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Up and Coming
June 10, 2016

oculus window interferes with my game execution

I'm getting crazy.

In unity 4.6.9 the latest 1.3 integration works superb, I can switch from desktop to vr flawlesly in runtime.
Only when I run it propmpts me that the dk2 blablbla. But for the rest it runs smooth.

When I make the build the oculus window interferes and crasehs the game when in vr mode, that modern house with fireplace appears, if I insist in launching from 5 attemps 1 might run so I can hover avobe the "yes my dk2 is trashware" message and game runs. But is that freaking window that takes control when the oculus gets into action. If I start the game in desktop mode and swithc to VR, something that runs perfectly in unity in desktop crasehs because the fireplace scene gets in.  Is there a way to dissable that intromission in the game?  I'm preparing the game for steam and don´t know if they'll handle that oculus thing with the steamwork sdk or I've to setup something or what.

Please give me some tips.

>>

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    23 replies

    paulovichAuthor
    Up and Coming
    July 5, 2016
    Strange, there is no error log. Instead found this visual studio thing. I'm not used to VS I use mono, but when installing 5.3 vs came with it. I'm uninstalling 5.3.4 & vs, gonna reinstall graphic drivers and reboot.

    I send you the VS file in case is helpfull. But the fact that crashes when I enable opts is megaweird. It is just an activation of a canvas, this canvas is, as well as the ui, is a render texture that is attached to a curved mesh in front of OVR camera. Is at the moment I enable this canvas when crashes. The nonvr verison runs smooth as silk.


    paulovichAuthor
    Up and Coming
    July 5, 2016
    Looks definetly that installing unity or VS has messed up my w10 in regards to VR because I've launched the Steam version fo the game that used to work and crashes....

    THe game itself launches in vr, the menus do work and sometimes when I get into the games it does work and crasehs when I launch options and now it is crashing when geting into the scene.

    Within Unity editor it works flawless.
    Inspiring
    July 5, 2016
    Sorry, the .suo file doesn't help. Maybe it generated a crash dump in %LOCALAPPDATA%\CrashDumps?
    paulovichAuthor
    Up and Coming
    July 6, 2016
    Yep. Sorry for the delay I was on my old w7 install trying to run the game to see if it launched but that install of windows is so messed up after the crash that can´t even hold stable with any 3d even if non vr pc freezes. A shame because that would have helped to confirm it was or not os config related.

    Found the dumps, send you those from today.

    I've cleanud up vs and unity no its time to reinstall drivers, eventually I might even reinstall oculus app.

    paulovichAuthor
    Up and Coming
    July 6, 2016
    Hugh, starting to get worried about this issue...

    Removed Unity and V.S. Reboot. Rinstall drivers. Reboot.Check dll integrity. Run oculus Repair. Reboot. Launch game, vr menus ok. get into game, get spawned .... crash!.
    __________________________________________

    I'll send you an steamkey if you whant to check it on your rig. I'm totally not in the mood for Reinstalling W10 again, I'm considering dropping vr from the game as it is almost complete and need to start sending keys to press as the launch will be soon.
    _________________________________________



    Inspiring
    July 6, 2016
    Thanks for the dump. It looks like an issue with our texture management that several other folks have reported. Right now, the safest solution may be to stay on 5.3.5p5 or earlier. We will update the recommended version once we root-cause the issue.
    (0x6281870F) (nvwgf2um): (filename not available): OpenAdapter12 + 0x13e6bf
    (0x62831079) (nvwgf2um): (filename not available): OpenAdapter12 + 0x157029
    (0x62835969) (nvwgf2um): (filename not available): OpenAdapter12 + 0x15b919
    (0x701DD075) (d3d11): (filename not available): CreateDirect3D11SurfaceFromDXGISurface + 0x2d555
    (0x701DBE63) (d3d11): (filename not available): CreateDirect3D11SurfaceFromDXGISurface + 0x2c343
    (0x533346EE) (OVRPlugin): (filename not available): ovrp_GetTrackerPose + 0x32a37
    (0x5332EED5) (OVRPlugin): (filename not available): ovrp_GetTrackerPose + 0x2d21e
    (0x5332C6CE) (OVRPlugin): (filename not available): ovrp_GetTrackerPose + 0x2aa17
    (0x52FB1DA6) (OculusPlugin): (filename not available): UnityRenderEvent + 0xc6
    (0x010515E7) (TokyoWarfare): (filename not available): Behaviour::Transfer<StreamedBinaryRead<1> > + 0x95547
    (0x00FCD69C) (TokyoWarfare): (filename not available): Behaviour::Transfer<StreamedBinaryRead<1> > + 0x115fc
    (0x0131714B) (TokyoWarfare): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0xf91fb
    (0x01319C02) (TokyoWarfare): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0xfbcb2
    (0x010C0EED) (TokyoWarfare): (filename not available): Behaviour::Transfer<StreamedBinaryRead<1> > + 0x104e4d
    (0x76C738F4) (KERNEL32): (filename not available): BaseThreadInitThunk + 0x24
    (0x77665DE3) (ntdll): (filename not available): RtlUnicodeStringToInteger + 0x253
    (0x77665DAE) (ntdll): (filename not available): RtlUnicodeStringToInteger + 0x21e
    Are you sure there isn't a file TokyoWarfare_Data/output_log.txt next to TokyoWarfare.exe?
    paulovichAuthor
    Up and Coming
    July 6, 2016
    How can I be such an ***pid! The log is within T.W data folder. I'm gonna recreate the crash.
    paulovichAuthor
    Up and Coming
    July 6, 2016
    Here the log>>

    Ok the bughunt starts. That options windows has a vr mouse that has an specific input module, I wonder if this could be the issue. I'm ripping it off and building again. Meanwhile here the log.

    thanks for your support!

    edit: note that steam sais not initiated, this is normal because is launched with steamappid.txt file so it does not require to initialize steam client. This is because I do not have all teh time the latest version pushed to unity.

    edit2
    following the log it seems to crash just after setting the resolution and hz that affects the windows that is rendered on desktop monitor could this affect?

    edit3
    whell, striped all the inputs manager for the vr cursor and bring back the classig event system, removed the hz and resolution calls in vr mode just in case and it keeps crashing when I enable the option canvas.

    This canvas was  reparented for the vr mouse to work, it might be that reparenting the canvas and enabling it causes some kind of error. I know there is an article about vr mouse in the oculus blog I will try to implement that mouse solution for the game.

    edit4 its the canvas!
    Tehre is SOMETHING with that options menu canvas that makes the things explode. In a first look all looks normal but there is definetly SOMETHING. Sartar with the canvas off. vr goes fine. Enable canvas. Crash.

    Start with canvas on. Crash..

    It crashed because in worldspace it the canvas starts of, aparently it did not show up later on when enabled, witch is weird because some other canvases in the game such as endgame stats do.... Ate least the issue is contained.

    Inspiring
    July 6, 2016
    This looks like our bug. Does it still occur with 5.3.5p5?
    paulovichAuthor
    Up and Coming
    July 6, 2016

    vrdaveb said:

    This looks like our bug. Does it still occur with 5.3.5p5?


    I can not port this project to 5.x platform easily or at least not in a short time.
    I'm on 4.7.2.
    Now that I've the potential cause isolated I'have to focus on other much minor things but that also need to be shorted and leave the vr thing to be the last one I've the game like totally finished 99.9+ and I've to short some anoying minor things and upload to steam for aproval tonight.
    I'll keep you informed.