Closed QThund closed 4 years ago
I'm seeing editor crashes on some projects I've tried this new XR plugin with but I don't have precise repro case for it. What does crash 100% of the time on built player though is the following:
As additional note: if you build using 32-bit x86 windows target, OpenVR straight up fails to initialize on it (doesn't crash but VR doesn't work either).
I forgot to say that I'm using URP. On Windows 10. Just in case it gives any clue.
For what it's worth, for the editor crash I'm seeing on one project, I get this on editor.log:
UnityEngine.XR.Management.XRGeneralSettings:AttemptStartXRSDKOnBeforeSplashScreen () (at Library/PackageCache/com.unity.xr.management@3.2.10/Runtime/XRGeneralSettings.cs:158)
(Filename: Library/PackageCache/com.unity.xr.management@3.2.10/Runtime/XRGeneralSettings.cs Line: 158)
Stacktrace:
Got a SIGSEGV while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application.
Received signal SIGSEGV Stack trace: 0x000001fcf7ecb849 (XRSDKOpenVR) XRSDKPreInit 0x000001fcf7ec9be5 (XRSDKOpenVR) XRSDKPreInit 0x00007ff7cb4a9eae (Unity) XRInputSubsystem::Update 0x00007ff7cb4cb1c1 (Unity) XRInputSubsystemManager::Update 0x00007ff7c9bf4909 (Unity) CallbackArray::Invoke 0x00007ff7cb4518fc (Unity) XREngineCallbacks::XREngineCallbacks::2::EarlyUpdateXRUpdateRegistrator::Forward 0x00007ff7ca8f2199 (Unity) ExecutePlayerLoop 0x00007ff7ca8f2270 (Unity) ExecutePlayerLoop 0x00007ff7ca8f7c7c (Unity) PlayerLoop 0x00007ff7cbb5520e (Unity) PlayerLoopController::UpdateScene 0x00007ff7cbb3e39e (Unity) PlayerLoopController::EnterPlayMode 0x00007ff7cbb51178 (Unity) PlayerLoopController::SetIsPlaying 0x00007ff7cbb546a6 (Unity) Application::TickTimer 0x00007ff7cc322894 (Unity) MainMessageLoop 0x00007ff7cc326201 (Unity) WinMain 0x00007ff7cde5d496 (Unity) __scrt_common_main_seh 0x00007ffc8e977bd4 (KERNEL32) BaseThreadInitThunk 0x00007ffc9086ce51 (ntdll) RtlUserThreadStart
I have the same issue. I think it's related to scriptable rendering pipelines. I can reproduce the crash like this:
[XR] [Mirror] Mirror overlay found [0]
[XR] [Mirror] Fall back to left eye texture
[XR] [Mirror] Reverting from fallback mode...
[XR] [Mirror] Mirror overlay found [0]
[XR] [Mirror] Fall back to left eye texture
[XR] [Mirror] Reverting from fallback mode...
[XR] [Mirror] Mirror overlay found [0]
[XR] [Mirror] Fall back to left eye texture
[XR] [Mirror] Reverting from fallback mode...
[XR] [Mirror] Mirror overlay found [0]
[XR] [Mirror] Fall back to left eye texture
[XR] Device disconnected (stopping provider). Handle: 545199504. DeviceID: 0
[XR] Device disconnected (stopping provider). Handle: 545199504. DeviceID: 1
[XR] Device disconnected (stopping provider). Handle: 545199504. DeviceID: 2
[XR] XR OpenVR Display Stop
[XR] XR OpenVR Display Shutdown
XRTextureManager::RequestDestroyTexture
XRTextureManager::RequestDestroyTexture
XRTextureManager::RequestDestroyTexture
XRTextureManager::RequestDestroyTexture
[XR] [OpenVR] Shutdown
XRTextureManager::RequestDestroyTexture
XRTextureManager::RequestDestroyTexture
XRTextureManager::RequestDestroyTexture
XRTextureManager::RequestDestroyTexture
Unloading 136 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene 'Temp/__Backupscenes/0.backup'
Deserialize: 3.515 ms
Integration: 22.684 ms
Integration of assets: 0.004 ms
Thread Wait Time: 15.608 ms
Total Operation Time: 41.812 ms
System memory in use before: 182.4 MB.
System memory in use after: 181.8 MB.
Unloading 177 unused Assets to reduce memory usage. Loaded Objects now: 5008.
Total: 38.904500 ms (FindLiveObjects: 0.738100 ms CreateObjectMapping: 0.122500 ms MarkObjects: 37.762200 ms DeleteObjects: 0.280900 ms)
Refresh completed in 0.069461 seconds.
RefreshInfo: RefreshV2(AllowForceSynchronousImport) scanfilter:
RefreshProfiler: Total: 67.659ms
InvokeBeforeRefreshCallbacks: 0.365ms
ApplyChangesToAssetFolders: 0.067ms
WriteModifiedImportersToTextMetaFiles: 0.000ms
CleanLegacyArtifacts: 0.000ms
Scan: 1.514ms
OnSourceAssetsModified: 0.000ms
UnregisterDeletedAssets: 0.000ms
InitializeImportedAssetsSnapshot: 6.784ms
GetAllGuidsForCategorization: 0.252ms
CategorizeAssets: 44.382ms
ImportAndPostprocessOutOfDateAssets: 6.749ms (3.461ms without children)
ImportManagerImport: 0.000ms (0.000ms without children)
ImportInProcess: 0.000ms
ImportOutOfProcess: 0.000ms
UpdateCategorizedAssets: 0.000ms
RemoteAssetCacheUploadArtifacts: 0.000ms (0.000ms without children)
RemoteAssetCacheUploadMetadata: 0.000ms
RemoteAssetCacheGetArtifact: 0.000ms (0.000ms without children)
RemoteAssetCacheFetchMetadata: 0.000ms
RemoteAssetCacheMatchMetadataResults: 0.000ms
RemoteAssetCacheDownloadFile: 0.000ms
CompileScripts: 0.000ms
PostProcessAllAssets: 0.000ms
ReloadImportedAssets: 0.000ms
VerifyAssetsAreUpToDateAndCorrect: 0.000ms
EnsureUptoDateAssetsAreRegisteredWithGuidPM: 0.499ms
InitializingProgressBar: 0.000ms
PostProcessAllAssetNotificationsAddChangedAssets: 0.187ms
OnDemandSchedulerStart: 0.229ms
RestoreLoadedAssetsState: 2.373ms
InvokeProjectHasChanged: 0.000ms
UpdateImportedAssetsSnapshot: -0.001ms
ReloadSourceAssets: 1.148ms
UnloadImportedAssets: 0.237ms
Hotreload: 0.442ms
FixTempGuids: 0.008ms
VerifyGuidPMRegistrations: 0.000ms
GatherAllCurrentPrimaryArtifactRevisions: 0.386ms
UnloadStreamsBegin: 0.362ms
LoadedImportedAssetsSnapshotReleaseGCHandles: 1.366ms
GetLoadedSourceAssetsSnapshot: 3.819ms
PersistCurrentRevisions: 0.143ms
UnloadStreamsEnd: 0.049ms
Untracked: -0.415ms
Reloading assemblies for play mode.
Begin MonoManager ReloadAssembly
I'm seeing editor crashes on some projects I've tried this new XR plugin with but I don't have precise repro case for it. What does crash 100% of the time on built player though is the following:
* Make a new project with HDRP Template from Unity Hub (doesn't matter if you use 2019.3 or even 2020.2 alpha, same end result) * install latest XR management package using Package Manager * add "https://github.com/ValveSoftware/steamvr_unity_plugin.git#UnityXRPlugin" as git url on Package Manager * go to player settings -> xr management and enable OpenVR loader * go to build settings and use Windows and x86_64 for your target * build using otherwise default settings (so mono as scripting backend) * launch the built player and observe it crash immediately after Unity Splash
As additional note: if you build using 32-bit x86 windows target, OpenVR straight up fails to initialize on it (doesn't crash but VR doesn't work either).
I too am able to reproduce this crash using 2019.3.12f1, and using URP instead of HDRP template when using oculus rift on steamvr
Hi,
I am having the same issue. Here is a link to the unity editor log and the steamvr system report: link
I am using Unity 2019.3.3f1 and tried using the new Open XR plugin with legacy steam vr input. I also have Oculus XR Plugin installed. I am also using the old, standard/built-in render pipeline. No URP or HDRP. I am running the application in Linear Color space. I also noticed that a known issue in wiki is that "OpenVR Mirror View Mode (default) can cause black screens in the game view". I tried setting it to None, but no difference in the Editor.
Whenever I try to play in editor, it crashes. It seems that the unity process does get connected to the steam vr application, however as soon as the game becomes playable (it does render a frame or more) it crashes. It also does not matter if there is a XR rig or even a camera in a scene or no. It still crashes.
When I create a Windows build and execute it, the application just has a black screen on my computer monitor and nothing happens, no matter how long I wait. It seems the SteamVR does not even try to start the application and it still stays in Steam Home. Though the FPS in Steam Home (while looking through the Vive headset) is dropped significantly while the malfunctioning executable is running.
I hope this gets fixed asap, otherwise without having the ability to test in editor nor the build, this plugin is simply unusable.
hi... we have a candidate fix for this and should come up soon.
Hi,
I am having the same issue. Here is a link to the unity editor log and the steamvr system report: link
I am using Unity 2019.3.3f1 and tried using the new Open XR plugin with legacy steam vr input. I also have Oculus XR Plugin installed. I am also using the old, standard/built-in render pipeline. No URP or HDRP. I am running the application in Linear Color space. I also noticed that a known issue in wiki is that "OpenVR Mirror View Mode (default) can cause black screens in the game view". I tried setting it to None, but no difference in the Editor.
Whenever I try to play in editor, it crashes. It seems that the unity process does get connected to the steam vr application, however as soon as the game becomes playable (it does render a frame or more) it crashes. It also does not matter if there is a XR rig or even a camera in a scene or no. It still crashes.
When I create a Windows build and execute it, the application just has a black screen on my computer monitor and nothing happens, no matter how long I wait. It seems the SteamVR does not even try to start the application and it still stays in Steam Home. Though the FPS in Steam Home (while looking through the Vive headset) is dropped significantly while the malfunctioning executable is running.
I hope this gets fixed asap, otherwise without having the ability to test in editor nor the build, this plugin is simply unusable.
Hi @mikson60 - setting it to None should stop any rendering in the Editor, are you still getting a preview even with this setting?
Hi, I am having the same issue. Here is a link to the unity editor log and the steamvr system report: link I am using Unity 2019.3.3f1 and tried using the new Open XR plugin with legacy steam vr input. I also have Oculus XR Plugin installed. I am also using the old, standard/built-in render pipeline. No URP or HDRP. I am running the application in Linear Color space. I also noticed that a known issue in wiki is that "OpenVR Mirror View Mode (default) can cause black screens in the game view". I tried setting it to None, but no difference in the Editor. Whenever I try to play in editor, it crashes. It seems that the unity process does get connected to the steam vr application, however as soon as the game becomes playable (it does render a frame or more) it crashes. It also does not matter if there is a XR rig or even a camera in a scene or no. It still crashes. When I create a Windows build and execute it, the application just has a black screen on my computer monitor and nothing happens, no matter how long I wait. It seems the SteamVR does not even try to start the application and it still stays in Steam Home. Though the FPS in Steam Home (while looking through the Vive headset) is dropped significantly while the malfunctioning executable is running. I hope this gets fixed asap, otherwise without having the ability to test in editor nor the build, this plugin is simply unusable.
Hi @mikson60 - setting it to None should stop any rendering in the Editor, are you still getting a preview even with this setting?
Not sure if I get the preview. It crashes anyways. It crashes even when the scene is empty and I hit play. I can check tomorrow if the first few frames are rendered before the crash.
Hi, I am having the same issue. Here is a link to the unity editor log and the steamvr system report: link I am using Unity 2019.3.3f1 and tried using the new Open XR plugin with legacy steam vr input. I also have Oculus XR Plugin installed. I am also using the old, standard/built-in render pipeline. No URP or HDRP. I am running the application in Linear Color space. I also noticed that a known issue in wiki is that "OpenVR Mirror View Mode (default) can cause black screens in the game view". I tried setting it to None, but no difference in the Editor. Whenever I try to play in editor, it crashes. It seems that the unity process does get connected to the steam vr application, however as soon as the game becomes playable (it does render a frame or more) it crashes. It also does not matter if there is a XR rig or even a camera in a scene or no. It still crashes. When I create a Windows build and execute it, the application just has a black screen on my computer monitor and nothing happens, no matter how long I wait. It seems the SteamVR does not even try to start the application and it still stays in Steam Home. Though the FPS in Steam Home (while looking through the Vive headset) is dropped significantly while the malfunctioning executable is running. I hope this gets fixed asap, otherwise without having the ability to test in editor nor the build, this plugin is simply unusable.
Hi @mikson60 - setting it to None should stop any rendering in the Editor, are you still getting a preview even with this setting?
Not sure if I get the preview. It crashes anyways. It crashes even when the scene is empty and I hit play. I can check tomorrow if the first few frames are rendered before the crash.
hmm.. this could be something different/unrelated. ill have at a look at your logs.
Hi, I am having the same issue. Here is a link to the unity editor log and the steamvr system report: link I am using Unity 2019.3.3f1 and tried using the new Open XR plugin with legacy steam vr input. I also have Oculus XR Plugin installed. I am also using the old, standard/built-in render pipeline. No URP or HDRP. I am running the application in Linear Color space. I also noticed that a known issue in wiki is that "OpenVR Mirror View Mode (default) can cause black screens in the game view". I tried setting it to None, but no difference in the Editor. Whenever I try to play in editor, it crashes. It seems that the unity process does get connected to the steam vr application, however as soon as the game becomes playable (it does render a frame or more) it crashes. It also does not matter if there is a XR rig or even a camera in a scene or no. It still crashes. When I create a Windows build and execute it, the application just has a black screen on my computer monitor and nothing happens, no matter how long I wait. It seems the SteamVR does not even try to start the application and it still stays in Steam Home. Though the FPS in Steam Home (while looking through the Vive headset) is dropped significantly while the malfunctioning executable is running. I hope this gets fixed asap, otherwise without having the ability to test in editor nor the build, this plugin is simply unusable.
Hi @mikson60 - setting it to None should stop any rendering in the Editor, are you still getting a preview even with this setting?
Not sure if I get the preview. It crashes anyways. It crashes even when the scene is empty and I hit play. I can check tomorrow if the first few frames are rendered before the crash.
hmm.. this could be something different/unrelated. are you able to share some logs here or if there's any sensitive info you dont want to share in public, you can send them to runeb@valvesoftware.com
It probably is related. Because if I remove the OpenXR package, the problem goes away. The link in my first comment has 2 logs: unity editor log with crash at the end and the steamvr system log.
Do you have any estimations of when is the next version going to be released? Thank you for your hard work fixing this.
The OpenVR package still makes Unity crash on play. Oculus also just broke my Rift with their latest update. I'm running out of working setups.
I finally got this running on the player build by using SteamVR beta from Steam (got a tip about this from Unity staff) + doing these fixes to the package: https://github.com/ValveSoftware/steamvr_unity_plugin/issues/738#issuecomment-642986518
Package fixes also here on my fork: https://github.com/0lento/steamvr_unity_plugin/tree/UnityXRPlugin (fixes black screen on build + IL2CPP building).
Can confirm; still happening in 2019.4.3f1 Can also confirm; @0lento 's fix totally works. And it's a one line change.
I believe this has been fixed in preview-5. To upgrade go to the Unity Package Manager, select OpenVR XR Plugin, and click Update in the lower right hand corner. If you're using SteamVR Unity Plugin you'll want to update to beta 3 here: https://github.com/ValveSoftware/steamvr_unity_plugin/releases/tag/2.6.0b3 If you're on preview-3 or below you'll need to remove it from the package manager and install using the installer found here: https://github.com/ValveSoftware/unity-xr-plugin/releases/tag/installer
The only way that I finded is setting Rendering Path to Foward in your Camera, OpenVr Stereo Rendering Mode to Multi Pass and Mirror View Mode to None. Unfortunately.
Closing per @zite's last comment.
Hello @nhf75, please open a new issue report for your follow up issue if it hasn't been already.
Hi Valve developers,
I've downloaded the package mentioned here https://steamcommunity.com/app/250820/discussions/7/2268069450205612646/
I've also added the package in the Package Manager via GIt URL. I've configured the XR Plugin Management settings to activate the OpenVR plugin. When I press the Play button of the editor, it crashes. I've checked the editor log file, and there is nothing helpful there, every time there is a null reference in a different raddom place of the program that has nothing to do with this. If I uncheck the OpenVR Loader in the settings, then the program runs without VR, obviously. Using Unity 2019.3.12. My Oculus Rift works with the Oculus plugin with no issues. I have both options checked in the settings.
Is there any information you would find useful that I could provide?
Thanks in advance.