Forum Discussion
Lerpz
9 months agoExplorer
Crash on App start: no hands visible and unable to quit app - need to reboot the device
Hi,
our team is developing a MixedReality colocation application on Quest 3 with Unity 6. Also we are using Unity Netcode for the network connection.
Our headsets are all updated to Version 74 and we are using Meta SDK v72.
Now we have a critical issue: When we start our app, nothing will be rendered after the splash screen was displayed. Only passthrough is active. Also no hands or controllers are rendered and we even cannot open the horizon menu of the OS with right hand or controllers. We only hear the sound of the menu but no menu is rendered. The only option to quit the app is by restarting the headset. When we hold the restart button for a few secs, the scene content gets renderer for a short time period but then the headset already restarts.
On some devices this happens everytime the app is started. On other devices this happens very randomly for example after the 5th start.
We also tried updating the project to SDK 74 - same issue here.
Since it is very hard to track or debug the issue, we would be very thankful to get some support from the tech team at Meta. We are looking forward to hearing from you.
Thanks so much in advance.
Best regards,
Daniel
13 Replies
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- xrdevrobMeta Employee
Hi Daniel, can you give a little more context about when this happened? Did you guys start developing on a previous version before Horizon OS v74, or did you maybe update the project from a previous Unity version to Unity 6?
- LerpzExplorer
Hi Rob,
we used Unity 6 from the beginning in that project. We assume that the issue came with the headset updates to Horizon 74, before that we didn't have these kind of issues. I now switched from OpenXR to Oculus in XR management and we don't have that issue anymore and the app starts properly. So I guess there is a bug in the OpenXR implementation.
- xrdevrobMeta Employee
Alright thanks, that's an important detail! I will try to find out more. In the meantime if you can provide any type of info such as crash logs that would be very much appreciated!
- LerpzExplorer
Here are some logs which where printed while I had the issue. Unfortunately, there is no crash log, because the app is not crashing. The content of the app is just not rendered, sound is still playing in the background and no hands or controllers are visible, so I am also not able to get in the OS menu and quit the app.
- tdmowrerMeta Employee
Hi Daniel,
Could you provide a full copy of the logcat output (not just screenshots)? If you have the logs from both the working (OculusXR package) version in addition to the non-working (OpenXR package) version, that would be useful.
- TakomeetMeta Employee
Also if there's a way to share APKs of both or even better the project itself we can dig into it on our side.
- LerpzExplorer
Hi,
thanks for your replies. I added a complete log where this issue happened. I hope this helps. Also I am in clarification with project leads, if we are allowed to share project data. I will get back to you soon.
Thanks a lot.
- TakomeetMeta Employee
By any chance is your app using Floor space or trying to set Floor space on launch?
- LerpzExplorer
The rig tracking origin type is setup as "Floor level". What do you mean by setting floor space on launch? We are using anchors and we align the camera to that anchor, but that happens after launch. The issue is already present at this time and the app never reach the point of setting the anchor.
- MSQTobiHonored Guest
Hey there,
I also started encountering this bug, but with three of the apps we are currently developing.
I only happens in about 1 of every 20 app starts once, but the outcome is exactly the same as described is the post. Once the bug happens neither the app nor the OS is shown, only passthrough and the only way to resolve the situation is restarting the headset by keeping the power button pressed.
Headsets it happens on are also OS v74. I tried up and downgrading the SDK version in Unity, but the bug still happens. I tried 71, 72 and 74 of the CoreSDK, if recall correctly. I tried to recreate the issue in a minimal demo project locally, but failed to reproduce it there. The other apps are all distributed via Test Channels of the store.
All of the apps are set to tracking origin "stage" at start. All apps also share in common that they use Photon Networking, Universal Renderpipeline, use Passthrough Layer with Underlay and use Oculus Backend (not OpenXR). Two of the apps are on Unity Version 2022.3.25f1 and one is on 6000.0.38f1.
One of the Apps uses an AR/System Splash Screen while the other two do not.We could not identify any common reason why this would only affect certain apps.
I will try to gather ADB logs of each app crashing and will post them here once I am done.
Best Regards,
Tobi- MSQTobiHonored Guest
Okay so I managed to gather some logs:
First App - FreezeThird App - Stuck at 3 Loading Dots
The app done in Unity 6 is also is stuck in passthrough but behaves slightly different. . Instead of being in the complete void and only seeing passthrough I can see the 3 loading dots. I still cant press the home button and the OS interface is gone, but after some extended time the app gets terminated and I can use the headset again. I am not sure if this bug is related to the other two, but I included it none the less, in case it helps.
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