21-05-2020, 04:17 PM
(21-05-2020, 04:01 PM)pastblasters Wrote: After doing some research, I was actually able to fix this by editing Obi.cs (still having some issues with the particle shader, but thats almost certainly because I'm using URP, though I was able to update all of the relevant materials fairly easily). I added to the preprocessor directives to test for UNITY_EDITOR_LINUX before all of the DllImport declarations so that it also uses LIBNAME "Oni" as well instead of "libOni":
#if (UNITY_IOS && !UNITY_EDITOR)
const string LIBNAME = "__Internal";
#elif ((UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR_LINUX) && !UNITY_EDITOR)
const string LIBNAME = "Oni";
#else
const string LIBNAME = "libOni";
#endif
Hi,
Thanks for finding and sharing this! using your fix though, it actually triggers the DllNotFound exception in my test machine. Could be that in some cases the lib- prefix is needed, while in others it isn't. Will investigate further.