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Wave XR code runs when not selected in XR plug-in management settings


Fuzzypeg

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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:

  1. Build with any other XR plug-in enabled and Wave XR disabled.
  2. Run and observe that the Wave XR code still runs and spams logs.
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  • 1 month later...

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.

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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.

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  • 1 month later...

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