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[SOLVED in 5.6.2p1] Gear VR Build Crash: Unity 5.6.1p1 - 16 bit display buffer builds always crash

SylphelabsSylphelabs Posts: 3
NerveGear
edited July 14 in Unity
It seems a regression bug, using unity 5.6.1p1 with OVR 1.14 on Samsung Galaxy S7 Edge Mali-T880 build always crash.
To avoid crash i have to put the display buffer to 32 bit.

Comments

  • vescomstudiosvescomstudios Posts: 3
    NerveGear
    Yep, we can confirm that, have experienced the same bug.
  • imperativityimperativity Posts: 1,597 Oculus Staff
    @Sylphelabs

    Thanks for reporting this. We aware of this error and are coordinating with Unity to push a fix.
  • spacefrogspacefrog Posts: 11
    NerveGear
    Just released Unity 5.6.1p2 did'nt fix the problem, Unity beta 2017.1b8 is also affected by this bug
    still crashes my GearVR project on my Galaxy S6 when display buffer is not set to 32 bit.
    guess this was too tight a time frame for a fix ;-)

    5.6.1F1 did'nt have the problem BTW

  • SylphelabsSylphelabs Posts: 3
    NerveGear
    Sorry to say it, we know you are aware of this, but the bug is still present in 5.6.1p3 
  • imperativityimperativity Posts: 1,597 Oculus Staff
    @Sylphelabs

    We have informed Unity that this issue still persists. It was supposed to be fixed in 5.6.1p3.
  • imperativityimperativity Posts: 1,597 Oculus Staff
    @Sylphelabs

    After digging into this further, it has been determined that this is a separate issue from the one that was fixed in 5.6.1p3. We're unable to reproduce it. Can you provide a logcat from the crash or a project that reproduces it for our review? Thanks!

  • SylphelabsSylphelabs Posts: 3
    NerveGear
    The issue is resolved in 5.6.2p1 Thanks :)
  • imperativityimperativity Posts: 1,597 Oculus Staff
    Thanks for the update! Glad to hear this has been resolved for you.
  • AllenPestalukyAllenPestaluky Posts: 16
    NerveGear
    Hi everyone,

    Unfortunately this fix in Unity 5.6.2p1 might not have been a real fix to this issue: As of 5.6.2p1, the 32-bit display buffer player setting is actually ignored and a 32-bit display buffer is forced for Gear VR builds (but not for standard non-VR android builds).

    This "fix" is actually the exact same problem that used to happen before Unity 5.6.0f2  that was described in Unity case 863783 and in this oculus topic.

    It seems that Unity 5.6.0f2 through 5.6.1f1 inclusive had a correctly functioning 16-bit display buffer, but versions before and after have not.

    Allen
  • AllenPestalukyAllenPestaluky Posts: 16
    NerveGear
    Hi everyone,

    Unfortunately this fix in Unity 5.6.2p1 might not have been a real fix to this issue: As of 5.6.2p1, the 32-bit display buffer player setting is actually ignored and a 32-bit display buffer is forced for Gear VR builds (but not for standard non-VR android builds).

    This "fix" is actually the exact same problem that used to happen before Unity 5.6.0f2  that was described in Unity case 863783 and in this oculus topic.

    It seems that Unity 5.6.0f2 through 5.6.1f1 inclusive had a correctly functioning 16-bit display buffer, but versions before and after have not.

    Allen
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