I am working on a project where I use both a vive cosmos and an oculus quest 2, for the oculus quest my build target is android and for the vive cosmos its standalone/windows. Now my XR Plugin Manager only has the OpenVRLoader enabled for the standalone tab and on the android tab only the oculus loader is enabled.
Now for some reason, when I build for the vive I get the DllNotFoundException: OculusXRPlugin error. I have checked all of my scripts and assemblies and none of them reference oculus while on windows. I completely removed the Oculus plugin just to check if its really not referenced anywhere and once it was removed the build worked fine.
I really don't understand why exactly my build tries to load this .dll even if it isn't referenced by me.
I am using the Oculus.Plugin 1.7.0
Unity 2020.1.13f1
XR Plugin Management 3.2.17
question from:
https://stackoverflow.com/questions/65934763/unity-xr-plugin-manager-tries-to-load-oculus-dll-on-windows-even-if-its-disabled 与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…