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ASTC Texture Compression causing app not to launch

braun0
Honored Guest
Based on the documentation for "Mobile Build Target: Android" - I changed the texture compression in the build settings from ETC2 (GLES 3.0) to ASTC. I hoped this might fix some of the performance issues I have.
https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-build-android/

When the texture compression is set to ETC2 (GLES 3.0) - everything builds fine and the app runs when I insert the phone into the GearVR. When the texture compression is set to ASTC - I can build the app, but when inserted into the GearVR the Oculus home screen loads (not my app).

Any thoughts/suggestions?

I am using:
Note 4
Unity 5.2.2p2
Utilities 0.1.3.0
17 REPLIES 17

cybereality
Grand Champion
Can I get the full logcat taken after the issue happens?
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braun0
Honored Guest
"cybereality" wrote:
Can I get the full logcat taken after the issue happens?



Cyber,

Here is the link to the logcat file. Please let me know if you need anything else.

https://www.dropbox.com/sh/bcte9atpffz7k2l/AADkDyQAF-ddoXMrY7pd2Y6_a?dl=0

phil_lira
Honored Guest
@braun0 Do you get the same crash if you disable MSAA?

cybereality
Grand Champion
Can you send me a bare-bones sample that demonstrates the crashing behavior?

I will have someone take a look if we can repro the crash here. Thanks.
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cybereality
Grand Champion
Be sure you are using GLES 3.0. Let me know if that helps.
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braun0
Honored Guest
"phil_lira" wrote:
@braun0 Do you get the same crash if you disable MSAA?

MSAA was already disabled.

"cybereality" wrote:
Be sure you are using GLES 3.0. Let me know if that helps.

GLES 3.0 is set under PlayerSettings->OtherSettings "Graphics API" (set to OpenGLES3). Is this what you are referring to?




Also, if I add a new, empty scene to my project (so it still shares all the same settings asmy other scenes), add the OVRPlayerController, and a plane - the project will build and run in the GearVR with ASTC compression set (If I build with that scene ONLY). The second I add at least one of my other scenes to the build, the game loads unto the Oculus Home (after seeing the "made in Unity" splash screen"). I am not sure if this new information helps - however it certainly seems that something in my already created scenes are causing the issue.

cybereality
Grand Champion
OK, I have some suggestions from the engineering team.

- Remove half of the assets from the scene at a time to bisect to the problem asset.
- Force ETC2 compression and see if the error goes away.
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braun0
Honored Guest
"cybereality" wrote:
OK, I have some suggestions from the engineering team.

- Remove half of the assets from the scene at a time to bisect to the problem asset.
- Force ETC2 compression and see if the error goes away.


Cyber, I have isolated the issue - but cannot fix it. It appears that having a Texture applied to a Terrain is causing the crash. If I remove all textures, but still have the Terrain in the scene - the app loads and works properly (it just looks funny with no texture). I have downloaded several other texture assets, and all of them crash the app when applied to the terrain.

As an alternative, I can use a simple plane and attach the texture as a material to that (which worked fine with no crash). However, this only works in my instance since the terrain I am using was flat and didn't need any added detail bedsides one texture.

Any thoughts on why this might be occurring?

cybereality
Grand Champion
Is there anything special or unique about this terrain, or is it just default Unity?

What shaders were you using on the terrain? This could make a difference.
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