Forum Discussion
emalafeew
3 years agoProtege
Anyone know what can freeze rendering but look around?
One of our customers is seeing this kind of freeze, where the VR image stops updating but you can still look around and past the edges of the last render. The app itself isn't reporting a crash, so ...
- 3 years ago
We finally caught it in Android Studio...
So it's a job thread that's barfing on a particle system, which somehow is killing the renderer while the main thread continues to run. Btw this crash has only been reported and reproed on the new firmware v55.
Moving from Unity 2020.3.35f1 to 2020.3.47f1 seems to have fixed it for customers. I didn't specifically see such a crash fix in the release notes between then but there were several others related to particle systems.
emalafeew
3 years agoProtege
We finally caught it in Android Studio...
So it's a job thread that's barfing on a particle system, which somehow is killing the renderer while the main thread continues to run. Btw this crash has only been reported and reproed on the new firmware v55.
Moving from Unity 2020.3.35f1 to 2020.3.47f1 seems to have fixed it for customers. I didn't specifically see such a crash fix in the release notes between then but there were several others related to particle systems.
- zojoi3 years agoHonored Guest
We're seeing this as well.
Since v55 came out, our game is crashing sporadically. It looks like the crash is happening during the particle update function due to a bad pointer of some kind (referencing an unknown memory address). Our crash logs suggest that a worker thread might be ending prematurely. We're using the particle system is built into Unity and are looking at upgrading now. Thanks for the info!
- zojoi3 years agoHonored Guest
Are you sure that your update fixed the problem? We updated to the latest LTS version of Unity and particles are still randomly borking the game.
- emalafeew3 years agoProtege
Neither we nor customers who originally reported have seen it since the Unity upgrade to 2020.3.47f. But that was just a hopeful workaround, if you have a repro it would be good to report as a Unity bug
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