a week ago
After the headset updated itself to V76, none of my builds work anymore.
Nothing that worked on V74 works now on V76.
I've tried so far updating Unity to latest 2022.3 LTS
I've tried moving the Meta SDK to V76 in unity.
I've tried multiple android API versions.
I've tried factory resetting my quest.
Simply none of my builds work, I cannot continue working on my game.
After the splash screen I just get a black screen, there are no errors in thrown in the debug.
a week ago
Do any of your Awake(), Start(), or Update() methods get called?
I had that problem yesterday. This may help. (Just a guess).
In my case, I had TLS connection to my server. And I tracked it down to it being being SILENTLY rejected, which aborted a critical start up C# script.
They changed how they validate certs. For my problem, I had to concatenate the servers public certs and public full chain certs to the root CA into one file. As the public cert on my server. The Oculus now validates the entire cert path. Before it just accepted any TLS connection, now they seem to do cert path validation.
The Oculus now fails the connection of the full cert path is not present.
a week ago
And I also had a similar problem with android permissions. I had to manually add C# code to ask for RECORD_AUDIO permission to do speech to text, it had been working for weeks. It hung my app at start. A few days later that problem went away.
The issue for me was it went blank. Then the 2nd time I started the app it ran. I was ignoring the issue for later. Then the problem just went away.
Wednesday - last edited Wednesday
Some builds do, some don't.
The one that did called the awake function in a loop.
This happened to an older build, the new one does not.
The build basically ends at some point after that and doesn't return any unity related logs.
I tried with adding a new scene, before the main menu, basically nothing happens...
Tried ~50 builds that worked before on V74...
Wednesday
If somehow, Awake() is calling Awake() (Or a method in it is calling itself directly or indirectly), it probably hangs until the call stack fills up memory and the app crashes.
I once accidentally called a method within itself. I typically name my private methods with _Name() and the public ones Name(). I meant to call _Name() in Name(), instead I called Name(). I did this in awake, it did exactly what you describe. It was about 3 layers down in the calls, so it was not obvious. It took a while stepping through the code to find it.