Unity project cannot be loaded into glasses

I was wondering if you are using Dex mode because the issue you described is similar to the one in this post: Samsung Dex for Nreal Light. Could you take a look and see if disabling Dex mode helps?

My Samsung Dex has always been disabled. I have attached a recording of my phone screen here. It is exactly the same as yours, up until trying to load HelloMR in the Google Drive. HelloMR keeps crashing.

Since I cannot reproduce the issue on my end, I can only make some guesses. One possibility could be a compatibility issue with your phone. Another potential issue is that HelloMR requires certain permissions the first time it is installed. Could you check if you have granted all the necessary permissions to HelloMR?

When I installed HelloMR at first, the permission I had to give was to download external files, and when I checked for any permission grants after that, there were no permissions required.

Edit: What sort of compatibility issue could be the problem? Is the Unity project?

No, just our glasses might not be compatible with S22+.(But we’ve tested S22, which is perfectly compatible, it is a bit strange.)

I just uninstalled and reinstalled HelloMR, and there are two permissions that need to be granted:

  1. Show on top (a small icon appears in the corner when the app is in the background, like Nebula).
  2. Allow HelloMR to access photos and media on your device.

Could you check if you have granted these permissions and try again?


Okay, I will uninstall and reinstall and record the process. Will get back to you.

Edit: So I have reinstalled helloMR, and it is the same situation. However, when I tried to download another file from this thread: NRSDK 1.10.2 Apps crash after 10 minutes of run-time - #4 by martdob

I added the video (reinstall_helloMR) of me installing helloMR and me trying to open it, and it only prompted the Show on top message, not the access to photos and media. Strangely enough, I compared it with the test3D.apk from the thread and it did need these permissions to run (test3D.jpg).



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Then can you open test3D?
I build a [test apk] too(5.apk - Google Drive), could you try to use this one? Grant all the permissions.

Note that when you open these 3D application, you need to open Nebula and enter AR Space firstly.

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When I open test3D it says it’s using an outdated Android version, and also that if I try to open it, it gives me the error ‘Please connect your glasses (101)’ even though I can still see Nebula. Though, it did ask for permissions.

5.apk works perfectly, I’ve attached the video in the Google Drive.

Edit: The phone controller works, and I can see the application running smoothly, and exit the app and back to AR Space.

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Great! It sounds like your devices are workable. Let’s go back to the build process :joy:
Please check these settings:

Or, alternatively, should I just create a new Git repository, set up the environment, and you can develop based on that repo? Do you think this would be more efficient?

I do not mind either way, as I will be installing this unity version first in the meantime

Actually, I think the minor version doesn’t matter much. It might take a long time to set up the new version of Unity. I’ll first create a Git repository for you.

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While pushing, I built another HelloMR with my own setup. I noticed that no media permission was required. Did you add media permissions to your project?

And here is the repo: GitHub - dengxian-xreal/test221: NRSDK 2.2.1, basic project.

Thank you, I will use the repo and replicate the project on my side and get back to you.

For HelloMR in my case, I did not add any media permissions.

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Thank you for the original post, as I was having the exact same issue. And thanks for the repo, that helps a lot, as I was able to build successfully from that.

I’m still not able to build an app if I start a Unity project completely from scratch, so I’m still trying to figure out what I’m missing on.

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I was successfully able to build a sample project of HelloMR from your repo, and I also installed the same Unity version and could also build another project on it. Thanks so much for your help!

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Hello Dorix,
Anyone tested the S23 FE SM-S711U1 with the Ultra 2? Most of the apps in Nebula crash on start “not compatible with your device”. Dont want to waste time developing on this phone if not compatible…

Hello,

The compatibility issues in Nebula apps might be because these apps haven’t been updated to support the compatible SDK. We haven’t tested the S23 FE (SM-S711U1) specifically, so we can’t confirm potential issues. Please note that Exynos chips can have jitter problems—check if this device uses a Qualcomm chip.

If you’re considering this phone for development, I recommend trying the demo app shared in this post. If it runs smoothly, there’s a good chance it’s compatible. However, be aware that the S23 has reported screen tearing issues when using URP. Some developers have resolved this by disabling the Multithreaded Rendering option and using our single-pass rendering, while others haven’t.

Please consider these factors when deciding whether to use this device for development.

Snapdragon 8 Gen 1. Downloaded 5.apk, installed on-device as test221. Worked well with minimal tearing on S23 FE. What environment, Unity version and Android SDK do you recommend developing in (Nov 2024)?
Steps taken so far:
Initial test apps compiled with NRSDK 2.2.1 on Unity 2022.3.20 using default settings did not play on device.
Updated to NRSDK 2.3.1 , now getting Checkduplicate errors in Gradle: “Duplicate class ai.nreal.sdk.MediaProjectionService …” and 6 other similar errors.

This repo contains NRSDK 2.3.2 beta, and the app packaged with it has been tested and works well on Android 14 devices. You can try using this repo directly.

It supports Unity 2022.3.35 or any higher version of Unity 2022 LTS. Please note that Unity 6 is not supported at the moment.

This repo will be used long-term to verify issues encountered by developers and will also include some beta versions, so feel free to follow it. It can also be used as a starting point. Using this project directly for packaging should help avoid some errors or environment issues.

Hi there

I use another way and it work every time:

Developer Mode ==> WirelessDebugging

adb pair [your ip and port] 10.1.2.34:5678
pair code : xxxxx

(atention: if you press in WirelessDebug it will appear 2 options, 1 is QR code pair, or 2 is Pair device with pairing code, this is what you want. If you press there it will show the correct IP and the correct port, it will also show the pairing code. Attention it change every time. Make sure your computer and your Android device are connected on the same network)

adb devices
[here should be your device connnect]

(if nothing happend, try adb kill-server or close and open again the terminal and try to pair it again)

then use

adb install [path/to/your/.apk]

If say success, there you go its install.

=)