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MarcLeander

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  1. Hi, we are trying to integrate the Wave SDK into one of our Unity projects to run on a Vive Focus plus. We have followed the installation procedure and upon building and running our application on the device we are only met with a black screen. Investigating the resulting logs shows us the following two potential issues: ... 01-19 15:33:41.438: D/WVRUnityActivity(2271): onPause 01-19 15:33:41.587: D/WVRUnityActivity(2271): Call UnityPlayer Pause +++ 01-19 15:33:42.232: E/Unity(2271): [EGL] Unable to acquire context: EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering. 01-19 15:33:42.233: E/Unity(2271): [EGL] Unable to acquire context: EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering. 01-19 15:33:42.275: D/WVRUnityActivity(3161): Construct 01-19 15:33:42.286: D/WVRUnityActivity(3161): onCreate ... and also: ... 01-19 15:33:42.881: I/WVRUnityActivity(2271): surfaceDestroyed 0 0 2880 1600 01-19 15:33:42.881: D/WVRUnityActivity(2271): Call UnityPlayer Pause +++ 01-19 15:33:42.882: D/WVRUnityActivity(2271): Call UnityPlayer Pause --- 01-19 15:33:43.023: E/Unity(3161): Unable to find libGfxWXRUnity --- Looking into the Unity projects, we can locate a arm64 and a armv7 libGfxWXRUnity.so files. When building the .apk and unpacking it we can find the library at lib/armeabi-v7a/libGfxWXRUnity.so. Any clues on whether the black screen we are experiencing could be caused by the above errors? Also, why can't the application find the libGfxWXRUnity when its clearly included in the .apk?
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