-
Notifications
You must be signed in to change notification settings - Fork 1.1k
OnPreprocessBuild throws an error if the SDK is even present in a project #954
Comments
Thanks, @andybak. The error messages in Would be helpful if we wrapped that code in conditional compilation?, like so:
This would allow you and other experienced developers suppress the SDK checks by adding the symbol to Player Settings > Scripting Define Symbols. |
You've got it backwards. Experienced developers will easily get round this problem. Less experienced developers who are trying to do something fairly reasonable (like build an app for one than one platform) will get totally stuck. So your "solution" helps a very small slice of your target demographic. |
Would you prefer |
I think that would probably improve things.
|
Sounds good. Will change to |
Fixed in the latest release. |
Summary:
I have a project that needs to build for several platforms. Some platforms require Unity's XR Supported checkbox to be off. (The same issue would occur for projects that are intended for both VR and non-VR builds). As soon as I add the GVR SDK the builds for other platforms fail with the error: "To use the Google VR SDK on Android, 'Player Settings > Virtual Reality Supported' setting must be checked.
Please fix this setting and rebuild your app." (there are other errors along the same lines)
Why does the GVR SDK assume that adding it to a project means that project will only ever be used for Google VR builds?
Found using:
Steps to reproduce the issue:
Workarounds:
Additional comments:
Suggested resolution...
The text was updated successfully, but these errors were encountered: