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silentslack's avatar
silentslack
Explorer
10 years ago

Not running in Build

I've tried 3 different versions of Unity: 5.3.1f1, 5.3.1p4 & 5.3.2p1 and can't get past the build starting up (warning screen on Ouclus over grey background) when the Oculus is connected.

The last log I can get to is:

<RI> Initialized touch support.

Then it just freezes up and doesn't go anywhere. If I turn my Oculus off then the game starts up fine. Is this a known problem? Making use of 5.3's multi-scene so really hope to get this running.

Any ideas on how to get to the root of the problem when I don't have any logs!?

10 Replies

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  • Also, if you can send me a minimal repro project I can have engineering take a look.
  • Hi,

    Here are the logs: https://dl.dropboxusercontent.com/u/498 ... eCrash.zip

    Unity window pops up and is completely grey (no splash icon) and turns into 'Not Responding' very quickly. The oculus shows grey with warning message. It is then freezed like this until I force close.

    If I turn off the Oculus the game starts up after splash in a couple of seconds.

    Project is pretty large (10GB), hopefully logs will shine some light!
  • I'm not seeing any obvious errors there.

    When you load the game, does the image show up on the headset. What headset, DK2?

    Is there head-tracking? It sounds like it may just be stuck on the Health & Safety screen. Is that correct?
  • So in the Oculus I see a grey background with the Health & Safety warning displayed. The warning isn't removed with keypresses, appears that the application is frozen. No way to tell if head tracking is working or not.

    I'm running a DK2 with the 0.8 runtime.

    Here is a link to the app: https://dl.dropboxusercontent.com/u/498 ... Builds.zip

    If you run it without the Oculus on it will start.
  • Have we found a solution to this? we are having the same issue

    Thanks
  • @frankiecav: Can you get me the log file from that machine, and also tell me which Unity version you use?
  • vrdaveb's avatar
    vrdaveb
    Oculus Staff
    Does it help to call OVRManager.DismissHSWDisplay() or tap on the headset? The build runs fine on my machine.