Using the Release Candidate of Pulse Unity Asset v3.0 I have another problem when deploying the application to Android.
DllNotFoundException: PulseC
at (wrapper managed-to-native) Pulse.PulseEngine.Allocate()
at Pulse.PulseEngine…ctor () [0x00032] in <73f77fe013e54870810128f91c96bf6f>:0
at PulseEngineDriver.Start () [0x0006a] in \Assets\PulsePhysiologyEngine\Scripts\PulseEngineDriver.cs:97
Which PulseC library extension do you use when on Android?
The .dll or .so ?
Do you have to build it? or do you use one of the provided libraries in the Pulse asset?
It doesn’t work but because of a different error. If I try to run the previous version of the Pulse Asset, it finds the Dll and builds perfectly but shows that no data has been provided given that on Android, you cannot use the StreamingAssets folder.
This was the reason why I asked for the new version as the StreamingAssets folder is not needed on v3.0
Have you tried to view the PulseC.so object in the Unity Editor and tweeked the Target OS options?
Maybe you need to change that to Any OS
There also may be other options on the adjacent tab (with the underlined down arrow)
So now Unity knows about it, and is trying to load it, and it seems incompatible with the library loader on the target platform…
The provided PulseC.so was built on an Ubuntu 18 system (It was an Ubuntu 16 system before)
So I would say that I probably need to have a PulseC.so that is built on a ARM64 Linux version? I bet you were loading the PulseC.so from the magic leap build (which is a Linux ARM64 flavor that I cross compiled)
I will see if I can get a PulseC.so for magic leap for you to try out
Thank you very much for your help with this. I will test the PulseC.so and will let you know if it works on Android. I will also try to find the cause of the error