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Up and Coming
August 23, 2014

Editor ok, Build crash

Hi,

I have a project setup with the following:

- DX9
- Forward rendering
- Linear colour space
- TImeWrap On
- Playing in extended mode

Playing in the editor is absolutely fine and the build was working with this setup previously but now I get a crash as soon as the game starts. I have tried numerous times.

The stack trace is as follows:

========== OUTPUTING STACK TRACE ==================

(0x687318A0) (OculusPlugin): (filename not available): (function-name not available) + 0x0
(0x687316AD) (OculusPlugin): (filename not available): (function-name not available) + 0x0
(0x68732A4D) (OculusPlugin): (filename not available): UnityRenderEvent + 0x4d
(0x00E4FDE7) (PE_Demo): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x93587
(0x00DCDEFC) (PE_Demo): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x1169c
(0x0110731B) (PE_Demo): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0xf10cb
(0x01109DD2) (PE_Demo): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0xf3b82
(0x00EBA04D) (PE_Demo): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0xfd7ed
(0x75B1338A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12
(0x771A9F72) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63
(0x771A9F45) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36

Any ideas or has anyone seen similar?
    This topic has been closed for replies.

    37 replies

    Up and Coming
    December 2, 2014
    Just an update!!! I got it working somehow, I enabled directx11, turned vsync off, turned aero off, used direct to rift mode and the direct to rift exe. it plays on both screens but does work. Frame rate is good to.... if anyone needs anymore info just send me a message!!!!
    Up and Coming
    December 3, 2014
    "Working somehow" is a good start.

    Now we need a fix.
    Participant
    December 4, 2014
    "cybereality" wrote:
    @JoaquinGM: You may have an old OculusPlugin.dll in your project. Can you try removing all the Oculus stuff in the project and then re-importing the latest integration files?


    Yes, I deleted all OVR and plugin folder and re-import and same result. :(

    Start my unity app, don't crash, alt+TAB to return to Desktop, don't crash, click on my app, then CRASH.

    I updated to Unity 4.6 with the same result.
    ========== OUTPUTING STACK TRACE ==================

    (0x571FBA9C) (OculusPlugin): (filename not available): ovr_WaitTillTime + 0x61cc
    (0x57203817) (OculusPlugin): (filename not available): ovr_WaitTillTime + 0xdf47
    (0x571F538E) (OculusPlugin): (filename not available): ovrHmd_GetTrackingState + 0x3e
    (0x04566D79) (Mono JIT code): (filename not available): (wrapper managed-to-native) Ovr.Hmd:ovrHmd_GetTrackingState (intptr,double) + 0x39 (04566D40 04566DB4) [005B4E70 - Unity Root Domain] + 0x0
    (0x04566D0D) (Mono JIT code): (filename not available): Ovr.Hmd:GetTrackingState (double) + 0x25 (04566CE8 04566D2F) [005B4E70 - Unity Root Domain] + 0x0
    (0x04566CBE) (Mono JIT code): (filename not available): OVRDisplay:get_isPresent () + 0x3e (04566C80 04566CDB) [005B4E70 - Unity Root Domain] + 0x0
    (0x04569616) (Mono JIT code): (filename not available): OVRManager:Update () + 0xce (04569548 04569726) [005B4E70 - Unity Root Domain] + 0x0
    (0x0454E629) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x41 (0454E5E8 0454E67D) [005B4E70 - Unity Root Domain] + 0x0
    (0x100F0376) (mono): (filename not available): mono_set_defaults + 0x22cb
    (0x1005D78C) (mono): (filename not available): mono_runtime_invoke + 0x51
    (0x01374B88) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0x28f18
    (0x01411566) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0xc58f6
    (0x01411145) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0xc54d5
    (0x0136737B) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0x1b70b
    (0x013673F1) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0x1b781
    (0x01367407) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0x1b797
    (0x013DED09) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0x93099
    (0x01455A8B) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0x109e1b
    (0x01457355) (cupulaDk246): (filename not available): Behaviour::Transfer<StreamedBinaryRead<0> > + 0x10b6e5
    (0x016CA618) (cupulaDk246): (filename not available): Object::Transfer<RemapPPtrTransfer> + 0x398f8
    (0x016FF4F0) (cupulaDk246): (filename not available): Object::Transfer<RemapPPtrTransfer> + 0x6e7d0
    (0x75C4338A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12
    (0x776D9F72) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63
    (0x776D9F45) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36

    ========== END OF STACKTRACE ===========

    **** Crash! ****

    Unity Player [version: Unity 4.6.0f3_30840d631a27]

    OculusPlugin.dll caused an Access Violation (0xc0000005)
    in module OculusPlugin.dll at 0023:571fba9c.

    Error occurred at 2014-12-04_113214.
    C:\Users\jgracia\Documents\Proyectos\Culupa\Build\cupulaDk246.exe, run by jgracia.
    37% memory in use.
    0 MB physical memory [0 MB free].
    0 MB paging file [0 MB free].
    0 MB user address space [3498 MB free].
    Read from location 000000d2 caused an access violation.

    Context:
    EDI: 0x005c6ae0 ESI: 0x000000d2 EAX: 0x002bf410
    EBX: 0x0454e5e8 ECX: 0x000000d2 EDX: 0x00000022
    EIP: 0x571fba9c EBP: 0x002bf31c SegCs: 0x00000023
    EFlags: 0x00010202 ESP: 0x002bf0b8 SegSs: 0x0000002b

    Bytes at CS:EIP:
    8b 0e 85 c9 75 12 8b 45 10 5e 89 88 c0 00 00 00

    Stack:
    0x002bf0b8: 00000002 00000000 00000000 00000000 ................
    0x002bf0c8: 00000000 3f800000 00000001 3f800000 .......?.......?
    0x002bf0d8: 00000000 00000000 00000000 00000000 ................
    Joaquin Gracia ITAINNOVA - Multimedia Technologies
    Up and Coming
    December 5, 2014
    Im guessing the new sdk will fix this? I'm not at home to try it yet, please post updates!
    Up and Coming
    December 5, 2014
    "dorothythul1984" wrote:
    Im guessing the new sdk will fix this? I'm not at home to try it yet, please post updates!


    Kind of.

    Now I get "Couldn't switch to requested monitor resolution" instead.

    Still runs in the editor- still crashes in either Direct mode or even just to the screen.

    Anyone else get different results?
    Participant
    December 5, 2014
    "JoaquinGM" wrote:
    "cybereality" wrote:
    @JoaquinGM: You may have an old OculusPlugin.dll in your project. Can you try removing all the Oculus stuff in the project and then re-importing the latest integration files?

    Yes, I deleted all OVR and plugin folder and re-import and same result. :(

    Start my unity app, don't crash, alt+TAB to return to Desktop, don't crash, click on my app, then CRASH.

    I updated to Unity 4.6 with the same result.
    ========== OUTPUTING STACK TRACE ==================


    YES!!! YES!!! The new Unity SDK 4.4 + runtime 4.4 fix this!!!!

    SOLVED!!

    :D

    Thanks
    Joaquin Gracia ITAINNOVA - Multimedia Technologies
    Inspiring
    December 5, 2014
    Awesome!
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    December 6, 2014
    "xhonzi" wrote:
    "dorothythul1984" wrote:
    Im guessing the new sdk will fix this? I'm not at home to try it yet, please post updates!


    Kind of.

    Now I get "Couldn't switch to requested monitor resolution" instead.

    Still runs in the editor- still crashes in either Direct mode or even just to the screen.

    Anyone else get different results?


    I think I've fixed mine as well. Enabling Vsync kept it from crashing at startup. Now to see how the rest of it goes.
    New Participant
    March 10, 2015
    Turning off the D3D11 Force Exclusive Mode flag in Edit > Project Settings > Player > Resolution and Presentation did the trick for me. For some reason that flag gets re-checked every time I build the project, so I have to un-check it manually before each export.
    New Participant
    April 15, 2015
    I have the same problem.... I have tried many things, And i was told it was a bug in unity 4, so i upgraded to unity five.....Same result! "couldn't switch to monitor resolution" :cry: