Using the new 1.11.0 and cloning the latest MRTK3 Template from the Magic Leap fork, there are 2 errors:
(1) Effect Microsoft Spatializer Mixer could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly.
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
(2) Error building Player: Effect Microsoft Spatializer Mixer could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly.
I would recommend pulling any references to the Spatializer from the project as it does not support Android x86_64. It seems that this is the root cause of the issue. The Microsoft Spatializer is not supported on the ML2 Headset, causing the conflict. This should fix your issue when building.
If you are cloning our ML fork of the MRTK3 repo, are you definitely using one of the Magic Leap configured branches, like mrtk3_MagicLeap2_OpenXR branch?
The configured branches in that repo should already choose the Magic Leap MSA spatializer in Audio settings. Which should allow you to build without issue on a Mac. Or were you finding that you needed to do extra config changes to remove the issue?
Effect Microsoft Spatializer Mixer could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Those popup messages are gone when I pull the latest versions of the ML-specific branches, including the mrtk3_MagicLeap2_OpenXR branch you suggested. However after a fresh clone I still get the build error:
Effect Microsoft Spatializer Mixer could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly.
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
The exact commit I'm trying to build is:
commit 4b176d6a7e25f9450a1158aae348558fdce744d8 (**HEAD ->** **mrtk3_MagicLeap2_OpenXR**, **origin/mrtk3_MagicLeap2_OpenXR**)
Author: Wyck Hebert <whebert@magicleap.com>
Date: Fri Dec 13 15:41:14 2024 -0600
Switch to the OpenXR Provider
So to get it to build, my current (possibly suboptimal?) fix is:
remove the MRTKAudioMixer asset
Package Manager: Remove Microsoft Spatializer
And all is good! Thank you for your assistance!
EDIT: It appears removing the Microsoft Spatializer is sufficient... leaving the MRTKAudioMixer asset seems to be ok and leaves several of the audio-based demos intact.