Weird performance issue on Oculus Quest 2 Unity build
Hi, maybe im doing something painfuly wrong and obvious but im just not seeing it yet. What is currently happening is that an APK that worked on my previous oculus 1 in wich the game run good is now facing serious performance issues. The same game nothing has changed. The only this that has changed is the headset. In summary the build on the Oculus quest 2. Now runs at 1 FPS MAX and then proceeds to crash. And this is obviously something wrong with a setting or something that will make the build run fine on the oculus quest 2. But im just to much of a newby to see it. Btw the headset is fine. I have tried playing others standalone games on the quest and there is nothing wrong on that side. Another btw im on Unity 2019.4.25f11.4KViews0likes0CommentsBuild and Run Fail/Hub Fail
Hi! I have a weird problem. All of the sudden my project won't build and run, and the Oculus Developer Hub won't open. I have tried uninstalling and re-installing several times, but all it will do is open as a white panel and never load. Strangely enough, I can build and run in another Unity project fine, but every time I build and run in my other project, Unity crashes. I reset a few of the previous settings, Unity gives me one error, which is D/************************************************************************************ Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use the Utilities SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at https://developer.oculus.com/licenses/utilities-1.31 Unless required by applicable law or agreed to in writing, the Utilities SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #if UNITY_EDITOR using UnityEditor; [InitializeOnLoadAttribute] public class OculusSampleFrameworkUtil { static OculusSampleFrameworkUtil() { #if UNITY_2017_2_OR_NEWER EditorApplication.playModeStateChanged += HandlePlayModeState; #else EditorApplication.playmodeStateChanged += () => { if (EditorApplication.isPlaying) { OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework"); } }; #endif } #if UNITY_2017_2_OR_NEWER private static void HandlePlayModeState(PlayModeStateChange state) { if (state == PlayModeStateChange.EnteredPlayMode) { OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework"); } } #endif } #endif Any help would be greatly appreciated! Specifically the error in the console: NullReferenceException: Object reference not set to an instance of an object OculusSampleFrameworkUtil.HandlePlayModeState (UnityEditor.PlayModeStateChange state) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:43) UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:441)1.6KViews0likes1Comment