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Virtual Reality SDK Oculus failed to initialize.

marko_rkmmarko_rkm Posts: 6
NerveGear
Hello, as you have seen in the title I'm having problems to Initialize the Oculus Rift SDK in Unity. I'm working in an app for samsung Gear VR.
the versions I'm using are these:
  • Unity 2017.3.1f1 
  • ovr_unity_utilities_1.24.0
  • OVRPlatformSDK_v1.24.0
  • ovr_avatar_sdk_1.24.0
I'm following the instructions marked in this guide : https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/

When I put play in my game the following messages appear in my console:
-Virtual Reality SDK Oculus failed to initialize.
Attempting to enable None instead.
-Unity v2017.3.1f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object)
OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904)



The first one appears as a warning and the second one appears as a message. Also, I've put the 'Gear VR App Id' number in the 'OculusPlatformSettings' and these errors still appearing.

I've made every step from 'Create an App' to 'Configuring Your App for Local Development', but I get stuck in the 'Initialize the SDK and Perform the Entitlement Check' step, basicly that step asked me to create a script for initialize the SDK with my appID but I have no idea how to use it, or if I have to use it.

I created a script like this:

using UnityEngine;
using Oculus.Platform;

public class AppEntitlementCheck: MonoBehaviour {

  void Awake ()
  {
    try 
    {
      Core.AsyncInitialize();
      Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback);
    } 
    catch(UnityException e) 
    {
      Debug.LogError("Platform failed to initialize due to exception.");
      Debug.LogException(e);
      // Immediately quit the application.
      UnityEngine.Application.Quit();
    }
  }

  void GetEntitlementCallback (Message msg) 
  {
    if (msg.IsError) 
    {
      Debug.LogError("You are NOT entitled to use this app.");
      UnityEngine.Application.Quit();
    } 
    else 
    {
      Debug.Log("You are entitled to use this app.");
    }
  }
}

Could you explain to me why these error still appearing and if there's a solution? 

I'll give thanks to everyone who support me in this topic.

:smile: 

Tagged:
«1

Comments

  • imperativityimperativity Posts: 3,587 Valuable Player
    edited March 23
    Hi,

    From a quick look at your scene, you don't have any components added that would need to call your APP ID. I also could not reproduce this issue with an exact scene mirroring yours, adding the OVRPlayerController prefab as you did---which allows basic movement and our OVRManager script to function as expected.

    Would you be willing to provide a copy of your project for me to analyze?

    Also, you are certain that you have "oculus" added to your virtual reality SDKs in your XR Settings in your player settings menu in Unity?

  • markhansavenmarkhansaven Posts: 20
    NerveGear
    edited March 24
    I'm getting a lot of problems from this Unity 2017.3.1f1 update just recently. 
    Firstly, it says in the editor 'Virtual Reality SDK Oculus failed to initialize.'. When building there's a libc error. Also, Google Cardboard is broken as well so now there's no fallback. 

    When looking at the updates this is what you see in Unity's website: 


    • XR: Fixed single-pass shadow issue when used with Nvidia VRWorks. (None)
    • XR: Fixed issue with capturing a screen shot image while in single-pass instancing mode. (None)
    • XR: Removed application orientation settings disable when Virtual Reality Supported was enabled and updated info message related to the settings. (973918)
    • XR: Fixed early out of Virtual Reality SDK list when SDKs that are unsupported in play mode try to initialize. Also Improved log messages around the Virtual Reality SDK list in Play Mode. (971293)
    And also...

    • XR: Update Google NDK to v1.100
    • XR: Update Oculus to version 1.20
    • XR: Update Vuforia to version 7.0.43
    • XR: Added XR.WSA.HolographicSettings.IsContentProtectionEnabled. This gets or sets whether the app is displaying protected content. While content protection is enabled, rendered content will be visible only in the headset, disabling the Mixed Reality - Portal's preview.
    • XR: Added XR.WSA.HolographicSettings.ReprojectionMode. This gets or sets the kind of reprojection the app is requesting to stabilize its holographic rendering relative to the user's head motion.

    One awful solution that you can try is to create a brand new project and migrate your current project into that one. As of right now the Oculus Utilities project that I did that exact thing with, that was working for months, is now broken when building for the two most popular VR platforms. I will try an empty new project now and see if that works.

    My guess is that there's some kind of interference, maybe that 'update to dll 1.20' when the latest dll is 1.21, not sure...
  • markhansavenmarkhansaven Posts: 20
    NerveGear
    edited March 24
    Okay so I think VR is just broken in Unity now? When I start an empty project Google Cardboard does not work. I'm trying Oculus soon, that's very strange though. It's always worked on my computer...

    Here's the error I get after building for android when trying to run VR Oculus: 

    [quote]
    03-24 08:58:28.270: D/MdnieScenarioControlService(3702):  packageName : com.TestProject.TestUnity    className : com.unity3d.player.UnityPlayerActivity
    03-24 08:58:28.383: E/ExternalPlatformLocal(2026): isAudioHookingEnabledForApplication: com.TestProject.TestUnity
    03-24 08:58:28.387: A/libc(3503): Fatal signal 6 (SIGABRT), code -6 in tid 3520 (UnityMain)
    03-24 08:58:28.460: A/DEBUG(3577): pid: 3503, tid: 3520, name: UnityMain  >>> com.TestProject.TestUnity <<<
    03-24 08:58:28.465: A/DEBUG(3577):     #10 pc 00002774  /data/app/com.TestProject.TestUnity-1/lib/arm/libvrapi.so (vrapi_Initialize+5240)
    03-24 08:58:28.465: A/DEBUG(3577):     #11 pc 000205f4  /data/app/com.TestProject.TestUnity-1/lib/arm/libOVRPlugin.so (_ZN3OVR4Util15CompositorVRAPI10InitializeEv+160)
    03-24 08:58:28.465: A/DEBUG(3577):     #12 pc 000230e8  /data/app/com.TestProject.TestUnity-1/lib/arm/libOVRPlugin.so (_ZN3OVR4Util15CompositorVRAPI6CreateE17ovrpRenderAPITypePFv12ovrpLogLevelPKcEPviRK11ovrpVersionPPNS0_10CompositorE+96)
    03-24 08:58:28.465: A/DEBUG(3577):     #13 pc 000134b0  /data/app/com.TestProject.TestUnity-1/lib/arm/libOVRPlugin.so (ovrp_Initialize4+84)
    03-24 08:58:28.465: A/DEBUG(3577):     #14 pc 00978404  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #15 pc 009780c4  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #16 pc 0076c3dc  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #17 pc 0076bce0  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #18 pc 0014be70  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #19 pc 002d8a5c  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #20 pc 004e42b8  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #21 pc 004e773c  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #22 pc 00019939  /data/app/com.TestProject.TestUnity-1/oat/arm/base.odex (offset 0x19000)
    03-24 08:58:29.142: W/ActivityManager(3702):   Force finishing activity com.TestProject.TestUnity/com.unity3d.player.UnityPlayerActivity


    [/quote]

  • marko_rkmmarko_rkm Posts: 6
    NerveGear
    Hi,

    From a quick look at your scene, you don't have any components added that would need to call your APP ID. I also could not reproduce this issue with an exact scene mirroring yours, adding the OVRPlayerController prefab as you did---which allows basic movement and our OVRManager script to function as expected.

    Would you be willing to provide a copy of your project for me to analyze?

    Also, you are certain that you have "oculus" added to your virtual reality SDKs in your XR Settings in your player settings menu in Unity?

    I only was able to send the scene in a zip, the whole project it's a quite of big even compressed in a zip, but if you need the complete project you can download it with the next link to my project's folder in dropbox:
    https://www.dropbox.com/sh/grwjumtsz0kuvx6/AABIj0HBcc_5Oa3cJZsenI8ga?dl=0

    I added the "oculus" option in XR Settings, even I have the "Virtual Reality Supported" Option" , but the same warning message still appearing, I don't have any problem when I push the play buttom to the game mode and I haven't tried to build the game yet, but I don't know if using the Oculus assets without the SDK would bring me problems when I develop my project.

    this is a XR Settings's screenshot in game mode:


    Also thank you very much for the support. I really appreciate it.
  • marko_rkmmarko_rkm Posts: 6
    NerveGear
    Okay so I think VR is just broken in Unity now? When I start an empty project Google Cardboard does not work. I'm trying Oculus soon, that's very strange though. It's always worked on my computer...

    Here's the error I get after building for android when trying to run VR Oculus: 

    [quote]
    03-24 08:58:28.270: D/MdnieScenarioControlService(3702):  packageName : com.TestProject.TestUnity    className : com.unity3d.player.UnityPlayerActivity
    03-24 08:58:28.383: E/ExternalPlatformLocal(2026): isAudioHookingEnabledForApplication: com.TestProject.TestUnity
    03-24 08:58:28.387: A/libc(3503): Fatal signal 6 (SIGABRT), code -6 in tid 3520 (UnityMain)
    03-24 08:58:28.460: A/DEBUG(3577): pid: 3503, tid: 3520, name: UnityMain  >>> com.TestProject.TestUnity <<<
    03-24 08:58:28.465: A/DEBUG(3577):     #10 pc 00002774  /data/app/com.TestProject.TestUnity-1/lib/arm/libvrapi.so (vrapi_Initialize+5240)
    03-24 08:58:28.465: A/DEBUG(3577):     #11 pc 000205f4  /data/app/com.TestProject.TestUnity-1/lib/arm/libOVRPlugin.so (_ZN3OVR4Util15CompositorVRAPI10InitializeEv+160)
    03-24 08:58:28.465: A/DEBUG(3577):     #12 pc 000230e8  /data/app/com.TestProject.TestUnity-1/lib/arm/libOVRPlugin.so (_ZN3OVR4Util15CompositorVRAPI6CreateE17ovrpRenderAPITypePFv12ovrpLogLevelPKcEPviRK11ovrpVersionPPNS0_10CompositorE+96)
    03-24 08:58:28.465: A/DEBUG(3577):     #13 pc 000134b0  /data/app/com.TestProject.TestUnity-1/lib/arm/libOVRPlugin.so (ovrp_Initialize4+84)
    03-24 08:58:28.465: A/DEBUG(3577):     #14 pc 00978404  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #15 pc 009780c4  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #16 pc 0076c3dc  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #17 pc 0076bce0  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #18 pc 0014be70  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #19 pc 002d8a5c  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #20 pc 004e42b8  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #21 pc 004e773c  /data/app/com.TestProject.TestUnity-1/lib/arm/libunity.so
    03-24 08:58:28.465: A/DEBUG(3577):     #22 pc 00019939  /data/app/com.TestProject.TestUnity-1/oat/arm/base.odex (offset 0x19000)
    03-24 08:58:29.142: W/ActivityManager(3702):   Force finishing activity com.TestProject.TestUnity/com.unity3d.player.UnityPlayerActivity


    [/quote]

    I also try to use Google Cardboard, before using Oculus, in the newest verson of Unity (Unity 2017.3.1f1) and I wasn't able to build it, when I open my project these kind of warning messages also appear:

    • Assets/OvrAvatar/Samples/SocialStarter/Assets/Scripts/RoomManager.cs(31,15): warning CS0618: `Oculus.Platform.Rooms.SetRoomInviteNotificationCallback(Oculus.Platform.Message<string>.Callback)' is obsolete: `Deprecated in favor of SetRoomInviteAcceptedNotificationCallback'
    • Assets/OvrAvatar/Samples/SocialStarter/Assets/Scripts/RoomManager.cs(93,22): warning CS0618: `Oculus.Platform.Models.Room.Owner' is obsolete: `Deprecated in favor of OwnerOptional'
    I agree with you, maybe with the Unity updates the Oculus assets's scrips use some "old code" in the view of this newest version, Thanks for the support in this problem.
  • markhansavenmarkhansaven Posts: 20
    NerveGear
    edited March 26
    I just re-downloaded, fresh install of Unity on two separate computers and indeed it states 'Virtual Reality SDK Oculus failed to initialize.". 

    This is using Unity's 2017.4.0f1 on two separate computers! Google VR, Oculus VR do not work!!

    Guys, I think we all need to submit a ticket. If you one of you two do it I will immediately respond and thumbs this up, this is a very serious issue, out of the box now Unity is not working with any VR!

    There is one thing, though. Both of these computers have only one thing in common which is that they have run a project that used oculus utilities imported. I'm wondering if it's possible that oculus utilities when imported adds something externally to your computer outside of your unity installation that is staying there, or is it just simply that Unity is now broken completely to use VR out of the box!

    I've posted a topic about it on the Unity forums here: 

    https://forum.unity.com/threads/vr-is-broken-on-2017-3-1f1-cardboard-and-oculus.523397/

    We need to submit a ticket though because this is a serious problem with Unity now...



  • imperativityimperativity Posts: 3,587 Valuable Player
    @marko_rkm
    @markhansaven

    Hi, we were unable to reproduce this behavior in both your sample project provided above, our internal project mirroring your own, and a new project using Unity 2017.4.0f1.

    However, we were finally able to reproduce this behavior by stopping all services associated with the oculus runtime. Do you have the runtime installed on either of your machines you are building on? If so, are the services actively running in the background? The Oculus runtime is required for testing your build on PC, and is the reason why the SDK is not initializing.

    Please download and install it here: https://www.oculus.com/setup/


  • markhansavenmarkhansaven Posts: 20
    NerveGear
    @marko_rkm
    @markhansaven

    Hi, we were unable to reproduce this behavior in both your sample project provided above, our internal project mirroring your own, and a new project using Unity 2017.4.0f1.

    However, we were finally able to reproduce this behavior by stopping all services associated with the oculus runtime. Do you have the runtime installed on either of your machines you are building on? If so, are the services actively running in the background? The Oculus runtime is required for testing your build on PC, and is the reason why the SDK is not initializing.

    Please download and install it here: https://www.oculus.com/setup/



    Oculus has always worked right out of the box in Unity. My VR setup was working last month and now it isn't. 

    Not only is Oculus not working, but cardboard and OpenVR are also not working.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @markhansaven

    We could not reproduce this issue with your version of Unity and our software until we disabled the oculus runtime. It initializes and functions correctly on our end.
  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    @imperativity I'm having the same issue as well with Unity 2018.1.0813 and the 1.24 SDK. Try harder maybe?
  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    @markhansaven @marko_rkm I rolled back to 1.22, since that's the version bundled with the latest version of Unity and it's still busted. It may be a Unity issue, but it doesn't look like we will get any support from Unity or Oculus any time soon. I'll let you know if I find anything on the Unity forums.
  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    @markhansaven @marko_rkm the only thing that seems to work is rolling back to version 1.22; launching your app via Unity editor by hitting the play button; and/or then launching it from the runtime screen (I haven't verified whether it will run on its own directly from the runtime). If it only works from the runtime, then things like runtime debugging may not be possible. We also can't get controllers to work atm. My company has Monday off for Easter, but if we find a solution (our business depends on it), I'll post it here.
  • imperativityimperativity Posts: 3,587 Valuable Player
    edited March 30
    @ssedlmayr_nomad

    Hi,

    We are actively looking into this issue and have spent time trying to reproduce this internally, to no avail.

    I have the following questions to ask you:

    1) Is your runtime the latest?

    2) Do you have any pending updates to install in the runtime if it is the latest version?

    3) Can you provide me with log files from your runtime by running "C:\Program Files\Oculus\Support\oculus-diagnostics\OculusLogGatherer.exe" to give me added visibility into this issue on your end?

    Please understand that we are here to help and have been internally looking into this since it has first been reported.
  • markhansavenmarkhansaven Posts: 20
    NerveGear
    edited April 1
    @ssedlmayr_nomad

    Hi,

    We are actively looking into this issue and have spent time trying to reproduce this internally, to no avail.

    I have the following questions to ask you:

    1) Is your runtime the latest?

    2) Do you have any pending updates to install in the runtime if it is the latest version?

    3) Can you provide me with log files from your runtime by running "C:\Program Files\Oculus\Support\oculus-diagnostics\OculusLogGatherer.exe" to give me added visibility into this issue on your end?

    Please understand that we are here to help and have been internally looking into this since it has first been reported.

    I don't understand how you couldn't reproduce the issue...I would say just get a computer, install Unity on it as the only application, and just playtest in the editor. Unity is supposed to work out of the box with all of the sdks it installs with. It is broken with both OpenVR and Oculus platforms as it says "Failed to Initialize" with both, not just with Oculus VR. 

    I post in depth the first errors that I had received after it was built. It would build for Android, but it won't start the application:

    https://forum.unity.com/threads/vr-is-broken-on-2017-3-1f1-cardboard-and-oculus.523397/#post-3442312

    No one seems to be responding on the forums which is very odd to me as it is broken on three separate computers with a fresh install of Unity and blank new projects, and since so many people seem to also be going through this.

    You have to understand that there was never a need to install any separate windows oculus runtime, and people like me are developing for or at least trying to develop for GearVR/Go and Cardboard. Unity should work straight out of the box with both OpenVR and Oculus, as it has been up until last month.

    I will try rolling back to 2017.2 and see if that works, it seems to be ever since the 2017.3.1 update and in the logs Unity says they had updated the Oculus sdk on that update. I don't think it's the Oculus sdk at all, I think it's that upon updating Unity they did something to make Unity look in the wrong location for files or hardwired it where it can't find certain Oculus components right out of the box.

  • markhansavenmarkhansaven Posts: 20
    NerveGear
    edited April 1
    Okay, so I am installing now 2017.2.2f1 and if what's presumed is correct it will work fine right out of the box with VR.

    And...no...that doesn't work either.

    I don't think this is on Oculus end but rather Unitys end.
  • markhansavenmarkhansaven Posts: 20
    NerveGear
    edited April 1
    Okay so I finally found the way to fix it. 

    You need to roll back to version 2017.1 of Unity! The version I'm on is specifically 2017.1.0f3. 

    I notice that when 'XR Settings' was added to Unity for some reason VR stopped working. I just hadn't noticed this as I hadn't playtested VR in about two months. 

    In the release notes it MIGHT be this update for 2017.2: 

    [quote]
    Moved types in the UnityEngine.VR.* namespaces to UnityEngine.XR.* namespaces. Renamed VR to XR across the API; for example, types like VRSettingsVRDeviceVRNode to XRSettingsXRDeviceXRNode. Configured API updater to automatically update existing scripts and assemblies.
    [/quote]

    I'm not entirely sure though. It had to do when they moved from VR to XR that all the sdks can't initialize and that builds don't work. 

    Agian, I can't say anything for sure but again 2017.1.0f3 works fine out of the box.
  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    edited April 4
    I'm still having this issue as well. A partner of ours in Rotterdam is apparently not having any issues; they created an empty project in Unity 2018.1.0b12 and the 1.24 version of the Oculus utilities and apparently it works fine on their end. They regressed all the way down to 1.21 with no issues.

    However, when I did the same thing, the plugin still does not initialize. There has been some confusion on our end because I don't know the exact steps they took in Rotterdam, just that it works. We also have some people in our office claiming that Oculus is integrated into 2018, but I haven't found any evidence that indicates that's true.

    So here are the exact steps I took in a brand new project:

    0. The Oculus app is running on my machine.
    1. Create a new 3D project in Unity 2018.1.0b12
    2. Add a plane to a scene and save it.
    3. Verify in Player Settings that virtual reality support is enabled and Oculus is enumerated. It is, along with OpenVR, the default settings.
    4. Run the app. I get the warning message "Virtual Reality SDK Oculus failed to initialize."
    5. Stop the app. Remove OpenVR, as we aren't supporting it.
    6. Import version 1.24 of the Oculus utilities.
    7. Run the app. I get the warning message "Virtual Reality SDK Oculus failed to initialize."
    8. Import that package for the 1.24 version of the Oculus platform. I should mention that in previous apps we didn't need this; the plugin in the utilities was sufficient to run an app with Oculus support.
    9. Run the app. I get the warning message "Virtual Reality SDK Oculus failed to initialize."

    I ran the OculusLogGatherer.exe tool, but there doesn't seem to be any way to share it on the forum, so I'll start looking through it.




  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    Here's part of my autoanalysis log (too long to post the whole thing):

    =============
    LOG ANALYSIS
    =============

    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:52.034 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\core\Unicode.cpp(10) : Failed to convert from utf8: The parameter is incorrect. (1971052)
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:52.034 {!ERROR!} [VRAudioDevice] Unable to set output device for SDK: Failed to convert from utf8: The parameter is incorrect.
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:52.034 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\core\Unicode.cpp(10) : Failed to convert from utf8: The parameter is incorrect. (1971052)
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:52.034 {!ERROR!} [VRAudioDevice] Unable to set input device for SDK: Failed to convert from utf8: The parameter is incorrect.
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:52.154 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\Network\FileHttpRequest.cpp(339) : Download CompatLibData failed with error: FatalError domain: TigonFileDownloaderProtocolError code: 0 detail: Unexpected HTTP response. (1971005)
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:52.154 {!ERROR!} [OculusAppFramework.cpp] Download of https://www2.oculus.com/compatibility_library?access_token=OC|1522986184659833| failed: OVR64123165
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:52.164 {!ERROR!} [OVRServer] Downloaded compatibility JSON is bad. First 50 characters: %s
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:59.385 {!ERROR!} [os/file] Unable to open path 'C:\Program Files\Unity\Editor\Unity.exe [3]
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:59.385 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\os\file.cpp(508) : Error normalising path (1971039)
    [Service_2018-04-04_09.48.51.txt] 04/04 09:48:59.385 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\os\file.cpp(920) : Failed to open file: The system cannot find the path specified. (1971052)
    [Service_2018-04-04_09.48.51.txt] 04/04 10:23:28.739 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\Network\SimpleHttpRequest.cpp(183) : Request MarauderBatchUpload errored: TransientError domain: CURLcode code: 56 detail: 56: SSL read: error:00000000:lib(0):func(0):reason(0), errno 10054 (1971012)
    [Service_2018-04-04_09.48.51.txt] 04/04 10:23:28.739 {!ERROR!} [Analytics] Error uploading marauder logs: OVR40779122
    [Service_2018-04-04_09.48.51.txt] 04/04 10:28:28.758 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\Network\SimpleHttpRequest.cpp(183) : Request MarauderBatchUpload errored: TransientError domain: CURLcode code: 56 detail: 56: SSL read: error:00000000:lib(0):func(0):reason(0), errno 10054 (1971012)
    [Service_2018-04-04_09.48.51.txt] 04/04 10:28:28.758 {!ERROR!} [Analytics] Error uploading marauder logs: OVR40779122
    [Service_2018-04-04_09.48.51.txt] 04/04 10:57:40.409 {!ERROR!} [NVDirectDisplay] NVDirectDisplayFrameNotifier::GetWaitableHandle: NvAPI_D3D_UpdatePeriodicFrameNotification error. NV status: -1 (NVAPI_ERROR)
    [Service_2018-04-04_09.48.51.txt] 04/04 10:57:40.409 {!ERROR!} [NVDirectDisplay] NVDirectDisplayFrameNotifier::GetWaitableHandle: NvAPI_D3D_UpdatePeriodicFrameNotification error. NV status: -1 (NVAPI_ERROR)
    [Service_2018-04-04_09.48.51.txt] 04/04 10:57:40.827 {!ERROR!} [Kernel:Default] [DisplayManager] NVidia power mode default not settable because another instance has it set.
    [Service_2018-04-04_09.48.51.txt] 04/04 10:58:38.923 {!ERROR!} [OAF ERROR] C:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-pc-sdk\Software\OculusSDK\PC\OAF\liboaf\Network\SimpleHttpRequest.cpp(183) : Request MarauderBatchUpload errored: TransientError domain: CURLcode code: 56 detail: 56: SSL read: error:00000000:lib(0):func(0):reason(0), errno 10054 (1971012)
    [Service_2018-04-04_09.48.51.txt] 04/04 10:58:38.923 {!ERROR!} [Analytics] Error uploading marauder logs: OVR40779122
  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    edited April 4
    It looks like it's having difficulty reaching various Oculus URLs and also can't launch Unity because it's only looking for it in the standard install location; I'm not sure how that's relevant to my app though, as this log is generated by the oculus log gatherer itself.

    I should mention that I have multiple versions of Unity installed via u3d, because we work with a variety of partners on different continents with Unity projects in different versions. I'm not sure why that would be relevant, but it might be.
  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    So it runs fine in 0b13 for me. I did a fresh install and it ran straightaway. I then ran the same project in 0b13 and it works as well. Loaded it up in 0b12 again and again the SDK failed to initialize. I'd love to say that's the end of it, except that our partner in Rotterdam also got it running in 0b12.
  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    I uninstalled 0b12 and reinstalled a fresh version without u3d and it works; so it seems to be u3d related somehow; or maybe when I installed it via u3d there was a dependency I didn't include in the install (although I don't believe VR support is optional). So that's the solution for me; HTH someone else.

  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    interestingly, I removed the Oculus utilities, then had to re-add them as apparently we had some dependencies, and the problem is back for me in both b12 and b13. So it's somehow related to removing or adding Oculus utilities possibly.
  • Stubbo1705Stubbo1705 Posts: 2
    NerveGear
    Hello Everybody, I am very new to unity and currently working on my first VR project, today I wanted to add in the Oculus avatar model so I can use the touch controllers in game and this is where my issues first started! At first the avatar wasnt working in game so I couldn't see the avatar hands, however when I created a blank project the avatar models worked! So now  I need to find out why it doesn't work in my project? Anyway I decided to deleted the Oculus Integration and re download it off the Unity store, but once I had done that each time I got more and more errors, but again I tested it in a blank project and it works!  
  • Stubbo1705Stubbo1705 Posts: 2
    NerveGear

  • ssedlmayr_nomadssedlmayr_nomad Posts: 10
    NerveGear
    @imperativity, my current theory is that the root cause has to do with removing or upgrading the Oculus Utilities package, which our project relies on. Steps to reproduce on my machine are:

    1. Create a new project in Unity 2018.1.0b12/0b13.
    2. Make sure virtual reality support is enabled and Oculus is in the list
    3. Launch your Oculus app
    4. Run your Unity project; the app should work fine with full head tracking
    5. Import the Oculus utilities package (any version)
    6. Run your project; should still work
    7. Remove the Oculus utilities or upgrade to a newer version
    8. Run the app; this time, the Oculus SDK will fail to initialize on my machine
    9. The only way out of this situation is to uninstall and reinstall Unity
    10. After doing so, run the app; it will work again
  • imperativityimperativity Posts: 3,587 Valuable Player
    @ssedlmayr_nomad

    Thanks for the repro steps, but we often advise devs not to upgrade to beta versions of Unity as our support has not caught up to these versions yet and issues like this can occur. Does this repro with non-beta versions of Unity?
  • vbalbiovbalbio Posts: 9
    NerveGear
    edited April 6
    Hi! I was having the same problem after update for the last OVR Unity Utilities (1.24) in Unity 2017.3 versions

    So I removed all unity versions of my Pc. Download the Unity Hub and got the 2017.3.1f1 version.
    After create a new project and import the OVR Unity Utilities 1.24 (the unitypackage) i saw an error message saying that the Plugins/Android/assets folder was not found. Then i got the same error again trying to run some empty scene with Oculus VR enabled in Player Prefs as the others users here.

    So i deleted this project, create a new one and added manually the "Plugins/Assets/assets" folder. This time it imported nicely and everything come back to work! So i think the problem is that the last OVR Unity Utilities (1.24) is broke someway and is not automatically creating the Plugins/Android/assets folder...

    Hope it can help someone. At least it worked for me
  • vbalbiovbalbio Posts: 9
    NerveGear
    A reproducible way to make it crash (and one workaround to fix):
    I'm using Windows 7 x64 and Unity 2017.3.1f1

    Making it Crash:
    - Create a new project
    - Let it as PC/Windows Build
    - Import the Unity Utilities 1.24
    - Set the VR SDK to Oculus
    - Play it and see it fail

    How to Make it Work:
    - Create a new project
    - Set it to Android Build
    - Set the VR SDK to Oculus
    - Create the Plugins/Android/assets folder
    - Import the Unity Utilities 1.24

    I tested those workflows twice before post. I have some suspect that it's something related to the x64 dll when importing with Windows Build as target... that is breaking all the VR Systems in Unity. I have no idea why and since I'm not an expert i could not investigate it more than that. At least this workaround is working for me.

    Bye!


  • markhansavenmarkhansaven Posts: 20
    NerveGear
    edited April 8
    If you downgrade Unity to 2017.1 it works. It very may well be when the namespace VR was changed to XR that Oculus stopped working out of the box.

    I've had this trouble for more than a month now so I'm gonna try your guys workarounds and see if it works...
  • marko_rkmmarko_rkm Posts: 6
    NerveGear
    @marko_rkm
    @markhansaven

    Hi, we were unable to reproduce this behavior in both your sample project provided above, our internal project mirroring your own, and a new project using Unity 2017.4.0f1.

    However, we were finally able to reproduce this behavior by stopping all services associated with the oculus runtime. Do you have the runtime installed on either of your machines you are building on? If so, are the services actively running in the background? The Oculus runtime is required for testing your build on PC, and is the reason why the SDK is not initializing.

    Please download and install it here: https://www.oculus.com/setup/


    Hello imperativity, I didn't have the Oculus Software when I was working on my proyect. I downloaded it and installed it, I don't have the oculus rift headset so I skipped the setup step. With the oculus software window open, I open my proyect in Unity and the same warning message appeared.


    Did I make a wrong step?, if you need more Information please ask me and 
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