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_Gabriel

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Everything posted by _Gabriel

  1. Hi! I have encountered a strange behaviour in my app and can't find the reason it is doing this. I have a blank scene with added default XR rig and a canvas with well, rather nested hierarchy, but not something that I haven't done earlier and would cause any problems on other headsets. For testing I have removed every custom script from the canvas and the scene overall. Only default unity components are on these objects, like image, button, TMP text, slider etc.. So, after running the app, if I take down the headset, lay it down for couple of seconds (like 15-20), and then pick it up and mount, MOST of the time (sometimes it doesn't do this, usually if I pick it up rather quickly, just after it goes to sleep), the app will have the last frame frozen to the screen. Controllers will work, because if I point to where the canvas is I can hear audio like button hover sounds. What is more, even if I hit the Vive Home button, the popup with close the app won't show up. I have to hold the power button and reboot the headset. It's like it completely froze the rendering of the device with last frame visible from the app. From logcat, there are no errors at all, both on app/unity side or system. BUT, it starts spamming this log : I/RENDER A TEC: texture id is invalid This is the only constant to this bug, every time it freezes it will start outputting the textureid is invalid. Looking to fix this because the app works as a kiosk app and people put the headset on and off all the time. Unity 2020.3.8f1 Latest ROM on device OpenXR with Vive Focus 3 Support Thanks for any information about this.
  2. Hey, Vive Focus 3 version number 5.7 system version 5.0.999.760 core version 4.19.81-perf-dirty Wave version 5.2.1.u04 Project Unity 2021.3.21f1 Vive Wave XR Plugin Vive Wave XR Plugin - Essence which also downloads the Vive Wave XR Plugin - Native all above versions 5.2.1-r.1 (not working) I have tried a simple scene of my own which was just a white space with eye manager and eye tracking cube to check if it's enabled, but I've tried on the Demo EyeTracking scene from Essence as well and it crashed too. This probably has nothing to do with scenes, but will crash when the eye tracking is enabled in manifest. The app will build if there is no eye tracking enabled in manifest.
  3. Hey, I've just spent a day trying to implement eye tracking because it was either crashing the app straight after opening, or not working at all - START_FAILURE. The crash happens only if there is Enable Eye tracking checkbox selected, or feature is added to AndroidManifest (which is the same thing?). Unfortunately the android log doesn't return anything useful apart from simply CRASH which I though was something on my end. As a last resort I was checking the tutorials once again and I've decided to try the 5.0.3.r5 version which is also show here https://developer.vive.com/resources/vive-wave/tutorials/eye-tracking-unity-wave-sdk-migration/ And... it started working. Could someone else verify?
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