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Nomallonious
4 years agoExplorer
Black Screen on App Resume with Oculus Integration v28 (and v29)
Hi there. I recently updated our Oculus Integration plugin from v28 from v23.1. in our that runs on Unity 2019.4.14f1 with the Universal Render Pipeline version 7.4.3 (along with the Oculus XR Package 1.6.0). After completing the upgrade we started noticing that if we leave our game running after remove the headset and let the device go to sleep then upon waking it and resuming the game rendering will not resume (just a black screen). I then tried upgrading to the Oculus Integration Unity plugin v29 to see if the issue persisted, which it did. I'll attempt to pull together some logs but I wanted to post the question just in case there happened to be a known issue with this combination of versions for Unity, plugins and packages. Any insight would be greatly appreciated. Thanks!
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- glenneroovyProtege
I have never experienced this issue and I'm using a similar setup. Have you tried upgrading to newer versions of 2019.4.x? There have been quite a few updates to the Oculus XR Plugin package which might be required to work with newer Oculus Integration packages. Obviously make a backup of your project before you upgrade 😉 You can also check the Unity changelogs for each version here: https://unity3d.com/unity/whats-new/
- NomalloniousExplorer
Thanks for the suggestion. I do indeed plan to try upgrading to a newer version of Unity and the Oculus XR Plugin (and the URP) but have not found a good time yet as our game is live and actively being updated. One new development with the issue is that we have discovered that pressing the power button twice (once to put the device to sleep and once to wake it up) fixes the issue! So now I am thinking it is more like just a device event handling bug with Unity and the Oculus XR Plugin.
- NomalloniousExplorer
Update! My team has just upgraded our project to Unity 2020.3.15f2 (with the Oculus Integration Plugin v29) and unfortunately we still have the same issue. The upgrade included moving to the Oculus XR Plugin 1.10.0, XR Plugin Management 4.0.7 and Universal Render Pipeline 10.5.1. It would be great to hear from anyone that is familiar with the inner workings of the headset event handling the Oculus Integration or Oculus XR plugins. It feels almost like an event for the headset being remounted isn't being properly handled (not restarting Unity's render loop).
- Anonymous
I saw behavior similar to this in an app that didn't have "Focus Aware" enabled. It was as simple as checking that checkbox in the camera rig prefab to fix the issue.
Also, are you doing anything interesting in the OnApplicationFocus, OnApplicationPause, or OnApplicationQuit Unity events, like trying to save a file or make a web request? See if disabling that helps.
- NomalloniousExplorer
Thanks for the suggestions! We do indeed have the "Focus Aware" toggle checked in our project. But I think disabling our suspend / resume activities as a test is a great idea. I will give that a shot and what I find.
- NumidHonored Guest
Hi! I had the same exact issue with Quest 1 until I upgraded the Oculus Integration plugin to its latest version (which is v33 as I am writing). Now, the trouble is gone! FYI, my Unity Editor version is 2020.3.
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