Do you have any tips for getting the current example project and SDK to successfully build for Android with current releases of Unity? I’ve been struggling to get them to build for the past few days, but it seems like everything I hack and slash to make Unity stop complaining about one problem just snowballs into more problems.
Confession: I have a few months of experience with Android VR/AR… but all of it involves recent versions of Unity released after the point where it moved “XR” settings to their own category, and after Unity came with support for Cardboard, Daydream, and ARCore already baked-in (I’ve used Unity itself since 5.5, but never for VR/AR). I still struggle when it comes to getting code and examples written before that point to build and run with the current version (2018.2.12f1, as of today).
- My attempts to build the example Unity app for Android have been completely roadblocked by the Gradle error about colliding attributes: “The attribute meta-data#com.google.ar.core@value=required in :VuforiaWrapper: collides with another value (see the console for details)”. I can elaborate, but I suspect you’re already painfully aware of it.
For the SDK itself, I’m not really sure what settings the Aryzon SDK expects/needs to have in Player Settings -> Android -> XR:
Virtual Reality SDK… I can choose Cardboard, Daydream, Mock HMD, None, Oculus, and Vuforia. I’m not sure which one(s) are allowed (or required) by Aryzon’s SDK, nor how the ones that ARE supported should be configured.
ARCore supported… checked or unchecked?
Vuforia Augmented Reality Support… checked or unchecked? According to Unity, both can’t be checked, and there’s an entire procedure for configuring Vuforia to use ARCore listed on Vuforia’s site that I’m not sure whether is necessary, unsupported, or irrelevant.