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.
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 😉
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.
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.