Skip to content
This repository has been archived by the owner on Feb 1, 2024. It is now read-only.

Export APK works fine, but unable to run in Godot IDE: "No library set for this platform" #137

Open
dav opened this issue Aug 19, 2021 · 1 comment

Comments

@dav
Copy link

dav commented Aug 19, 2021

I am on Ubuntu Linux on an Intel laptop, running Godot v3.3.2.stable.official.

I have created the example project as outlined here

I can export the project as an APK, load it on my Quest and it runs fine.

However when I attempt to run the project in the IDE, the preload("res://addons/godot_ovrmobile/OvrInitConfig.gdns") is returning null and the Errors tab shows No library set for this platform. Is it impossible to run Oculus plugin based projects in the Godot IDE on Intel? If so I would request that gets stated in the README for this project somewhere.

Further details:

The addons/godot_ovrmobile/OvrInitConfig.gdns does exist but I see by inspecting this text file that it is referencing addons/godot_ovrmobile/godot_ovrmobile.gdnlib and that file looks like this:

[general]

singleton=true
load_once=true
symbol_prefix="godot_ovrmobile_"
reloadable=false

[entry]

Android.arm64-v8a="res://addons/godot_ovrmobile/libs/arm64-v8a/libgodot_ovrmobile.so"

[dependencies]

Android.arm64-v8a=[ "res://addons/godot_ovrmobile/libs/arm64-v8a/libvrapi.so" ]

So if I had to guess, it appears that only arm is supported, unless there is some other way to set this up to work on Intel based systems?

@dav dav changed the title Export APK works fine, but unable to run in Godot API "No library set fot this platform" Export APK works fine, but unable to run in Godot IDE: "No library set fot this platform" Aug 19, 2021
@dav dav changed the title Export APK works fine, but unable to run in Godot IDE: "No library set fot this platform" Export APK works fine, but unable to run in Godot IDE: "No library set for this platform" Aug 19, 2021
@BenMcLean
Copy link

I am getting this "No library set for this platform" message every time my program starts on PC but it doesn't prevent the program from running so I haven't looked too much into it. But it could be godot oculus mobile trying to load on PC when it should only load on Android.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants