Crash reporting seems to have stopped updating?
We were getting a lot of crashes so I uploaded our debug symbols on the last update to try and get a bit more data about what might be going on. It would seem that our latest update drastically decreased the crashes because they went from a couple hundred a day to 2-3. However 2 days after that crash reporting seems to have stopped updating. Other stats like FPS are updating still but the last crash report is from November 21st so that's almost two weeks ago.497Views0likes0CommentsCritical: Client's app stopped working after Quest 2 update v57
We have bunch of apps built with same tools and they work fine after the recent update, but for some reason one app stopped working and I can't figure out why. It's one of the more simple apps we've done and doesn't (to my recollection) have anything too different from the others. The app just crashes before it even goes to the almost empty initialisation scene. I checked the MQDH logs to see what is wrong and it seems to point to a shader not compiling, but it doesn't tell which shader. How can I know what shader is the problematic one? We only have couple simple custom shaders. What I've tried: -I've updated the Oculus Integration package(that we don't really use, but still). -I updated all unity packages used in the project and removed few unnecessary ones. -I tried deleting our custom shaders - build still crashed... which makes sense since we have those same shaders in all of our projects and the others still work. -I deleted and recreated AndroidManifest from Oculus tools. -I checked Oculus Project Setup Tool - it didn't have any problems. -I converted all project materials to URP. -I checked that Unity shaders were all compiling in the editor - they were. What should I try next? Probably something with shaders, but I have no idea what. I've attached below the logs from one test run. The main problem (afaik) is around here: 21:32:05.008 7386 12697 W ShaderProgram : Compiling shader: ****** failed ****** https://drive.google.com/file/d/1yJlOr0YxE8QXCwFMpJKM6tiwMAtlKV_T/view?usp=sharing Our project specs are: -Unity 2021.3.24f1, latest URP -Target Quest 2 & Quest Pro -Vulkan Multiview, all vulkan optimisations in use including late latching, except Application SpaceWarp -Inputs via XR Input -Ask if you need more info on something.857Views0likes0CommentsWhere would the cause for these crashes come from?
Hello, I am the CS manager of a VR game in Meta Quest, and I am trying to help our developers to determine the causes for some crashes appearing in our crash report. In our Crash dashboard we have noticed these two reasons for crashes: Unsymbolicated SIGSEGV:libunity.so::unwindstack::LocalUpdatableMaps::Clear() SIGSEGV:linker64::__dl__ZL13call_functionPKcPFviPPcS2_ES0_ We would like to know more about what are these 2 reasons for, so that we can work on future fixes to any related issue in our game. Could anyone please provide some guidance?2.9KViews0likes8CommentsDisable automatic crash report uploads for my app
Hello, I'd like to know if I can disable automatic crash report uploading for my app. I know it can be done on a per-device basis via the phone app (Devices > Advanced Settings > Automatically Upload Crash Reports) but I need more control than that. The app in question is made with Unity, in case that helps. Thanks! Luis560Views0likes0Comments