Forum Discussion
tylercroach
2 years agoProtege
Unity App Crashing on Quest
After building our metaverse application and not having tested in a while, it seems to not be running and instead crashing on each launch. Oculus firmware 50 seems to be the cause of this. We are usi...
- 2 years ago
We have fixed it by reverting back to an older version and readding our changes to it. I narrowed it down to being most likely a library that I added that was conflicting with Android 12. I'm still not sure which one it was but no crashes and performance is good too. Target SDK is 32 minimum is 29 for Quest 1 users and using IL2CPP and Arm64 too. OpenXR 1.7.0 and Oculus XR Plugin 3.3.0. Oculus plugin 1.82.0. XR Plugin Management 4.2.0 and XR Core Utilities 2.0.1. Unity 2021.3.22f1. I would check your libraries as apparently it has to do with either libraries or permissions on Android 12. Also worse comes to worse try using mono or arm7. Good luck!
likeaguest_dev
2 years agoExplorer
We are experiencing a similar native crash for our game running on Unity 2019.4.12f1. All users on v51 and up are experiencing instant crashes. There was no update on our side. Unity upgrade did not fix it for us.
java.lang.Error: FATAL EXCEPTION [UnityMain]
Unity version : 2019.4.12f1
Device model : Oculus Quest
Device fingerprint: oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50327160091800150:user/release-keys
Caused by: java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Version '2019.4.12f1 (225e826a680e)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
Build fingerprint: 'oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50327160091800150:user/release-keys'
Revision: '0'
ABI: 'arm64'
Timestamp: 2023-04-25 16:04:08+1200
pid: 25645, tid: 25667, name: UnityMain >>> com.GAMENAME.REPLACED <<<
uid: 10106
signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x7a1ba96860
x0 0000007a1b896820 x1 b400007988631010 x2 0000000000000006 x3 0000007a1b4ed161
x4 000000000000028e x5 b40000798862bb90 x6 b4000079ffffffff x7 0000000000000000
x8 0000007a1ba96820 x9 0000000000000018 x10 b4000079ffffffff x11 0000000000000000
x12 b4000079ffffffff x13 0000000000000000 x14 0000000000000008 x15 0000000000000002
x16 0000007a1b861a78 x17 0000007b40cd5360 x18 0000000000000001 x19 0000007a1b8a3080
x20 b400007988631010 x21 0000000000000006 x22 0000000000000006 x23 0000007a1b893ec6
x24 0000000000000018 x25 0000000000003234 x26 0000000000003238 x27 ffffff6100000000
x28 0000000000002a10 x29 0000007a1a264980
sp 0000007a1a264370 lr 0000007a1a67998c pc 0000007a1a673d78We also did not manage to fix it by increasing the android version.
- tylercroach2 years agoProtege
We have fixed it by reverting back to an older version and readding our changes to it. I narrowed it down to being most likely a library that I added that was conflicting with Android 12. I'm still not sure which one it was but no crashes and performance is good too. Target SDK is 32 minimum is 29 for Quest 1 users and using IL2CPP and Arm64 too. OpenXR 1.7.0 and Oculus XR Plugin 3.3.0. Oculus plugin 1.82.0. XR Plugin Management 4.2.0 and XR Core Utilities 2.0.1. Unity 2021.3.22f1. I would check your libraries as apparently it has to do with either libraries or permissions on Android 12. Also worse comes to worse try using mono or arm7. Good luck!
- tylercroach2 years agoProtege
We also added a permissions request in awake in first scene that wasn't in our manifest which would cause the app to refresh since people are saying there's some kind of UI conflict with Android 12 too and to try doing that even though you don't need that permission, in our case we did location services. Another thing you could try is switching from Oculus to OpenXR or using legacy Oculus plugin or upgrading your packages/oculus integration. Apparently Oculus is saying that they changed the name of OBBs to be main.packagename.versioncode but only main.versioncode.packagename works which was what it was before if you are using those.
- tylercroach2 years agoProtege
If you're using OpenXR turn off Meta XR Feature and make sure Meta Quest is checked in OpenXR settings under XR Plugin Management settings. Also try switching between Vulkan and OpenGL3, we use OpenGL3 as it has better performance for us.
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