Audio output problems in Wwise, sound disappears.
I am working on a Quest build, using Unity and Wwise. A two specific points in the Quest build, all audio disappears. The first time it comes back (again at a more or less certain point) the second time it newer comes back. When profiling in Wwise, the Output peak is hitting 774 dB, when the audio dissappears (see picture). None of the sounds playing at the given time, has unregular volume output. The CPU is not doing anything unusual, there is no voice starvations or anything else that would "justify" the behavior. This is ONLY a problem on the Quest. When build for Rift this never happens. I am using Resonance Audio as spatializer, i tried removing it. It didn't help. If I'm removing all ambience, then the problem doesn't happen. Even though the ambience is not doing anything out of the usual in the instances. Does anyone have experience with something similar to this? or maybe a solution? I appricated anything you can throw at me. Questions, tips or solutions. Thank you in advance.3KViews0likes4CommentsApp getting Crash at First time after Install in Quest
Hi, I have exported my project for Oculus Quest from unity. After installing an APK to Quest, if i open application was not opening, its taking so much time and then its showing some message and crashed. If i open 2nd or 3rd time application is getting open. I have no idea why its happening, cant find the log file also to check this issue. Can anyone please tell me why this happening?1.1KViews0likes2CommentsNativeVideoPlayer SetPlaybackSpeed crashes app
Hi. I'm building an app for the Oculus Quest and am basing it off of the Stereo180Video Sample Scene. However, when trying to set the playback speed of the video to anything other than 1, the video lags horribly for a few seconds and then the app crashes. I'm using NativeVideoPlayer.SetPlaybackSpeed(2f); to set the speed. In the Exoplayer docs it says that the video may be laggy if the app is running as a debug build instead of a release build. So, I've made sure to uncheck the "Development Build" checkbox in the Build Settings of Unity. I've also added a signing key to the android publishing settings. Is there anything else I need to do to make the app a release build? Does anyone know of anything else that may be causing this issue or how to debug it? Thanks!675Views0likes0CommentsOculusDebugTools.exe crash (with callstack)
Hi, So i do not yet have my CV1, but i have the runtime 1.3 installed, and tried to set the debug hmd to cv1 in the debug tool, immediate crash :( > ntdll.dll!RtlpLowFragHeapFree() Unknown ntdll.dll!RtlFreeHeap() Unknown msvcr120.dll!free(void * pBlock) Line 51 C OculusDebugTool.exe!00007ff7445f2648() Unknown OculusDebugTool.exe!00007ff7445fd7cd() Unknown OculusDebugTool.exe!00007ff7445f65c1() Unknown OculusDebugTool.exe!00007ff7445f8f5a() Unknown OculusDebugTool.exe!00007ff7445fc77d() Unknown OculusDebugTool.exe!00007ff744419430() Unknown OculusDebugTool.exe!00007ff7444013f6() Unknown OculusDebugTool.exe!00007ff74445d3ae() Unknown OculusDebugTool.exe!00007ff74445d27e() Unknown OculusDebugTool.exe!00007ff74445d475() Unknown OculusDebugTool.exe!00007ff7444009f1() Unknown OculusDebugTool.exe!00007ff7444831ab() Unknown OculusDebugTool.exe!00007ff7444632f9() Unknown OculusDebugTool.exe!00007ff744521d5e() Unknown OculusDebugTool.exe!00007ff744610381() Unknown kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown3.6KViews1like16CommentsApp closes unexpectedly on startup for some users with an s7/s7 edge.
My app is The Dream Dimension in the gallery apps section for Gear VR. I am getting bad reviews because my app closes unexpectedly on startup. I don't have an s7 edge to test it out on, so I am not sure what to do about this. I'm using Unity 5.4.2, and being a Unity developer, I feel like its out of my control to fix crashes on certain devices. Could anyone with an s7 or s7 edge please try out the app and see if it work for you? I hope it's just something on the users side, like needing to update the Oculus app. Thank you.2.5KViews0likes12CommentsOculus crashes game if taken off for a few minutes.
Hello, I've built a game in Unity3d for Oculus and the game runs fine, no real problems at this point. Once you take off the headset and the oculus goes to sleep and the screen is black after a minute or two it will give a crash warning. Has anyone experienced this? Any idea how to fix?460Views0likes0CommentsOculus App Crash When view details
Hi there, When I viewed the app detail in the oculus store the Oculus app crashes below is a recording of it happen. Oculus Crash When view details from Gibbie LearnersEDGE on Vimeo. Report: Rate of Crash: 100% App Name: Oil Rig Safety - Hazard Identification Version: 1.1.1 Step to reproduce: 1)Open oculus app. 2)Choose Library at bottom. 2nd icon from the left. 3)Find "Oil Rig Safety - Hazard Identification" and tap on option(3 don't horizontal) next to app title. 4)Tap on "details" 5)Wait for the app to crash. Comments: Is this due for the fact that the app is for private distribution?498Views0likes0CommentsUnity 5.3.4p1 - Warning regarding Hard-Crash Error Tranform.LocalPosition and VR
We have experienced an Access Exception crash error when working in VR with Oculus SDK 1.3 in Unity 5.3.4p1. While we have already figured out a solution for this issue, we wanted to post about it here in case anyone else experiences similar issues. For some context, our VR cameras are parented under a VRPosAdjuster gameobject. We do this to get around the fact that Unity's VR camera's don't seem to allow VR Cameras’ origin points to be adjusted unless they are parented under something. In the script that controls the VRPosAdjuster, we were setting its LocalPosition variable in our LateUpdate loop, including the very first LateUpdate call when a scene was loaded at runtime. This situation was leading to a race-condition-like error that was experienced on certain machines. The error was a Access Violation (0xc0000005) error and this sample of our callstack shows it was coming from the LocalPosition set. 0x00000000224E582B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_set_localPosition (UnityEngine.Vector3&) 0x00000000224E5775 (Mono JIT Code) UnityEngine.Transform:set_localPosition (UnityEngine.Vector3) The solution we found was to simply wait a few frames at the beginning of each level before trying to set the LocalPosition variable to avoid that race-condition-like error we were experiencing. So, if anyone else is experiencing this, just try and put in a few frame delay and that should help alleviate the issue.842Views0likes1Comment