXR disabled in the XR settings. I have attached a subset of the logs produced by this build for reference. The final block of logs is repeatedly output at runtime. WaveXR logs on Quest2 using OculusXR.txt Link to comment Share on other sites More sharing options...
Tony PH Lin Posted August 30, 2023 Share Posted August 30, 2023 Hi, @Fuzzypeg Thanks to raise the issue, and after internal confirming, The related logs have been removed from newer version of WAVE SDK 5.3.2. https://developer.vive.com/resources/vive-wave/download/latest/ Link to comment Share on other sites More sharing options...
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