- DX9 - Forward rendering - Linear colour space - TImeWrap On - Playing in extended mode
Playing in the editor is absolutely fine and the build was working with this setup previously but now I get a crash as soon as the game starts. I have tried numerous times.
Are you using 0.4.1? I was seeing similar errors last night in 0.4.1. I think the compiler has trouble with the directory location of the OculusPlugin.dll file depending upon whether you're building 32-bit or 64-bit. If I remember correctly, that file is located in Assets/Plugins when you first install the integration package. When I moved OculusPlugin.dll to Assets/Plugins/x86, the problem went away. I assume if you're doing a 64-bit build, you would have to use the Assets/Plugins/x86_64 directory instead, but either way this is a pain. Hopefully, this will no longer be necessary in a future release.
Does this still happen for you with 0.4.2? Be sure to use DirectToRift.exe. We recently updated it to be more robust. For us, it fixed an issue like the one you described.
Bytes at CS:EIP: 48 8b 09 48 85 c9 0f 84 c6 01 00 00 0f 29 70 e8 Module 1 C:\Windows\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_185422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0
== [end of error.log] ==
I'm working with Unity Pro 4.5.5 and Oculus SDK 0.4.3.1. When I'm in the editor everything works ok, but when I build at first it was working but after it crashed it crashes now on every boot. Even if I remove the files and rebuild the entire scene.
*EDIT: I think it started to happen after I updated my Nvidia graphics drivers. Updating as I'm writing since there was new drivers released today again.
I started seeing this as soon as I upgraded to 0.4.3.1 and Unity 4.6.0f1 (which was required for D3D11 Extended Mode as per the message box in 0.4.3.1). Unfortunately I don't usually even get a callstack - the .exe usually hangs entirely, anywhere from on the Unity logo itself to about a minute or two in.
Reverting to the 0.4.3 package resolves the problem, but 0.4.3.1 literally doubles the frame rate during the time in which it actually does run (presumably due to the fixes for this: viewtopic.php?f=37&t=16287).
However, the executable using 0.4.3.1 does appear to run in Direct Mode.
The strange part is that I did try to build an empty scene with only some floating blocks and a plane and that crashed as well. At first I thought it was a DirectX issue. But I have updated everything I can update and even built the game on different computers.
I already had a profile with the Config Util but I created a new one to test and did the IPD configuration. Another hang, unfortunately. Edit: in my executable, not the IPD Config tool.
I've been having this problem as well, and just got around it by creating a new project and copying my whole assets folder in there. That new project makes fine builds.
Strangely, deleting & recreating the Library on the original broken project doesn't fix it. I'll report back on anything that does fix the original project, because this bug is persistent in the git repo (including on other people's machines). Bad news. (But no longer the end of the world.)
I'm on Unity 4.6.0f2 and OVR SDK 0.4.3.1. Here's the stacktrace from builds of the original project: ==error.log: Unity Player [version: Unity 4.6.0f2_b073107612b7] OculusPlugin.dll caused an Access Violation (0xc0000005) in module OculusPlugin.dll at 0023:037aba9c.