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OVR Overlay causes crash on Oculus Go

*EDIT: Posted in wrong section. I have reposted this under the Unity section instead

I'm trying to implement a cubemap viewer using the OVR Overlay component in Unity 2018.2. The cubemaps have been taken from a unity scene which is too heavy to render on mobile VR. I modified the Oculus cubemap screenshot utility so that it produces stereo cubemaps from a given viewpoint and these look great. Then in a separate Unity scene I have placed my left and right cubemaps on a gameobject containing the OVR overlay script (running as an Underlay in this case).

In code, I "switch viewpoints" by destroying the gameobject containing the OVROverlay script and instantiating a new one with the correct textures. Everything looks great, the cubemaps look fantastically crisp. The problem is that they cause the application to crash sometimes. I'm not sure what causes the crash... but it seems like the more ovr overlays I try and include, the more likely it is to crash. Sometimes it crashes when trying to activate a different viewpoint, sometimes it just crashes when I'm just viewing the scene.

I have tried using Skyboxes instead of the overlay method, and the application works fine, no crashes at all. But despite using the same textures, the skyboxes don't look nearly as nice as the overlays do.

Clearly I'm doing something wrong, or pushing the limits of what can be achieved with the OVR Overlay (probably not its intended usecase)

Can anyone suggest a remedy
1 REPLY 1

@imperativity. Thanks for the reply. Technically there's only one ovr overlay at a time as I am destroying one before instantiating the next... Should this change anything it am I misunderstand how this works?

Can you elaborate on what you mean by a Cylinder mesh filter?