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4bgt

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Everything posted by 4bgt

  1. So with newer versions of the hand tracking SDK this problem seems to be gone. But this might be related. If anyone has problems with this dll.
  2. Got this from a bug report in Unity: Katrina Kaktavičiūtė commented: Hi, Thank you for reporting this issue I have checked the editor logs and it seems to be crashing with "aristo_interface" DLL: 0x00007FFB73D562C2 (aristo_interface) SetCameraTransform 0x00007FFB73D50268 (aristo_interface) SetCameraTransform 0x00007FFB73D4CB6F (aristo_interface) GetGestureResult ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB73D37A54) 0x00007FFB73D37A54 (aristo_interface) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB73D3AC9F) 0x00007FFB73D3AC9F (aristo_interface) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB73D3E655) 0x00007FFB73D3E655 (aristo_interface) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB73D39B28) 0x00007FFB73D39B28 (aristo_interface) (function-name not available) 0x00007FFBDF3F1BB2 (ucrtbase) configthreadlocale 0x00007FFBE0BD7034 (KERNEL32) BaseThreadInitThunk 0x00007FFBE14C26A1 (ntdll) RtlUserThreadStart ... Please report this issue to HTC as this DLL belongs to them, also I have found a forum thread where you could find some answers to your problem: [https://forum.vive.com/topic/9816-ver-0100-dllnotfoundexception-aristo_interface/|https://forum.vive.com/topic/9816-ver-0100-dllnotfoundexception-aristo_interface/|smart-link] I will be closing the case and if you have more questions feel free to ask. Best Regards, Katrina Customer QA Team I also played around a bit. To me it looks like the Stop function is working properly, but is either too slow or called to late when changing the play-state. My current work-around is to use a function that 1) destroys the object with the gesture interface script, so StopDetection() is called earlier through it's OnDestroy() function 2) afterwards stops unity. This is not perfect, but better then crashing every time.
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