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[v13-15] Editor crashes on play after upgrading Oculus Integration.

toranotorano Posts: 13
Brain Burst
edited April 11 in Unity Development
I just updated Oculus Integration to v13 and found Unity editor crashes with hand tracking.

What I did is make a new project and a new scene, add setup some necessary stuff such as importing Oculus Integration, and add OVRCameraRig to the scene as well as OVRHandPrefab and OVRControllerPrefab as children of the hand anchors. Finally, change the platform to Android and set OVRManager's Hand Tracking Support to "Controller And Hands". Then I hit play and it crashed. I tried Unity 2019.2.9f1 and 2019.3.0f6 but both didn't work.

The HandTest scene worked successfully just once, and at that time my scene worked too. But after rebooting It didn't work again. I don't know why. Anyone knows the solution?

By the way I am using Oculus Quest and Oculus Link.
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Comments

  • jawatrjawatr Posts: 7
    Brain Burst
    Same issue here. Did you find any solution to it? 
  • DigibixDigibix Posts: 21 Oculus Start Member
    Same issue, using Unity 2018 4.16f LTS ... with Quest & Link
  • toranotorano Posts: 13
    Brain Burst
    edited February 14
    jawatr said:
    Same issue here. Did you find any solution to it? 
    I found the editor crashes if you use controllers when you push play. For example, if you wear the HMD first, open virtual desktop, and hit play using controller, then it crashes. If you wear the HMD without controller, meaning you wait for controllers to disapear, then it doesn't.

    I don't know if it is related to this issue, but I also found that just changing "Hand Tracking Support" option in OVRManager componenet doesn't change AndroidManifest.xml. You have to manually remove and regenerate it from Oculus>Tools. But here is another problem that even if you change it, it doesn't affect the support. I set it to "Controllers Only", regenerate the file and see the permission isn't written, but I can still use both controllers and hands on play. 

    I found these issues using Unity 2019.2.9f1, Oculus App(Windows) Version 13.0.0.280.463 (13.0.0.280.463), Quest version 13.0.0.298.463.195754708.
  • toranotorano Posts: 13
    Brain Burst
    Did anyone else get the same issue(Using controller before play causing editor crash)? I am wondering if this is only my problem caused by wrong configuration or something.
  • vascoadtalemvascoadtalem Posts: 1
    NerveGear
     @torano It happens exactly the same to me
  • toranotorano Posts: 13
    Brain Burst
    @vascoadtalem Then it should be a bug. I hope Oculus devs will notice this issue and fix immediately since this is critical for development with Quest.
  • toranotorano Posts: 13
    Brain Burst
    Someone has already reported the crash issue.
    I also created a report about hand tracking option.
  • JamesButlin_FVRJamesButlin_FVR Posts: 1
    NerveGear
    edited February 27
    I'm having this issue also. Seems to work in the HandTest scene but strangely not on any scenes where I try to add it to the existing OVRCameraRig prefab, despite them being identical!

    torano said:
    Someone has already reported the crash issue.
    I also created a report about hand tracking option.

  • DigibixDigibix Posts: 21 Oculus Start Member
    It will crash if you press play with your controllers (in desktop view, or if you can see your controllers)

    Put the quest on (with link enabled)

    Make sure you cannot see the controllers

    Press play using your mouse

    ... your hands should work in unity editor
  • ChronodosChronodos Posts: 7
    NerveGear
    Digibix said:
    It will crash if you press play with your controllers (in desktop view, or if you can see your controllers)

    Put the quest on (with link enabled)

    Make sure you cannot see the controllers

    Press play using your mouse

    ... your hands should work in unity editor
    Didn't work for me. Editor simply crashes even if I remove the batteries.

    JamesButlin_FVR said:
    I'm having this issue also. Seems to work in the HandTest scene but strangely not on any scenes where I try to add it to the existing OVRCameraRig prefab, despite them being identical!
    It doesn't even work in the HandTest scene for me. Crashes also
  • zoidbunzoidbun Posts: 3
    NerveGear
    edited March 6
    Chronodos said:
    Didn't work for me. Editor simply crashes even if I remove the batteries.
    Did you try and put the quest on - as in, put it on your head? I had to wear it while clicking play for it to not crash.

  • Reborn409Reborn409 Posts: 5
    NerveGear
    Same issue... Crashes all time when I click play.
  • chibiskuldchibiskuld Posts: 5
    Brain Burst
    Hi all,
    I just wanted to report I pinpointed the actual cause for the issue.
    When in link mode, it still respects the state of your controllers. Whether you have chosen hand tracking or not.
    The crash occurs when you start with controllers instead of in hand mode.
    One hint to tell if you are in hand tracking mode, is actually receiving the error, "Controllers are required".
    If you are seeing this, then this means link mode sees you in hand mode. You can then safely start your application. You can also tell if your hands are being tracked instead of controllers by reaching out to your guardian. If you see a ring appear because of your hands, you should be good to go.
    But overall, you need to ensure you have hand tracking mode on, or turn the "Auto Detect" feature on in experimental features.

    I hope that helps!
  • toranotorano Posts: 13
    Brain Burst
    edited April 11
    I reported these issues about 2 months ago, but these, crash with controllers on and always hands available regardless of AndroidManifest, still remains with Oculus Integration v15... I don't know why Oculus devs didn't fix yet.
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