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App closes unexpectedly on startup for some users with an s7/s7 edge.

InfigmentStudio
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My app is The Dream Dimension in the gallery apps section for Gear VR. I am getting bad reviews because my app closes unexpectedly on startup. I don't have an s7 edge to test it out on, so I am not sure what to do about this. I'm using Unity 5.4.2, and being a Unity developer, I feel like its out of my control to fix crashes on certain devices. Could anyone with an s7 or s7 edge please try out the app and see if it work for you? I hope it's just something on the users side, like needing to update the Oculus app. Thank you.
12 REPLIES 12

InfigmentStudio
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Update: I was able to test the app out on an S7 and S7 Edge, but it worked perfectly for me. I'm at a loss at how to fix this issue. If anyone can think of a reason why, it would be appreciated.

vrdaveb
Oculus Staff
Do you have any details from an instance of the issue? It would help to have logcat or steps we could follow to reproduce it. Can you maybe reach out to one of the users who reported it or collect a crash report when it happens?

InfigmentStudio
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I don't have any details. All I have to go off of is the reviews. I don't know how to get a crash report from users, and I can't reproduce it so I can't get a logcat. From the wording of the reviews, it sounds like it closes before the Unity logo even shows up so it can't be anything on my end right? I suspect they don't have the newest Oculus utilities. One user tried it again today and said it's working for them now, but someone else also wrote a review today saying its not working for them.

vrdaveb
Oculus Staff
Do you know whether it's ARM or Qualcomm, what region they're in, what OS version, what SystemActivities version, whether they have Wifi or are in power saving mode? Maybe you could add Unity Analytics or similar to your app to get this information.

InfigmentStudio
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I already use Unity Analytics, but I didn't think it could be used for debugging purposes. Would I need to make custom events to get this information? Also how would I be able to determine which specific users are having the problem? I don't even think I could get the information from them since the app would close before any data would be sent. Thanks for the help by the way.

vrdaveb
Oculus Staff
Yes, you could use custom events. Use SystemInfo.graphicsDeviceName, OVRManager.isPowerSavingActive, SystemInfo.operatingSystem, Application.systemLanguage, Application.internetReachability, and (not officially supported, but should work for now) OVRPlugin.nativeSDKVersion.

InfigmentStudio
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Some users are still not able to use my app and I honestly have no idea what to do about it. I don't know for sure but from the comments I've read, it sounds like they don't even get to the Unity logo so how could it be anything on my end?

I can't get any data from the users having the problem because they are not able to open the app. Any suggestions on what I should do?


InfigmentStudio
Protege
Are there different versions of the same phone? As in are there any S7's out there that have x86 architecture instead of ARMv7? In Unity I have device filter set to ARMv7 only.

vrdaveb
Oculus Staff
All S7's use ARMv7 for Gear VR, but some use Qualcomm Snapdragon 820 (Adreno) chips while others use ARM Exynos 8890 (Mali). If the app starts, you can use SystemInfo to get details about the architecture. If we can't get steps to reproduce the problem or logs/data from an instance of the crash, I'm afraid this will be hard to debug. I'll see if the QA team has seen anything similar with your app, but it's unlikely it would have made it into the store if they had.