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Oculus Go font loading SEGV #949
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Found the culprit. The reason for this error is that we are literally using the magic leap build of We'll need to rebuild |
That is the change from here? avaer/skia@534a3a0 |
Yeah, probably. For runtime detection I think the presence of |
found a reference for android env variables:
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Yes but the real question is does LUMIN define these, so can we rely on it to differentiate? |
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<canvas>
2D bootstraps the font system in Skia, which tries to load default system fonts. This fails on Oculus Go, resulting in a segfault:We need to make sure the requisite font location is correct/the default font loads successfully to unlock
<canvas>
2D on Android.The text was updated successfully, but these errors were encountered: