Closed SiriusA7 closed 5 years ago
That's interesting, my visual studio debug logs showed the DLL's in HoloToolkit-Preview were still being loaded in successfully.
But I'll give that a shot today and see if that helps. Could very likely be the cause of the issues.
@SiriusA7, Thanks for investigating and please keep us posted on your results.
So the behavior is unchanged even after moving the plugin DLLs to the proper folder. For reference, here are the debug logs for both iOS & HoloLens.
Not really sure what to try next, I've tested on multiple different wifi networks(closed, open, wlan), & double checked all network settings.
Module information:
Built with Compiler Ver '190023918'
Built from '2017.4/release' branch
Version is '2017.4.7f1 (de9eb5ca33c5)'
Release build
Application type 'D3D'
OS 'Windows 10 (10.0.17134)'
PlayerConnection initialized from C:/Data/Users/DefaultAccount/AppData/Local/DevelopmentFiles/HoloUnetArkitVS.Release_x86.Aakas/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55117
Multi-casting "[IP] 192.168.0.9 [Port] 55117 [Flags] 2 [Guid] 1724626619 [EditorId] 0 [Version] 1048832 [Id] MetroPlayerX86(HoloLens-RKR1T) [Debug] 0" to [225.0.0.222:54997]...
Started listening to [0.0.0.0:55117]
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: HoloLens Graphics (ID=0x22b0)
Vendor: Intel
VRAM: 604 MB
Initialize engine version: 2017.4.7f1 (de9eb5ca33c5)
'HoloUnetArkit.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\HoloUnetArkitVS.Release_x86.Aakas\UnityEngineProxy.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'HoloUnetArkit.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\HoloUnetArkitVS.Release_x86.Aakas\System.Linq.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'HoloUnetArkit.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\HoloUnetArkitVS.Release_x86.Aakas\System.Reflection.Extensions.dll'. Module was built without symbols.
If your machine has multiple graphics adapters, Unity may have created a WindowContext on the wrong adapter. If you experience a black screen when playing, please restart the Editor.
(Filename: C:\buildslave\unity\build\Runtime/VR/VRDevice.cpp Line: 225)
Windows Mixed Reality spatial locatability state changed to 3.
(Filename: C:\buildslave\unity\build\Runtime/VR/HoloLens/HoloLensWorldManager.cpp Line: 388)
UnloadTime: 5.238324 ms
NetworkManager created singleton (DontDestroyOnLoad)
(Filename: C:\buildslave\unity\build\artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
NetworkServer Created version Current
(Filename: C:\buildslave\unity\build\artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandler id:32 handler:OnServerConnect
(Filename: C:\buildslave\unity\build\artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
Setting up 1 worker threads for Enlighten.
Thread -> id: e00 -> priority: 1
StartAsServer Discovery broadcasting
(Filename: C:\buildslave\unity\build\artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
(Filename: C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp Line: 485)
StartAsClient Discovery listening
(Filename: C:\buildslave\unity\build\artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
Network layer will still work after application suspends
(Filename: C:\buildslave\unity\build\Runtime/Networking/UNETManager.cpp Line: 208)
Stopped Discovery broadcasting
(Filename: C:\buildslave\unity\build\artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
StartAsServer Discovery broadcasting
(Filename: C:\buildslave\unity\build\artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
(Filename: C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp Line: 485)
The program '[4500] HoloUnetArkit.exe' has exited with code -1 (0xffffffff).
2018-07-14 12:50:53.788880-0700 HoloARkit[8200:2304786] [DYMTLInitPlatform] platform initialization successful
2018-07-14 12:50:53.897919-0700 HoloARkit[8200:2304482] -> registered mono modules 0x1062c9d60
-> applicationDidFinishLaunching()
2018-07-14 12:50:54.288669-0700 HoloARkit[8200:2304482] Metal GPU Frame Capture Enabled
2018-07-14 12:50:54.289266-0700 HoloARkit[8200:2304482] Metal API Validation Disabled
-> applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A11 GPU
Initialize engine version: 2017.4.7f1 (de9eb5ca33c5)
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
WARNING: Shader Unsupported: 'MixedRealityToolkit/Standard' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'MixedRealityToolkit/Standard' - All passes removed
UnloadTime: 2.761208 ms
NetworkManager created singleton (DontDestroyOnLoad)
UnityEngine.Networking.NetworkManager:InitializeSingleton()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NetworkServer Created version Current
UnityEngine.Networking.NetworkServer:.ctor()
UnityEngine.Networking.NetworkServer:get_instance()
UnityEngine.Networking.NetworkServer:RegisterHandler(Int16, NetworkMessageDelegate)
HoloToolkit.Unity.Preview.SpectatorView.SpectatorView:Start()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandler id:32 handler:OnClientConnect
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandler(Int16, NetworkMessageDelegate)
HoloToolkit.Unity.Preview.SpectatorView.SpectatorView:Start()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
2018-07-14 12:51:00.511354-0700 HoloARkit[8200:2304482] [MC] System group container for systemgroup.com.apple.configurationprofiles path is /private/var/containers/Shared/SystemGroup/systemgroup.com.apple.configurationprofiles
2018-07-14 12:51:00.512123-0700 HoloARkit[8200:2304482] [MC] Reading from public effective user settings.
Setting up 1 worker threads for Enlighten.
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Thread -> id: 16cb53000 -> priority: 1
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 0.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
Screen position out of view frustum (screen pos 1125.000000, 0.000000, 100.000000) (Camera rect 0 0 1125 2436)
(Filename: Line: 3124)
StartAsClient Discovery listening
UnityEngine.Networking.NetworkDiscovery:StartAsClient()
HoloToolkit.Unity.Preview.SpectatorView.SpectatorViewNetworkDiscovery:ManualStart()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
StartAsServer Discovery broadcasting
UnityEngine.Networking.NetworkDiscovery:StartAsServer()
HoloToolkit.Unity.Preview.SpectatorView.NewDeviceDiscovery:ManualStart()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
UnityEngine.Networking.NetworkDiscovery:StartAsServer()
HoloToolkit.Unity.Preview.SpectatorView.NewDeviceDiscovery:ManualStart()
[ line 485]
(Filename: Line: 485)
Stopped Discovery broadcasting
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
HoloToolkit.Unity.Preview.SpectatorView.SpectatorViewNetworkDiscovery:OnReceivedBroadcast(String, String)
UnityEngine.Networking.NetworkDiscovery:Update()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
host id out of bound id {-1} max id should be greater 0 and less than {2}
UnityEngine.Networking.NetworkDiscovery:Update()
[ line 541]
(Filename: Line: 541)
Client created version Current
UnityEngine.Networking.NetworkClient:.ctor()
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandler id:32 handler:OnClientConnectInternal
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandler(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkManager:RegisterClientMessages(NetworkClient)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandler id:33 handler:OnClientDisconnectInternal
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandler(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkManager:RegisterClientMessages(NetworkClient)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandler id:36 handler:OnClientNotReadyMessageInternal
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandler(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkManager:RegisterClientMessages(NetworkClient)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandler id:34 handler:OnClientErrorInternal
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandler(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkManager:RegisterClientMessages(NetworkClient)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandler id:39 handler:OnClientSceneInternal
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandler(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkManager:RegisterClientMessages(NetworkClient)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Registering prefab 'WorldSync' as asset:697d5b22e978c7f47b6060eb66fb4f71
UnityEngine.Networking.NetworkScene:RegisterPrefab(GameObject)
UnityEngine.Networking.NetworkManager:RegisterClientMessages(NetworkClient)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NetworkManager StartClient address:::ffff:192.168.0.9 port:7777
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:3 handler:OnObjectSpawn
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:10 handler:OnObjectSpawnScene
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:12 handler:OnObjectSpawnFinished
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:1 handler:OnObjectDestroy
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:13 handler:OnObjectDestroy
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:8 handler:OnUpdateVarsMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:4 handler:OnOwnerMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:9 handler:OnSyncListMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:40 handler:OnAnimationClientMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:41 handler:OnAnimationParametersClientMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:15 handler:OnClientAuthority
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:2 handler:OnRPCMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:7 handler:OnSyncEventMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.ClientScene:RegisterSystemHandlers(NetworkClient, Boolean)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:42 handler:OnAnimationTriggerClientMessage
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:14 handler:OnCRC
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkClient:RegisterSystemHandlers(Boolean)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RegisterHandlerSafe id:17 handler:OnFragment
UnityEngine.Networking.NetworkMessageHandlers:RegisterHandlerSafe(Int16, NetworkMessageDelegate)
UnityEngine.Networking.NetworkClient:PrepareForConnect(Boolean)
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Client Connect: ::ffff:192.168.0.9:7777
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Async DNS START:::ffff:192.168.0.9
UnityEngine.Networking.NetworkClient:Connect(String, Int32)
UnityEngine.Networking.NetworkManager:StartClient(MatchInfo, ConnectionConfig, Int32)
HoloToolkit.Unity.Preview.SpectatorView.<StopBroadcastAndConnect>c__Iterator1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Async DNS Result:::ffff:192.168.0.9 for ::ffff:192.168.0.9: ::ffff:192.168.0.9
UnityEngine.Networking.NetworkClient:GetHostAddressesCallback(IAsyncResult)
System.Threading.ThreadPoolWorkQueue:Dispatch()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Log: cannot connect after {10} attempt address {::ffff:192.168.0.9:7777}
Client event: host=0 event=DisconnectEvent error=6
UnityEngine.Networking.NetworkClient:Update()
UnityEngine.Networking.NetworkClient:UpdateClients()
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Client disconnected
UnityEngine.Networking.NetworkClient:Update()
UnityEngine.Networking.NetworkClient:UpdateClients()
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NetworkManager:OnClientDisconnectInternal
UnityEngine.Networking.NetworkManager:OnClientDisconnectInternal(NetworkMessage)
UnityEngine.Networking.NetworkConnection:InvokeHandler(Int16, NetworkReader, Int32)
UnityEngine.Networking.NetworkClient:Update()
UnityEngine.Networking.NetworkClient:UpdateClients()
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NetworkManager StopClient
UnityEngine.Networking.NetworkManager:StopClient()
UnityEngine.Networking.NetworkManager:OnClientDisconnect(NetworkConnection)
UnityEngine.Networking.NetworkConnection:InvokeHandler(Int16, NetworkReader, Int32)
UnityEngine.Networking.NetworkClient:Update()
UnityEngine.Networking.NetworkClient:UpdateClients()
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Shutting down client -1
UnityEngine.Networking.NetworkClient:Shutdown()
UnityEngine.Networking.NetworkManager:StopClient()
UnityEngine.Networking.NetworkManager:OnClientDisconnect(NetworkConnection)
UnityEngine.Networking.NetworkConnection:InvokeHandler(Int16, NetworkReader, Int32)
UnityEngine.Networking.NetworkClient:Update()
UnityEngine.Networking.NetworkClient:UpdateClients()
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
ClientDisconnected due to error: Timeout
UnityEngine.Networking.NetworkManager:OnClientDisconnect(NetworkConnection)
UnityEngine.Networking.NetworkConnection:InvokeHandler(Int16, NetworkReader, Int32)
UnityEngine.Networking.NetworkClient:Update()
UnityEngine.Networking.NetworkClient:UpdateClients()
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
@timGerken @danielescudero Have any of you seen this? We don't have a set-up to try to repro this at the moment.
@SiriusA7 In Windows Unity Editor, does the star appear when you press play? The app should work on the HoloLens side without the need of any phones.
@danielescudero Curiously the star does not appear. Upon pressing play in the unity editor, anything under 'WorldRoot' is turned off.
@SiriusA7 If you revert back to the unchanged example scene and run it in Unity (win), does the star appear and change color?
@danielescudero If you mean the unchanged example in the current master branch, the 2017.4.0 release, then yes the star does appear and the color changes are synced up properly. The current issues had mainly arisen with the spectator view updates in 2017.4.1.0
I've got same issue, @SiriusA7 do you find out some solutions? Thanks a lot.
We got the same problem here and someone else posted it within the MS hololens forum as well: https://forums.hololens.com/discussion/10906/hololens-cant-scan-marker-on-iphone-for-spectator-view#latest
We are using
I updated to MRTK version 2017.4.1.0 -> still the same issue. No change in Behaviour (using Example Scene) (downloaded package and updated previous package from https://github.com/Microsoft/MixedRealityToolkit-Unity/releases/tag/2017.4.1.0 )
@tiany I haven't tested the latest build or releases since. I'm assuming the problem will persist since no changes have been made relevant to the iOS spectator view.
But I'll test out the 2017.4.1.0 stable release sometime this week for good measure.
@davidkline-ms Was there any progress on this issue? We are experiencing it as well and have an external deadline we're working against.
@SiriusA7 @davidkline-ms Maybe the problem is more related to the RS4 update of the HoloLens earlier this year? Could it be that the camera permission dialog/mechanism is interfering?
Has this issue been resolved yet? Running the sample scene on RS5 and still facing the same problem.
Hello Everyone!.
TL;DR Try this: Change the Script Execution Order so that SpectatorView.cs
runs before SpectatorViewNetworkManager.cs
I've been investigating a bit and It worked perfectly for me, so I had a look at what might be happening that could prevent the NetworkManager from doing its job (What @SiriusA7 described sounds like the NetworkManager having a day off basically :) )
And I realised that SpectatorViewNetworkManager.cs
relies on the property IsHost
that comes from SpectatorView.cs
. That value is set on the Start()
method and it looks like this
isHost = FindObjectOfType<PlatformSwitcher>().TargetPlatform == PlatformSwitcher.Platform.Hololens;
if for whatever reason the start of SpectatorView.cs
happens AFTER the one from SpectatorViewNetworkManager.cs
when the later tries to decide whether to be the server or not, it wouldn't do it because it thinks it isn't the host
if (spectatorView.IsHost)
{
StartHost();
}
I moved the line that sets isHost
to the Awake
and then it worked perfectly. To further test my theory I moved it back to the Start
and played with the Script Execution Order and that also proved that running SpectatorViewNetworkManager.cs
before SpectatorView.cs
causes an issue (I hope is the one you guys are describing).
This is something that definitely needs sorting out at least for the example where we've got control of the NetworkManager
, but in the meantime, you could try to move the isHost
bit to the Awake
of SpectatorView
or to fiddle with the Script Execution Order. Whatever you like more :)
Please do let me know if that fixes it or not.
The fix from @JoseSantano-ms worked for me. After I moved the isHost
line from the Start()
method into a new Awake()
method inside the SpectatorView.cs
, the example scene started to work. I did not try to modify the Script Execution Order as moving the line seemed easier.
Thank you for the fix!
Hi all, I was trying to build spectator view for one of our applications and I am not able to move pass the marker scan scene. In the Hololens project I can see the star gameObject and there seems to be no issue, but from the client side I get the error "Spawn object not found for 2" in network manager update loop. I have added the fix of moving execution order of SpectatorView.cs above SpectatorViewNetworkManager.cs but still it doesn't help.
Can anyone guide me on how to proceed further. @JoseSantano-ms @davidkline-ms @keveleigh
Hi all,
I fixed it. I took the latest code from the commit done in htk_development branch. It works as expected.
Hi @StephenHodgson. Can you guys make a release with this fix from the htk_development branch.
Good point. I'll keep this open until it's released. Sorry about that. @keveleigh @davidkline-ms when is our next release scheduled?
Thanks @StephenHodgson
Hi everyone, I finally got it working, too. Thanks for providing this new SpectactatorView feature, it’s been highly requested!
I ran into a few issues I’d like to note here:
I know these things are easy to google, but it took me forever to figure it out. Some of us here never worked with iOS before, so this stuff should be documented somewhere.
Thanks Robin! This is awesome feedback :) Well make sure to include these in our next fixes. Keep posting feedback please 👍
@SiriusA7 are you still blocked by this issue?
Looks like everyone is unblocked and found fixes.
Overview
Testing the updates to Spectator view led to a dead end & came up with no errors in console nor in any relevant debug logs during the build out & run. The devices see each other but the scene never activates, iOS doesn't get past the QR code screen, HoloLens remains blank showing only the cursor.
Expected Behavior
Upon HoloLens seeing QR code on iOS device, scene activates on both devices and shows color changing star.
Actual Behavior
The app starts on HoloLens and shows an empty scene with nothing but the cursor(running in editor shows everything under WorldRoot is deactivated), App starts on iOS device, recognizes surfaces & generates QR code, HoloLens discovers iOS device & turns on its camera, QR code 'flickers' on iOS when HoloLens sees the QR code for the first time but remains on iOS display, HoloLens view remains empty.
Steps to reproduce
Cloned 'June18Dev' branch Copied Spectator view plugin DLL's into "\Assets\HoloToolkit-Preview\SpectatorView\Plugins\WSA\x86" Opened SpectatorViewExample Selected 'SpectatorView' & selected 'HoloLens' under 'PlatformSwitcher' Build out to HoloLens Moved GLTF from "\Assets\HoloToolkit\Utilities\Scripts" to External Selected iPhone under 'PlatformSwitcher' Build out to iOS Copied iOS build to mac and deployed to iPhone X Moved GLTF back to the original location Deployed build to HoloLens **Same session of unity the whole time through, never quit out.
Versions
Unity - 2017.4.6f1 MRTK - Latest June18Dev branch iOS - iPhoneX @ 11.4 HoloLens - OS 10.0.17134.165