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Up and Coming
August 3, 2015

[Urgent] Crash when enabling VR support Unity 5.1.2

Hey guys,

I'm getting a full blown crash whenever I enable VR support on my project. This was a "clean" project regarding VR, and I was starting to prepare it for Oculus support.

This is what I get on the log:

OVRPlugin.dll caused an Access Violation (0xc0000005)
in module OVRPlugin.dll at 0033:b9f63a3c.

Read from location 00000008 caused an access violation.

I can add both the crash logs and Unity editor logs if you find them relevant.

As for my setup:

-Latest version of OVR runtime (6.0.1)
-Unity 5.1.2
-Windows 8.1

Dual Intel Xeon E52620 V3
64GB RAM
Nvidia GTX980 Ti

I need some on figuring out what is causing this and how to fix it.

Thanks in advance for the help
    This topic has been closed for replies.

    7 replies

    Inspiring
    August 3, 2015
    This post seems relevant to your issue: viewtopic.php?f=37&t=24825&p=285337#p284600

    Basically, you may want to use the built-in VR support w. Oculus Utilities (not the integration) and it should work.
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    Up and Coming
    August 3, 2015
    Thanks for the reply, I was having this issue on the editor when I enabled Unity's VR support player settings + Oculus Utilities.

    I managed to "fix" it by trying to enable VR support with the DK2 plugged in and it worked. Now I'd like to get further clarification on what happened, since this is a "quircky" fix and I can't grasp on what were the causes for the crash and how can I prevent it from happening again.
    Inspiring
    August 3, 2015
    So you were trying to enable VR support with the DK2 unplugged? I'm not sure that's supposed to work.
    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
    August 3, 2015
    Well, since that is an Unity editor ON/OFF setting that must provably load all the components and whatnots to the project, I thought it was alright.

    In fact, if it is mandatory to have an DK2 connected to enable the setting and to work on the project with it enabled, does it mean that everyone that opens the project needs a DK2 plugged in?
    Inspiring
    August 3, 2015
    When you run a built game, it will check if the Rift is present (and either show stereo or 2D). It may be just an issue in the editor, but I'm actually not 100% sure on that. Just a guess.
    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
    August 4, 2015
    "cybereality" wrote:
    When you run a built game, it will check if the Rift is present (and either show stereo or 2D). It may be just an issue in the editor, but I'm actually not 100% sure on that. Just a guess.


    Apparently it is an editor problem. I posted on a thread in the Unity forum and got this reply

    http://forum.unity3d.com/threads/unity- ... st-2233921

    It should hopefully get sorted in the next patch
    Inspiring
    August 4, 2015
    OK, that makes sense.
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