Open duanyunlun opened 3 years ago
Here is a workaround:
1, Open any Scripts in the Project, then press "Ctrl + Alt + P" to Attach to the Unity.exe process;
2, Back to Unity and click Play, you shell get the Debugger reaction,like this:
3, Then stop the Debugger, Unity will keep running rather than CRASH WITHOUT WARNING.
PS: Actually there is an ErrorLog always shows after Click Play, like below:
It's an ERROR that shows the Teleport.instance NULL when other script try to get it, I don't know if there is a relationship between the two。
This seems like it's probably a unity issue. As you can see, instance should never be null in that scene.
On Wed, Aug 12, 2020 at 8:13 PM duanyunlun notifications@github.com wrote:
Here is a workaround: 1, Open any Scripts in the Project, then press "Ctrl + Alt + P" to Attach to the Unity.exe process; [image: image] https://user-images.githubusercontent.com/15923235/90089909-3a66dd80-dd55-11ea-9d6a-f3e0b9369090.png [image: image] https://user-images.githubusercontent.com/15923235/90089928-45ba0900-dd55-11ea-8df2-d69b4aaf77b6.png
2, Back to Unity and click Play, you shell get the Debugger reaction,like this: [image: image] https://user-images.githubusercontent.com/15923235/90090004-7601a780-dd55-11ea-8dc3-4a8ca5f0136d.png
3, Then stop the Debugger, Unity will keep running rather than CRASH WITHOUT WARNING.
PS: Actually there is an ErrorLog always shows after Click Play, like below: [image: image] https://user-images.githubusercontent.com/15923235/90090091-b8c37f80-dd55-11ea-946a-c5a1e6a8a8f7.png [image: image] https://user-images.githubusercontent.com/15923235/90090113-c2e57e00-dd55-11ea-9ca4-805a9b73acbc.png [image: image] https://user-images.githubusercontent.com/15923235/90090193-00e2a200-dd56-11ea-86a2-76f15cbdbe64.png
It's an ERROR that shows the Teleport.instance NULL when other script try to get it, I don't know if there is a relationship between the two。
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This seems like it's probably a unity issue. As you can see, instance should never be null in that scene.
In fact, The UpdateVisuals() was called in the TeleportPoint.cs's Awake() Method, When I move it to the Start() Method, these ERROR no longer occurs
Because Awake() doesn't guarantee the calling order, so instance may still be empty
PS: I try to look deeper to find the source, found out that
The last two line ERROR are my own code to verify the calling order, don't know why the TeleportPoint's Awake was called by the SDK Loader, please check.
Try to set Rendering Path to Foward in your Camera, OpenVr Stereo Rendering Mode to Multi Pass and Mirror View Mode to None.
Try to set Rendering Path to Foward in your Camera, OpenVr Stereo Rendering Mode to Multi Pass and Mirror View Mode to None.
But this loses the meaning of using URP lol
Yes, but this the only way to stop crash to continue you development until new release come. Unfortunately.
When instance is called, if it is null for some reason it should scan the hierarchy for any teleport object and use that. If you have a teleport object in your scene then instance should never be null.
1,Dev Environment: Unity 2019.4.8f1 LTS ,with these packages![image](https://user-images.githubusercontent.com/15923235/90089496-1d7dda80-dd54-11ea-9d8e-dec04a44a3ea.png)
2,Hardware : i9 9900K + RTX 2080 + 64G RAM (2666Mhz)
3,Frequency of occurrence : everytime
4,Steps to reproduce: 1) Download and import OpenVR-XR-Plugin-Installer.unitypackge and steamvr_2_6_1.unitypackage from offical github sites; 2) Open UnityHub to create a new project with URP template; 3) Import 1)downloaded packages; 4) Generate SteamVR Input modules; 5) Open the SteamVR Interactable Sample Scene and play, then Crash. Actually ANY SCENE WITH VR MODULE WILL CRASH!