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2019.3.0b9 introduced a blocker on oculus quest (shared memory)

Discussion in '2019.3 Beta' started by rtorresbonetff, Nov 7, 2019.

  1. rtorresbonetff

    rtorresbonetff

    Joined:
    Jan 3, 2019
    Posts:
    6
    2019.3.0b8 was working fine, but when we switched over to 2019.3.0b9 we just see a black screen and a huge constant log spam stating the following:

    11-07 17:54:24.352 2295 6058 W TimeWarp: FetchFrame: client(0) is enabled, but shared memory is not set

    This might have been introduced after that change on memory reduction on quest, not sure.

    This is still present on beta 10.
     
  2. charlesb_rm

    charlesb_rm

    Joined:
    Jan 18, 2017
    Posts:
    485
    Hi rtorresbonetff, would you mind sending us a bug report with a minimum repro project?
    Thanks in advance!
     
  3. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    74
    Yes, if you have a sample project where this repros, it would be extremely helpful if you could submit that as soon as possible and we'll have a look. The memory reduction change removed unused framebuffers, so there's a chance that you're hitting some code path where those are still needed, even though they shouldn't be.
     
  4. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    74
    Also, if you can possibly test with 2020.1, I'd be interested in knowing the results there. No worries if that's not an option.
     
  5. rtorresbonetff

    rtorresbonetff

    Joined:
    Jan 3, 2019
    Posts:
    6
  6. DanStreaman

    DanStreaman

    Joined:
    Aug 15, 2018
    Posts:
    3
    Same exact problem here with our game. Happens also on 2020.1.0a12.1360.
    The game is running despite the black screen, because we can hear the audio and sound fx.
    We are using the legacy XR subsystem with Oculus Integration package.
     
  7. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    74
    Thanks for the info!
     
  8. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    We're still missing a reproducible for this issue. If you're affected, it would be much appreciated if you could submit a report with a reproduction project and reply in here with the issue ID so we can fast track it.
     
  9. DanStreaman

    DanStreaman

    Joined:
    Aug 15, 2018
    Posts:
    3
    Got it working.
    The problem seems to be that switching platform to Android will not automatically configure any Virtual Reality SDK, even if a compatible one is already installed using Package Manager. The obscure error does not help.

    How to fix:
    Be sure you have installed the "Oculus Android" package in Package Manager.
    Project Settings -> Player -> XR Settings -> Virtual Reality: Make sure the checkbox is enabled.
    Project Settings -> Player -> XR Settings -> Virtual Reality SDK: Click on "+" and select "Oculus".
    Build and run. It should work now.

    Side notes:
    - Switching platform seems to rebuild all the resources, even those that don't need to be rebuilt. Can we have "incremental platform switch" ?
    - Building on Android takes forever, and even touching a single code line will rebuild everything. Can we have incremental builds ?
    - Our instancing shader does not work on the Oculus Quest (instances are not visible). Still trying to find out why.
     
    charlesb_rm likes this.