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Unity SDK demo scene crash - V57 - Unity 2022.3.10



On a clean Unity install I simply import the last Oculus Integration SDK.
When I try to launch an interaction demo scene (DistanceGrabExamples for example) Unity crash.

It seems it have to do with hands.
If I desactivate hands in the hierarchy the scene doesn't crash and play normally.

Here is the crash log :

I did a lot of gamedev with older versions of the SDK and everything was working fine, even hand tracking.
But this version crash Unity if I don't disable hands.

I would love to use the new version. Can you please help me ?




Looks like your Oculus integration is messed up.

Unable to start Oculus XR Plugin.
Possible causes include a headset not being attached, or the Oculus runtime is not installed or up to date.
If you've recently installed or updated the Oculus runtime, you may need to reboot or close Unity and the Unity Hub and try again.

Which late leads to:

UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad () (at ./Library/PackageCache/

(Filename: ./Library/PackageCache/com.unity.xr.oculus@4.1.1/Runtime/OculusLoader.cs Line: 182)

Found IOVRSkeletonDataProvider reference in LeftOVRHand due to unassigned field.

More null references

NullReferenceException: Object reference not set to an instance of an object
  at Oculus.Interaction.HandActiveState.get_Active () [0x00000] in C:\Users\Piteur\Desktop\GAMEDEV\PROJETS UNITY\VR2024\Assets\Oculus\Interaction\Runtime\Scripts\Interaction\Core\HandActiveState.cs:33 
  at Oculus.Interaction.ActiveStateTracker.Update () [0x00000] in C:\Users\Piteur\Desktop\GAMEDEV\PROJETS UNITY\VR2024\Assets\Oculus\Interaction\Runtime\Scripts\Interaction\Core\ActiveStateTracker.cs:82 

Then the crash

	Managed Stacktrace:
	  at <unknown> <0xffffffff>
	  at Oculus.Interaction.Input.Filter.HandFilter:isdk_DataModifier_Create <0x00094>
	  at Oculus.Interaction.Input.Filter.HandFilter:Awake <0x000da>
	  at System.Object:runtime_invoke_void__this__ <0x00087>

I'd suggest ensuring the normal oculus integration is working first with a clean scene somewhere. Then coming back to your complex scene to ensure the XR plugin starts correctly.

Thank you very much for your quick answer @8bit ! 

I think than my Oculus integration is working fine.
I tested on a clean scene and the oculus integration is working.

Here is a new crashlog without the "Unable to start Oculus XR Plugin" alert :

The crash realy seem to be caused by the "OVRHands" of the OVRCameraRig on all the demos scenes.
If I disable "OVRHands" in the hierarchy everything work well in the headset.

But if I try to launch the demos scenes without disabling the "OVRHands" Unity crash with the error log i provided.

Thank you again for trying to help me and better understand the crash logs !

I couldn't repro it with v57 on 2022.3.11 with a basic 3d project after installing the integration package and enabling the XR plugin.  Do you have a project link you could share to see if I can repro it ?

Hi! Thx for your help!

How can I create a project link I can share ?

My project is simply a 2022.3.10 unity 3d project with the v.57 integration package and Oculus XR enabled.
The setup tool is completed.

If i try to play a demo scene like for example :

Unity crash.
With this error log :

If I remove the "OVRHands" of the OVRCameraRig -> OVRInteraction everything work well and Unity don't crash.
But of course I would realy like to be able to use hand-tracking 

Thank you again for your help! 

It sounds like you have a default project like the one I've set up then.  I just wondered if it was a project in github I could clone and see if there's any particular settings in it that would cause this.


What OS version are you running on your headset?

Honored Guest

Are there any new hints on this? I am having the exact same issue.. following the tutorial and it works fine until I have to add the ovrhands prefab. Then, it crashes when trying to start it in Unity play mode.

Kind regards!

Honored Guest

By the way, I tried an example scene and Unity crashes as well, probably for the same reason. Any advice will be highly appreciated.