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New Participant
June 19, 2018

Sideloaded Unity App Only Working Once On GO

I'm having a weird issue where a sideloaded Unity app will work fine the first time you launch it, but if you exit to the home screen and then try to run it again it just hangs on a black screen. Only way to get out of it is to reboot the headset.

I've tried this with my application and a blank unity application with the same results. I've also uploaded the app as an alpha build through the developer dashboard, again with the same results.

My guess is that something isn't being handled properly when quitting the application but I can't find any resources or other cases of this happening?

Unity version: 2018.2.0b6
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5 replies

New Participant
June 19, 2018
Here's the log from the point of attempting to launch the app for the second time 
New Participant
June 19, 2018
Turns out that if I check for an escape key press and call Application.Quit() when that happens, the back button on the Oculus Go controller quits the app properly so that it can be relaunched.

However when pressing the Oculus Home button to pause the application and then pressing quit with the trigger, the app isn't shutting down correctly and cannot be relaunched.
Meta Employee
June 19, 2018
FYI, Unity is working to resolve this for the final 2018.2.0 release.
July 3, 2018
My Hack (and I'm still working on it is...) to resign my self to Application.Quit() the app as soon as Application.OnPause is called, this isn't great as this is called when home is pressed but the app is suspended immediately it seems. Then when the app is relaunched it actually quits gracefully, and can then be relaunched properly without actually hanging the whole Oc Go.
I'm going to try doing a Scene load to the splash screen instead of a quit to see if that works better. (I don't think it will) 

Meta Employee
July 12, 2018
This is fixed in the final Unity 2018.2.0f2 build that was recently released.