Oculus Link crashes when Unity enters PlayMode and does not work until Unity Editor is restarted
As described in the discussion title. More often than not does Oculus Link crash out of existence when entering Unity´s play mode. The setup is as follows. I use an official Oculus USB-C cable to connect my Oculus Quest to my Windows10 PC while using any Unity version past 2019 (prev. versions not tested) with the Unity build in XR Oculus package (not the Oculus Integration from the AssetStore). The idea now is that when I press Play in the Unity editor I will be able to test my app in a similar way as if it was installed on the Quest directly. This worked without any issues until some recent Oculus update (can´t tell when exactly) which apparently let´s the Oculus Link app crash very often regardless of Unity Version or complexity of the scene. The Quest itself gets thrown back into the standard Quest homescreen, Unity will just be stuck on a black screen and the Oculus app will restart anew after its disappearance. That by itself is annoying enough. But the main problem is that I cannot just exit Unity play mode, reestablish the Oculus Link and enter play mode again to fix the problem. Oh no! The major time consuming part of this misbehavior is that once it crashed I need to close the Unity editor, then restart Oculus Link, then start the Unity editor again. Imagine having a semi-big project with an active collaborate service checking for changes every time Oculus Link decides to crash and forcing you to restart the editor. Please help. I do not know how to solve this. If someone at least knows a workaround or fix that does spare me from restarting the editor, I´d be more than happy.4.8KViews3likes4CommentsMeta's handling of xrCreateVulkanInstance requests duplicate extensions, causing crashes
Trying to execute a VR game with Vulkan when OpenXR runtime is set to Meta causes crashes before the application starts, although not always. I have checked with an empty Unity project that it only happens with Vulkan and Meta runtime environment. After much searching, it led me to this thread on the Unity forums from late 2023, early 2024, where someone from the support team clarifies that it is a problem on Meta's part, and they make that clear in this bug report. It's been over a year since this bug was reported to Meta by Unity itself and it still hasn't been fixed, we're unable to progress in the development of our game because of this bug. We need a fix for this critical bug ASAP.128Views3likes0CommentsWhere is my RAM? Unity app on Oculus GO non-deterministic crashing with < 1gb memory used!
Been at this for a couple weeks now, so I need help. I have a relatively large app with many features, and recently it started exhibiting crashes, mainly during a new scene load, which made it terrible to track down. I eventually figured out were due to out-of-memory issues. I had no logs saying this, but doing an adb bugreport eventually showed the culprit as lowmemorykiller ending the process abruptly. So using Unity's great profiling tools, I was able to get my RAM consumption down from about 2gb to under 1gb. Crashes seemingly abated. Then I went on with other optimizations, including switching from GLES2 to GLES3+Single Pass Rendering. Now the crashes are coming back! I'm not using any more memory, except possibly for GLES3 itself - the profiler shows 1.02gb in use, 0.76 for unity and 270mb for "GfxDriver". However, I was previously able to have 2gb in memory before crashes before, on GLES2, so why would I crash now at ~1gb on GLES3? Further, the crashes are not consistent - sometimes I can play everything fine with no crashes, other times not. Sometimes, simply connecting to the Unity profiler pushes me over the edge to a crash, further complicating my debugging process. If I'm interpreting things correctly, the profiler says (right before the crash) that I'm using 1.02gb out of "reserved" 1.05gb, and that 2.40gb "total system memory usage" - so what is using the extra 1.4gb? Is there any better way I can isolate the specific causes of the issue? I really can't do much more to manage my RAM usage. Half of it is out of my control - 270mb on the graphics driver, and 200mb for the eye render textures - and it just feels like every time I lower my memory usage a bit, the point where I get a crash becomes lower to compensate. If I can't get an answer I'll just have to go back to the inexplicably working GLES2, and lose single-pass rendering, but that will lead to degraded user experience, so please send any suggestions! Thanks2.2KViews2likes4CommentsUnity editor crash with openXR on startup
I'm using Oculus SDK inside Unity and whenever I try to run Unity with no headset attached it crashes. I've opened a bug report with full logs given to them and they've concluded that the problem was the oculus sdk. They send me this saying this is the cause of problem : 0x00007fff76fd6ad7 (LibOVRRT64_1) ovr_ReleaseHapticsClip 0x00007fff76f9e902 (LibOVRRT64_1) ovr_ReleaseHapticsClip 0x00007fff66610876 (OVRPlugin) ovrp_UnityOpenXR_OnSessionDestroy2.1KViews2likes2CommentsNative Crash - Unknown Function (/system/app/Horizon/Horizon.apk)
For some reason, Oculus SDK is trying to access Horizon during the runtime of my application. Would anyone happen to know why or how to disable it or if someone from Oculus would tell us when this is going to be fixed?791Views1like0CommentsUnity 2018.3.0 crashes with Oculus Spatializer 1.32.0
- add the 1.32.0 Oculus Spatializer .unitypackage to a Unity 2018.3.0 VR project with XR enabled and targeting Rift. - set Ambisonic Decoder Plugin in project Audio Settings to OculusSpatializer - add an ambisonic sound to a prefab in the scene following Oculus documentation. - place multiple copies of the prefab in the scene - hit play Unity crashes. Unity v2018.3.0f2, Oculus Utilities v1.31.0, OVRPlugin v1.31.0, SDK v1.33.0. From Unity's support team: Hello, Thank you for reaching out to us. The crash appears to happen inside the Oculus Audio Spatializer. To be specific, looking at the logs, when OSP_SpectrumAnalyzerGetSpectrumInterleaved is being called. Since this is their 3rd party dll, we would be unable to fix it. I would suggest not using it for the time being and reporting the bug to Oculus. If you have further questions, feel free to ask. Regards, Giedrius Unity QA https://fogbugz.unity3d.com/default.asp?1109509_iglqc47s2tf9dtk91.1KViews1like2CommentsQuest 2 Unity built app Crash with signal 11 (SIGSEGV), code 2 (SEGV_ACCERR)
Hi, I am having a crashing bug on the Quest 2 with Unity version 2022.1.23f1 and the 49 release of the Integration SDK. Here's the crash portion of the log. 21:07:28.264 6514 6578 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 21:07:28.264 6514 6578 E CRASH : Version '2022.1.23f1 (9636b062134a)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 21:07:28.264 6514 6578 E CRASH : Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/49882890235800150:user/release-keys' 21:07:28.264 6514 6578 E CRASH : Revision: '0' 21:07:28.264 6514 6578 E CRASH : ABI: 'arm64' 21:07:28.264 6514 6578 E CRASH : Timestamp: 2023-02-23 21:07:28-0600 21:07:28.264 6514 6578 E CRASH : pid: 6514, tid: 6578, name: Thread-2 >>> com.robertdiel.hidden <<< 21:07:28.264 6514 6578 E CRASH : uid: 10130 21:07:28.264 6514 6578 E CRASH : signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x79f0402000 21:07:28.264 6514 6578 E CRASH : x0 0000007927afe000 x1 00000079f0401fd0 x2 00000000000000e0 x3 0000007927afe1c0 21:07:28.264 6514 6578 E CRASH : x4 00000079f0402100 x5 0000007927afe330 x6 0000000000000000 x7 0000000000000000 21:07:28.264 6514 6578 E CRASH : x8 0000000000000000 x9 0000000000000000 x10 0000007a202723b0 x11 0000000000000000 21:07:28.264 6514 6578 E CRASH : x12 0000000000000000 x13 0000000000000000 x14 0000000000000000 x15 0000000000000000 21:07:28.264 6514 6578 E CRASH : x16 0000007a4901c980 x17 0000007b3007dec0 x18 0000007966fc4000 x19 00000000000000a0 21:07:28.264 6514 6578 E CRASH : x20 00000079c0bc9b40 x21 00000079f0401dd0 x22 0000007927afe000 x23 0000000000000330 21:07:28.264 6514 6578 E CRASH : x24 0000007a2031ad40 x25 0000000000000330 x26 00000079c03c9740 x27 0000007967f4dab0 21:07:28.264 6514 6578 E CRASH : x28 0000000000002792 x29 0000007967f4dc20 21:07:28.264 6514 6578 E CRASH : sp 0000007967f4d840 lr 0000007a4854c418 pc 0000007b3007de74 21:07:28.264 6514 6578 E CRASH : 21:07:28.264 6514 6578 E CRASH : backtrace: 21:07:28.264 6514 6578 E CRASH : #00 pc 000000000007ce74 /apex/com.android.runtime/lib64/bionic/libc.so (je_malloc_tsd_boot0+476) (BuildId: 76160b7be02961a2e357c92bde57eb19) 21:07:28.264 6514 6578 E CRASH : #01 pc 0000000000869a64 /data/app/com.robertdiel.hidden-me9IVjKY7GEU8XDjXFoKTA==/lib/arm64/libunity.so (BuildId: c913ccde1ef67c65a670e3b7ea4cba438b4408a4) This crash only happens once at the beginning of the run, but when I exit and restart the app from the device, the crash doesn't occur again. I did some investigation and found out that this is an Execution-Only memory violation, and that someone with a similar problem updated the SDK and it solved the issue. This wasn't the case for me. Has anyone had this issue and found a solution?2.8KViews1like1Comment