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Up and Coming
February 7, 2016

GearVR crash UnityGfxDeviceW

Hi!

When launching my GearVR app, it crashes sometimes (maybe 1 of 5). This is happening since I updated Unity from 5.3.1.p2 to 5.3.2p1.

F/libc (10168): Fatal signal 6 (SIGABRT) at 0x000027b8 (code=-6), thread 10196 (UnityGfxDeviceW)
I/DEBUG ( 315): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 315): Build fingerprint: 'samsung/trltexx/trlte:4.4.4/KTU84P/N910FXXU1ANK4:user/release-keys'
I/DEBUG ( 315): Revision: '12'
I/DEBUG ( 315): pid: 10168, tid: 10196, name: UnityGfxDeviceW >>> de.caweb.gallery3 <<<
I/DEBUG ( 315): signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr --------
I/DEBUG ( 315): Abort message: 'E:\tw\33a21edae6c0e9ad\Software\OculusSDK\Integrations\Unity\Releases\0.1.4.0\OVRPlugin\Src\Util\CompositorVRAPI.cpp:732: virtual bool OVR::Util::CompositorVRAPI::EndFrame(int): assertion "frameIndex >= m_states[Front].m_frameIndex" failed'
D/CustomFrequencyManagerService( 951): releaseDVFSLockLocked : Getting Lock type frm List : DVFS_MIN_LIMIT frequency : 2649600 uid : 1000 pid : 951 tag : LAUNCHER_APP_BOOSTER_CPU@96

Full logcat (First 3 starts are ok, 4th start with crash):
https://dl.dropboxusercontent.com/u/56014495/Dev/crashLog.rtf

Thanks for any help,
Chris
    This topic has been closed for replies.

    6 replies

    Inspiring
    February 7, 2016
    Thanks for the detailed report. This appears to be a regression in synchronization between the main and render threads. We'll look into it this week. In the meantime, you may have to stay on 5.3.1p2.
    Inspiring
    February 12, 2016
    Can you PM me a dropbox link with your project or at least a minimal project that reproduces the issue? We need this for debugging as we can't reproduce this yet.
    Up and Coming
    March 2, 2016
    Is there any update on this? We are having the same problem and are really close to shipping our game.
    Participant
    June 7, 2016
    Started getting these since yesterday. Any more information on this? It happens when loading the game through the oculus store but not by loading it from Unity directly on the phone as a debug build.

    Build using Unity 5.3.4f1
    Participant
    June 7, 2016
    Ah, found it. The fact that I was building this particular build on a clean PC was the cause. In case anyone else is wondering what might be causing it: I forgot that I had to replace the Program Files\Unity\Editor\Data\VR\oculus files. More information on this can be found here:

    https://developer.oculus.com/downloads/game-engines/1.3.2/OVRPlugin_for_Unity_5/

    Inspiring
    June 7, 2016
    Glad you fixed it. If you use Unity 5.3.4p5 or newer, the issue should be fixed in the default install, without requiring OVRPlugin as a separate download.