Search Unity

  1. Calling all beginners! Join the FPS Beginners Mods Challenge until December 13.
    Dismiss Notice
  2. It's Cyber Week at the Asset Store!
    Dismiss Notice

Anybody having troubles with Windows 1809 + WMR?

Discussion in 'Windows Mixed Reality' started by rwblodgett, Jan 18, 2019.

  1. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    I've updated my windows version to 1809 and now stuff that used to work in my Unity WMR client is broken (when I try to build again). 1) Anybody else having similar issues? 2) Should I not be on 1809? 3) I'm using Mixed Reality Toolkit with 2018.2.15 which I guess isn't technically fully compatible at the moment ... so I shouldn't be surprised.

    Some of the issues I'm running into are a strange exception in ntdll.dll ("Exception thrown at 0x314B346A in xxxx.exe: 0xC0000008: An invalid handle was specified."), I've had this exception "Microsoft C++ exception: _com_error at memory location 0x259F840C". I've had buttons stop working that used to work in the UI. I've had a weird system keyboard popup with missing buttons.

    None of these issues happened before I updated my Windows, still using Unity 2018.2.15, and Mixed Reality Toolkit (master branch). A second machine we have has the same issue too since updating to 1809.

    At the very least, I'm writing this to warn people not to update their Windows to 1809 if you're using WMR. Any ideas would be appreciated.
     
  2. Unity_Wesley

    Unity_Wesley

    Unity Technologies

    Joined:
    Sep 17, 2015
    Posts:
    557
    Can you try making sure your Windows SDK is up to date? Also, can you type winvr to give us a build of your OS?
     
  3. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    winver tells me:
    Version 1809 (OS Build 17763.253)

    When I try to install the latest Windows SDK it says:
    upload_2019-1-22_8-38-17.png
    which I think this means I have the latest ...
     
  4. timke

    timke

    Unity Technologies

    Joined:
    Nov 30, 2017
    Posts:
    90
    A couple follow-up questions:

    - Do the errors and broken functionality occur in the Editor or the Standalone Player (or both)?
    - Does the WMR Portal (or other VR games/apps) work alright or do you see issues with it?
    - What version of Visual Studio are you using?

    The errors you mentioned basically mean "something went very wrong" when calling Windows APIs, and so my first guess is the wrong DLLs are being loaded...for some reason.

    I'm not seeing this issue (or something similar) reported on Microsoft's forum, and so I don't think it's necessarily a problem with 1809. So, please check if this repros on the current Unity 2018.3 build, and if so file a bug so we can investigate (we'll definitely need a crash dump).
     
  5. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    The errors occur in the standalone player, not the editor.
    I've tried a few other WMR Portal apps and they seem to work.
    MS VS 2017 version 15.9.5.

    I tried 2018.3 and got the same errors. I'll have to see if I can make a separate reproducible project.
     
    Last edited: Jan 23, 2019
  6. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    One of the issues I think happens right as the system or right before the system asks permission to use the mic. We are trying to enable mic permission, and there's an error about not being able to display some text.
     
  7. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    6,771
    What's the callstack for those exceptions? Are you able to continue through them? If you are, did you try configuring Visual studio to not break on first chance exceptions?
     
  8. timke

    timke

    Unity Technologies

    Joined:
    Nov 30, 2017
    Posts:
    90
    Sorry, I think I may have misunderstood: are you building a UWP app then? I was thinking you were building for Win32.

    If this is the case, then perhaps you just need to regenerate the VisualStudio project, i.e. build UWP Player to a brand new folder. This would also fix the Mic. permission issue, since the Editor only writes the permission (under Publisher Settings) when the project is first created; it doesn't overwrite the settings for an existing project, which you need to change directly in the Package.appxmanifest file.
     
  9. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    I wipe out the folder and rebuild it each time, thinking there might be problems in keeping around the folder. Long process with IL2CPP.
     
  10. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    6,771
    Generally, you should try to build on top as it will make the builds much faster. Did you try my suggestion of configuring VS to not break on those exceptions?
     
  11. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    When I run a release build. The first time I run it, it blanks out and returns to home. But I can reenter the app, and it seems to continue to the point where I try to click a UI button, but the UI button doesn't work. It doesn't appear the callback to the button is happening. The highlight of the button is happening. These buttons work in the Editor. Prior to these buttons is another button in the UI that I do click and it works. So it's the second time interfacing with buttons that doesn't work.

    When I run a debug build to try and figure out what is going on with the button, i run into exceptions immediately.

    1st:
    ...
    Module information:
    Built with Compiler Ver '190024218'
    Built from '2018.2/staging' branch
    Version is '2018.2.15f1 (65e0713a5949)'
    Debug build
    Application type 'D3D'
    'ICEreality MR Client.exe' (Win32): Loaded 'C:\Windows\SysWOW64\Windows.Devices.Enumeration.dll'. Cannot find or open the PDB file.
    'ICEreality MR Client.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\Windows.Devices.Enumeration.dll'
    'ICEreality MR Client.exe' (Win32): Loaded 'C:\Windows\SysWOW64\Windows.Devices.Enumeration.dll'. Cannot find or open the PDB file.
    'ICEreality MR Client.exe' (Win32): Loaded 'C:\Windows\SysWOW64\deviceassociation.dll'. Cannot find or open the PDB file.
    Exception thrown at 0x7661AB32 (KernelBase.dll) in ICEreality MR Client.exe: WinRT originate error - 0x800700EA : 'More data is available.'.
    'ICEreality MR Client.exe' (Win32): Loaded 'C:\Windows\SysWOW64\userenv.dll'. Cannot find or open the PDB file.
    'ICEreality MR Client.exe' (Win32): Loaded 'C:\Windows\SysWOW64\profext.dll'. Cannot find or open the PDB file.
    'ICEreality MR Client.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\profext.dll'
    'ICEreality MR Client.exe' (Win32): Loaded 'C:\Windows\SysWOW64\profext.dll'. Cannot find or open the PDB file.
    Exception thrown at 0x7661AB32 in ICEreality MR Client.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x0A7FF304. HRESULT:0x800700EA More data is available.
    WinRT information: More data is available.
    Stack trace:
    >[External Code]

    I "continue" past that, and hit this:
    Unhandled exception at 0x7661AB32 in ICEreality MR Client.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x0A7FF304. HRESULT:0x800700EA More data is available.
    WinRT information: More data is available.
    Stack trace:
    >[External Code]
    upload_2019-1-30_16-0-24.png


    I continue past that, and hit this:
    Exception thrown at 0x0608F0EC (UnityPlayer.dll) in ICEreality MR Client.exe: 0xC0000005: Access violation reading location 0x00000000.
    upload_2019-1-30_16-0-55.png

    I continue past that, and hit this:
    Unhandled exception at 0x0608F0EC (UnityPlayer.dll) in ICEreality MR Client.exe: 0xC0000005: Access violation reading location 0x00000000.
    upload_2019-1-30_16-1-28.png


    I continue past that and it alternates exceptions between the last two.

    However, yes, I am able to "skip" these exception, and then I get to the same point as the release build, where the UI buttons in the floating UI we have don't seem to respond to their callbacks.

    It's a bit concerning that the debug build is throwing all these exceptions though...
     
    Last edited: Jan 30, 2019
  12. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    6,771
    That is an unhandled exception (basically a crash)... what's the callstack for it? If you see [External Code] in there, make sure to right click on those frames and type "Show Extenal Code". Also, add "https://symbolserver.unity3d.com" to the list of symbol servers to load UnityPlayer_UAP_x86_debug_il2cpp.pdb.
     
  13. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    I'm not sure what "show external code" did, but loading the symbol server seemed to show me the callstack.

    Here's one of the exceptions:
    upload_2019-1-31_10-0-11.png

    My graphics driver is update to date. GeForce GTX 980
    Driver Version 25.21.14.1771
     
  14. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    Here's the next exception and stack:


    Code (CSharp):
    1.      KernelBase.dll!_RaiseException@16()    Unknown
    2.      combase.dll!SendReport(HRESULT error, unsigned int cchMax, const wchar_t * message, unsigned short pSid, void * pExceptionObject, IUnknown *) Line 439    C++
    3.      combase.dll!RoOriginateError(HRESULT error, HSTRING__ * message) Line 591    C++
    4.      twinapi.appcore.dll!Microsoft::WRL::Details::GetActivationFactory<1>()    Unknown
    5.      twinapi.appcore.dll!WINRT_GetActivationFactory()    Unknown
    6.      twinapi.appcore.dll!_DllGetActivationFactory@8()    Unknown
    7.      [Inline Frame] combase.dll!CClassCache::CDllPathEntry::GetActivationFactory(HSTRING__ * activatableClassId, IActivationFactory * *) Line 2653    C++
    8.      [Inline Frame] combase.dll!CClassCache::CWinRTDllClassEntry::GetActivationFactoryHere(IActivationFactory * *) Line 2144    C++
    9.      combase.dll!CClassCache::GetOrLoadWinRTInprocClass(IWinRTRuntimeClassInfo * pRuntimeClassInfo, IActivationFactory * * ppActivationFactory) Line 4930    C++
    10.      [Inline Frame] combase.dll!CCGetOrLoadWinRTInprocClass(IWinRTRuntimeClassInfo *) Line 8123    C++
    11.      [Inline Frame] combase.dll!WinRTGetActivationFactoryOfInprocClass(IWinRTRuntimeClassInfo * pRuntimeClassInfo, const _GUID &) Line 2339    C++
    12.      combase.dll!_RoGetActivationFactory(HSTRING__ * activatableClassId, unsigned __int64 userContext, const _GUID & iid, void * * factory) Line 931    C++
    13.      combase.dll!RoGetActivationFactory(HSTRING__ * activatableClassId, const _GUID & iid, void * * factory) Line 1030    C++
    14. >    [Inline Frame] Windows.Devices.Sensors.dll!Windows::Foundation::GetActivationFactory(HSTRING__ *) Line 221    C++
    15.      Windows.Devices.Sensors.dll!Windows::Foundation::GetActivationFactory<Microsoft::WRL::ComPtr<Windows::UI::WindowManagement::IDisplayRegionStatics> >(HSTRING__ * activatableClassId, Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::UI::WindowManagement::IDisplayRegionStatics> > factory) Line 863    C++
    16.      Windows.Devices.Sensors.dll!ViewPositionTracker::ViewPositionTracker() Line 90    C++
    17.      Windows.Devices.Sensors.dll!std::_Ref_count_obj<ViewPositionTracker>::_Ref_count_obj<ViewPositionTracker><>() Line 1773    C++
    18.      Windows.Devices.Sensors.dll!std::make_shared<ViewPositionTracker>() Line 1840    C++
    19.      Windows.Devices.Sensors.dll!ViewPositionTracker::MakeAndInitializeForCurrentView(std::function<void __stdcall(void)> handler) Line 47    C++
    20.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::<lambda>() Line 28    C++
    21.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    22.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::void <lambda>(void) && functor) Line 2849    C++
    23.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView(std::function<void __stdcall(void)> handler) Line 31    C++
    24.      Windows.Devices.Sensors.dll!SensorAdapterHelpers::TryPickDevicesRelatedToView(std::unordered_map<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,SensorPriority,std::hash<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::equal_to<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::allocator<std::pair<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > const ,SensorPriority> > > & prioritizedList, std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > & bestDevice, std::unordered_map<unsigned long,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,std::hash<unsigned long>,std::equal_to<unsigned long>,std::allocator<std::pair<unsigned long const ,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > > > > & relevantDevices) Line 185    C++
    25.      Windows.Devices.Sensors.dll!SensorBase<Sensor>::InitializeDefaultByType(const _GUID & type) Line 144    C++
    26.      Windows.Devices.Sensors.dll!SensorAdapter::MakeAndInitializeDefault(const _GUID & type) Line 60    C++
    27.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::<lambda>() Line 46    C++
    28.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    29.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::void <lambda>(void) && functor) Line 2849    C++
    30.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize(const _GUID & type) Line 43    C++
    31.      Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::Internal::SensorServer,Windows::Devices::Sensors::Internal::SensorServer,_GUID &>(Windows::Devices::Sensors::Internal::SensorServer * * result, _GUID & <args_0>) Line 2478    C++
    32.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::Internal::SensorServer> >) Line 2488    C++
    33.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorFactory::GetDefault(_GUID type, Windows::Devices::Sensors::Internal::ISensor * * result) Line 772    C++
    34.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::CompassServer::RuntimeClassInitialize() Line 186    C++
    35.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Windows::Devices::Sensors::CompassServer * *) Line 2478    C++
    36.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::CompassServer> >) Line 2488    C++
    37.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::CompassFactory::GetDefault(Windows::Devices::Sensors::ICompass * * ppResult) Line 697    C++
    38.      UnityPlayer.dll!Windows::Devices::Sensors::ICompassStatics::GetDefault(void)    Unknown
    39.      UnityPlayer.dll!Windows::Devices::Sensors::Compass::GetDefault(void)    Unknown
    40.      UnityPlayer.dll!MTSensorInput<class Windows::Devices::Sensors::Compass,class Windows::Devices::Sensors::CompassReadingChangedEventArgs>::Enable(void)    Unknown
    41.      UnityPlayer.dll!LocationService::SetHeadingUpdatesEnabled(bool)    Unknown
    42.      UnityPlayer.dll!Compass_Set_Custom_PropEnabled(struct Il2CppObject *,unsigned char)    Unknown
    43.      GameAssembly.dll!Compass_set_enabled_m3413005128(Compass_t3092386685 * __this, bool ___value0, const MethodInfo * method) Line 25562    C++
    44.      GameAssembly.dll!Calibration_setCalibrationState_m3475470131(Calibration_t2846655045 * __this, int ___newState0, const MethodInfo * method) Line 35539    C++
    45.      GameAssembly.dll!ConnectionManager_Update_m881540501(ConnectionManager_t2700115668 * __this, const MethodInfo * method) Line 47642    C++
    46.      GameAssembly.dll!RuntimeInvoker_Void_t1185182177(void(*)() methodPointer, const MethodInfo * methodMetadata, void * obj, void * * args) Line 131654    C++
    47.      GameAssembly.dll!il2cpp::vm::Runtime::Invoke(const MethodInfo * method, void * obj, void * * params, Il2CppException * * exc) Line 513    C++
    48.      GameAssembly.dll!il2cpp_runtime_invoke(const MethodInfo * method, void * obj, void * * params, Il2CppException * * exc) Line 957    C++
    49.      UnityPlayer.dll!scripting_method_invoke(class ScriptingMethodPtr,class ScriptingObjectPtr,struct ScriptingArguments &,class ScriptingExceptionPtr *,bool)    Unknown
    50.      UnityPlayer.dll!ScriptingInvocation::Invoke(class ScriptingExceptionPtr *,bool)    Unknown
    51.      UnityPlayer.dll!MonoBehaviour::CallMethodIfAvailable(int)    Unknown
    52.      UnityPlayer.dll!MonoBehaviour::CallUpdateMethod(int)    Unknown
    53.      UnityPlayer.dll!MonoBehaviour::Update(void)    Unknown
    54.      UnityPlayer.dll!BaseBehaviourManager::CommonUpdate<class BehaviourManager>(void)    Unknown
    55.      UnityPlayer.dll!BehaviourManager::Update(void)    Unknown
    56.      UnityPlayer.dll!`InitPlayerLoopCallbacks'::`2'::UpdateScriptRunBehaviourUpdateRegistrator::Forward()    Unknown
    57.      UnityPlayer.dll!ExecutePlayerLoop(struct NativePlayerLoopSystem *)    Unknown
    58.      UnityPlayer.dll!ExecutePlayerLoop(struct NativePlayerLoopSystem *)    Unknown
    59.      UnityPlayer.dll!PlayerLoop(void)    Unknown
    60.      UnityPlayer.dll!metro::MainLoop(bool)    Unknown
    61.      UnityPlayer.dll!UnityPlayer::AppCallbacks::DoPerformUpdateAndRender(void)    Unknown
    62.      UnityPlayer.dll!UnityPlayer::AppCallbacks::PerformUpdateAndRender(void)    Unknown
    63.      UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThreadImplementation(void *)    Unknown
    64.      UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThread(void *)    Unknown
    65.      kernel32.dll!@BaseThreadInitThunk@12()    Unknown
    66.      ntdll.dll!__RtlUserThreadStart()    Unknown
    67.      ntdll.dll!__RtlUserThreadStart@8()    Unknown
    68.  
    upload_2019-1-31_10-12-6.png
     

    Attached Files:

  15. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    Hang, on, this one looks like it has to do with enabling "compass". We do that for iOS, but I don't think I need that for WMR. I will try disabling that.
     
  16. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    Here's a 3rd exception, this is what i get when i start now:

    Code (CSharp):
    1.      KernelBase.dll!_RaiseException@16()    Unknown
    2.      combase.dll!SendReport(HRESULT error, unsigned int cchMax, const wchar_t * message, unsigned short pSid, void * pExceptionObject, IUnknown *) Line 439    C++
    3.      combase.dll!RoOriginateError(HRESULT error, HSTRING__ * message) Line 591    C++
    4.      twinapi.appcore.dll!Microsoft::WRL::Details::GetActivationFactory<1>()    Unknown
    5.      twinapi.appcore.dll!WINRT_GetActivationFactory()    Unknown
    6.      twinapi.appcore.dll!_DllGetActivationFactory@8()    Unknown
    7.      [Inline Frame] combase.dll!CClassCache::CDllPathEntry::GetActivationFactory(HSTRING__ * activatableClassId, IActivationFactory * *) Line 2653    C++
    8.      [Inline Frame] combase.dll!CClassCache::CWinRTDllClassEntry::GetActivationFactoryHere(IActivationFactory * *) Line 2144    C++
    9.      combase.dll!CClassCache::GetOrLoadWinRTInprocClass(IWinRTRuntimeClassInfo * pRuntimeClassInfo, IActivationFactory * * ppActivationFactory) Line 4930    C++
    10.      [Inline Frame] combase.dll!CCGetOrLoadWinRTInprocClass(IWinRTRuntimeClassInfo *) Line 8123    C++
    11.      [Inline Frame] combase.dll!WinRTGetActivationFactoryOfInprocClass(IWinRTRuntimeClassInfo * pRuntimeClassInfo, const _GUID &) Line 2339    C++
    12.      combase.dll!_RoGetActivationFactory(HSTRING__ * activatableClassId, unsigned __int64 userContext, const _GUID & iid, void * * factory) Line 931    C++
    13.      combase.dll!RoGetActivationFactory(HSTRING__ * activatableClassId, const _GUID & iid, void * * factory) Line 1030    C++
    14. >    [Inline Frame] Windows.Devices.Sensors.dll!Windows::Foundation::GetActivationFactory(HSTRING__ *) Line 221    C++
    15.      Windows.Devices.Sensors.dll!Windows::Foundation::GetActivationFactory<Microsoft::WRL::ComPtr<Windows::UI::WindowManagement::IDisplayRegionStatics> >(HSTRING__ * activatableClassId, Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::UI::WindowManagement::IDisplayRegionStatics> > factory) Line 863    C++
    16.      Windows.Devices.Sensors.dll!ViewPositionTracker::ViewPositionTracker() Line 90    C++
    17.      Windows.Devices.Sensors.dll!std::_Ref_count_obj<ViewPositionTracker>::_Ref_count_obj<ViewPositionTracker><>() Line 1773    C++
    18.      Windows.Devices.Sensors.dll!std::make_shared<ViewPositionTracker>() Line 1840    C++
    19.      Windows.Devices.Sensors.dll!ViewPositionTracker::MakeAndInitializeForCurrentView(std::function<void __stdcall(void)> handler) Line 47    C++
    20.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::<lambda>() Line 28    C++
    21.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    22.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::void <lambda>(void) && functor) Line 2849    C++
    23.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView(std::function<void __stdcall(void)> handler) Line 31    C++
    24.      Windows.Devices.Sensors.dll!SensorAdapterHelpers::TryPickDevicesRelatedToView(std::unordered_map<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,SensorPriority,std::hash<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::equal_to<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::allocator<std::pair<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > const ,SensorPriority> > > & prioritizedList, std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > & bestDevice, std::unordered_map<unsigned long,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,std::hash<unsigned long>,std::equal_to<unsigned long>,std::allocator<std::pair<unsigned long const ,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > > > > & relevantDevices) Line 185    C++
    25.      Windows.Devices.Sensors.dll!SimpleOrientation::InitializeDefaultByType(const _GUID & __formal) Line 92    C++
    26.      Windows.Devices.Sensors.dll!SensorAdapter::MakeAndInitializeDefault(const _GUID & type) Line 60    C++
    27.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::<lambda>() Line 46    C++
    28.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    29.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::void <lambda>(void) && functor) Line 2849    C++
    30.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize(const _GUID & type) Line 43    C++
    31.      Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::Internal::SensorServer,Windows::Devices::Sensors::Internal::SensorServer,_GUID &>(Windows::Devices::Sensors::Internal::SensorServer * * result, _GUID & <args_0>) Line 2478    C++
    32.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::Internal::SensorServer> >) Line 2488    C++
    33.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorFactory::GetDefault(_GUID type, Windows::Devices::Sensors::Internal::ISensor * * result) Line 772    C++
    34.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::SimpleOrientationSensorServer::RuntimeClassInitialize() Line 156    C++
    35.      Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::SimpleOrientationSensorServer,Windows::Devices::Sensors::SimpleOrientationSensorServer>(Windows::Devices::Sensors::SimpleOrientationSensorServer * * result) Line 2478    C++
    36.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::SimpleOrientationSensorServer> >) Line 2488    C++
    37.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::SimpleOrientationSensorFactory::GetDefault(Windows::Devices::Sensors::ISimpleOrientationSensor * * ppResult) Line 661    C++
    38.      UnityPlayer.dll!Windows::Devices::Sensors::ISimpleOrientationSensorStatics::GetDefault(void)    Unknown
    39.      UnityPlayer.dll!Windows::Devices::Sensors::SimpleOrientationSensor::GetDefault(void)    Unknown
    40.      UnityPlayer.dll!UnityPlayer::AppCallbacks::SetupOrientationSensorEvents(void)    Unknown
    41.      UnityPlayer.dll!<lambda>(void)()    Unknown
    42.      UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<class <lambda_3aa5b866517defc67242da4cdcfcc50f>,void>::Invoke(void)    Unknown
    43.      UnityPlayer.dll!UnityPlayer::AppCallbackItem::NonVInvoke(void)    Unknown
    44.      UnityPlayer.dll!<lambda>(void)()    Unknown
    45.      UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<class <lambda_fa6b812bb0290dd67e1d0727f3384c7e>,void>::Invoke(void)    Unknown
    46.      UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::Invoke(void)    Unknown
    47.      UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::[Windows::UI::Core::DispatchedHandler::__abi_IDelegate]::__abi_Windows_UI_Core_DispatchedHandler___abi_IDelegate____abi_Invoke(void)    Unknown
    48.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem(bool * pbInvokeItemProcessed) Line 1268    C++
    49.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessMessage(bool bDrainQueue, bool * pbWindowMessagesProcessed, bool * pbInvokeItemProcessed) Line 367    C++
    50.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options) Line 595    C++
    51.      UnityPlayer.dll!UnityPlayer::AppCallbacks::[UnityPlayer::__IAppCallbacksPublicNonVirtuals]::Run(void)    Unknown
    52.      UnityPlayer.dll!UnityPlayer::AppCallbacks::[UnityPlayer::__IAppCallbacksPublicNonVirtuals]::__abi_UnityPlayer___IAppCallbacksPublicNonVirtuals____abi_Run(void)    Unknown
    53.      ICEreality MR Client.exe!UnityPlayer::__IAppCallbacksPublicNonVirtuals::Run()    C++
    54.      ICEreality MR Client.exe!ICEreality_MR_Client_::App::[Windows::ApplicationModel::Core::IFrameworkView]::Run() Line 38    C++
    55.      ICEreality MR Client.exe!ICEreality_MR_Client_::App::[Windows::ApplicationModel::Core::IFrameworkView]::__abi_Windows_ApplicationModel_Core_IFrameworkView____abi_Run()    C++
    56.      twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run()    Unknown
    57.      twinapi.appcore.dll!<lambda_42dace6f2e92fb4816976bb76535be76>::<lambda_invoker_stdcall>()    Unknown
    58.      SHCore.dll!_WrapperThreadProc()    Unknown
    59.      kernel32.dll!@BaseThreadInitThunk@12()    Unknown
    60.      ntdll.dll!__RtlUserThreadStart()    Unknown
    61.      ntdll.dll!__RtlUserThreadStart@8()    Unknown
    62.  
    upload_2019-1-31_11-15-31.png
     
  17. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    #4

    Code (CSharp):
    1.      KernelBase.dll!_RaiseException@16()    Unknown
    2.      ucrtbase.dll!__CxxThrowException@8()    Unknown
    3.      Windows.Devices.Sensors.dll!wil::details::ThrowResultExceptionInternal(const wil::FailureInfo & failure) Line 3288    C++
    4.      Windows.Devices.Sensors.dll!wil::ThrowResultException(const wil::FailureInfo & failure) Line 2945    C++
    5.      Windows.Devices.Sensors.dll!wil::details::ReportFailure(void * callerReturnAddress, unsigned int lineNumber, const char * fileName, const char * functionName, const char * code, void * returnAddress, wil::FailureType type, HRESULT hr, const wchar_t * message, wil::details::ReportFailureOptions options) Line 3762    C++
    6.      Windows.Devices.Sensors.dll!wil::details::ReportFailure_Hr(void * callerReturnAddress, unsigned int lineNumber, const char * fileName, const char * functionName, const char * code, void * returnAddress, wil::FailureType type, HRESULT hr) Line 3820    C++
    7.      Windows.Devices.Sensors.dll!wil::details::in1diag3::_Throw_Hr(void * callerReturnAddress, unsigned int lineNumber, const char * fileName, HRESULT hr) Line 5300    C++
    8.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::in1diag3::Throw_IfFailed(void *) Line 5331    C++
    9.      Windows.Devices.Sensors.dll!ViewPositionTracker::ViewPositionTracker() Line 90    C++
    10.      Windows.Devices.Sensors.dll!std::_Ref_count_obj<ViewPositionTracker>::_Ref_count_obj<ViewPositionTracker><>() Line 1773    C++
    11.      Windows.Devices.Sensors.dll!std::make_shared<ViewPositionTracker>() Line 1840    C++
    12.      Windows.Devices.Sensors.dll!ViewPositionTracker::MakeAndInitializeForCurrentView(std::function<void __stdcall(void)> handler) Line 47    C++
    13.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::<lambda>() Line 28    C++
    14.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    15.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::void <lambda>(void) && functor) Line 2849    C++
    16.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView(std::function<void __stdcall(void)> handler) Line 31    C++
    17.      Windows.Devices.Sensors.dll!SensorAdapterHelpers::TryPickDevicesRelatedToView(std::unordered_map<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,SensorPriority,std::hash<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::equal_to<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::allocator<std::pair<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > const ,SensorPriority> > > & prioritizedList, std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > & bestDevice, std::unordered_map<unsigned long,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,std::hash<unsigned long>,std::equal_to<unsigned long>,std::allocator<std::pair<unsigned long const ,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > > > > & relevantDevices) Line 185    C++
    18.      Windows.Devices.Sensors.dll!SimpleOrientation::InitializeDefaultByType(const _GUID & __formal) Line 92    C++
    19.      Windows.Devices.Sensors.dll!SensorAdapter::MakeAndInitializeDefault(const _GUID & type) Line 60    C++
    20.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::<lambda>() Line 46    C++
    21.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    22.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::void <lambda>(void) && functor) Line 2849    C++
    23.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize(const _GUID & type) Line 43    C++
    24. >    Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::Internal::SensorServer,Windows::Devices::Sensors::Internal::SensorServer,_GUID &>(Windows::Devices::Sensors::Internal::SensorServer * * result, _GUID & <args_0>) Line 2478    C++
    25.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::Internal::SensorServer> >) Line 2488    C++
    26.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorFactory::GetDefault(_GUID type, Windows::Devices::Sensors::Internal::ISensor * * result) Line 772    C++
    27.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::SimpleOrientationSensorServer::RuntimeClassInitialize() Line 156    C++
    28.      Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::SimpleOrientationSensorServer,Windows::Devices::Sensors::SimpleOrientationSensorServer>(Windows::Devices::Sensors::SimpleOrientationSensorServer * * result) Line 2478    C++
    29.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::SimpleOrientationSensorServer> >) Line 2488    C++
    30.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::SimpleOrientationSensorFactory::GetDefault(Windows::Devices::Sensors::ISimpleOrientationSensor * * ppResult) Line 661    C++
    31.      UnityPlayer.dll!Windows::Devices::Sensors::ISimpleOrientationSensorStatics::GetDefault(void)    Unknown
    32.      UnityPlayer.dll!Windows::Devices::Sensors::SimpleOrientationSensor::GetDefault(void)    Unknown
    33.      UnityPlayer.dll!UnityPlayer::AppCallbacks::SetupOrientationSensorEvents(void)    Unknown
    34.      UnityPlayer.dll!<lambda>(void)()    Unknown
    35.      UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<class <lambda_3aa5b866517defc67242da4cdcfcc50f>,void>::Invoke(void)    Unknown
    36.      UnityPlayer.dll!UnityPlayer::AppCallbackItem::NonVInvoke(void)    Unknown
    37.      UnityPlayer.dll!<lambda>(void)()    Unknown
    38.      UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<class <lambda_fa6b812bb0290dd67e1d0727f3384c7e>,void>::Invoke(void)    Unknown
    39.      UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::Invoke(void)    Unknown
    40.      UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::[Windows::UI::Core::DispatchedHandler::__abi_IDelegate]::__abi_Windows_UI_Core_DispatchedHandler___abi_IDelegate____abi_Invoke(void)    Unknown
    41.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem(bool * pbInvokeItemProcessed) Line 1268    C++
    42.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessMessage(bool bDrainQueue, bool * pbWindowMessagesProcessed, bool * pbInvokeItemProcessed) Line 367    C++
    43.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options) Line 595    C++
    44.      UnityPlayer.dll!UnityPlayer::AppCallbacks::[UnityPlayer::__IAppCallbacksPublicNonVirtuals]::Run(void)    Unknown
    45.      UnityPlayer.dll!UnityPlayer::AppCallbacks::[UnityPlayer::__IAppCallbacksPublicNonVirtuals]::__abi_UnityPlayer___IAppCallbacksPublicNonVirtuals____abi_Run(void)    Unknown
    46.      ICEreality MR Client.exe!UnityPlayer::__IAppCallbacksPublicNonVirtuals::Run()    C++
    47.      ICEreality MR Client.exe!ICEreality_MR_Client_::App::[Windows::ApplicationModel::Core::IFrameworkView]::Run() Line 38    C++
    48.      ICEreality MR Client.exe!ICEreality_MR_Client_::App::[Windows::ApplicationModel::Core::IFrameworkView]::__abi_Windows_ApplicationModel_Core_IFrameworkView____abi_Run()    C++
    49.      twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run()    Unknown
    50.      twinapi.appcore.dll!<lambda_42dace6f2e92fb4816976bb76535be76>::<lambda_invoker_stdcall>()    Unknown
    51.      SHCore.dll!_WrapperThreadProc()    Unknown
    52.      kernel32.dll!@BaseThreadInitThunk@12()    Unknown
    53.      ntdll.dll!__RtlUserThreadStart()    Unknown
    54.      ntdll.dll!__RtlUserThreadStart@8()    Unknown
    55.  
     
  18. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    #5

    Code (CSharp):
    1.      KernelBase.dll!_RaiseException@16()    Unknown
    2.      ucrtbase.dll!__CxxThrowException@8()    Unknown
    3.      Windows.Devices.Sensors.dll!wil::details::ResultFromCaughtExceptionInternal(wchar_t * debugString, unsigned int debugStringChars, bool * isNormalized) Line 3312    C++
    4.      Windows.Devices.Sensors.dll!wil::ResultFromCaughtException() Line 2744    C++
    5.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::void <lambda>(void) && functor) Line 2853    C++
    6.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView(std::function<void __stdcall(void)> handler) Line 31    C++
    7.      Windows.Devices.Sensors.dll!SensorAdapterHelpers::TryPickDevicesRelatedToView(std::unordered_map<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,SensorPriority,std::hash<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::equal_to<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::allocator<std::pair<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > const ,SensorPriority> > > & prioritizedList, std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > & bestDevice, std::unordered_map<unsigned long,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,std::hash<unsigned long>,std::equal_to<unsigned long>,std::allocator<std::pair<unsigned long const ,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > > > > & relevantDevices) Line 185    C++
    8.      Windows.Devices.Sensors.dll!SimpleOrientation::InitializeDefaultByType(const _GUID & __formal) Line 92    C++
    9.      Windows.Devices.Sensors.dll!SensorAdapter::MakeAndInitializeDefault(const _GUID & type) Line 60    C++
    10.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::<lambda>() Line 46    C++
    11.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    12.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::void <lambda>(void) && functor) Line 2849    C++
    13.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize(const _GUID & type) Line 43    C++
    14. >    Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::Internal::SensorServer,Windows::Devices::Sensors::Internal::SensorServer,_GUID &>(Windows::Devices::Sensors::Internal::SensorServer * * result, _GUID & <args_0>) Line 2478    C++
    15.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::Internal::SensorServer> >) Line 2488    C++
    16.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorFactory::GetDefault(_GUID type, Windows::Devices::Sensors::Internal::ISensor * * result) Line 772    C++
    17.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::SimpleOrientationSensorServer::RuntimeClassInitialize() Line 156    C++
    18.      Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::SimpleOrientationSensorServer,Windows::Devices::Sensors::SimpleOrientationSensorServer>(Windows::Devices::Sensors::SimpleOrientationSensorServer * * result) Line 2478    C++
    19.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::SimpleOrientationSensorServer> >) Line 2488    C++
    20.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::SimpleOrientationSensorFactory::GetDefault(Windows::Devices::Sensors::ISimpleOrientationSensor * * ppResult) Line 661    C++
    21.      UnityPlayer.dll!Windows::Devices::Sensors::ISimpleOrientationSensorStatics::GetDefault(void)    Unknown
    22.      UnityPlayer.dll!Windows::Devices::Sensors::SimpleOrientationSensor::GetDefault(void)    Unknown
    23.      UnityPlayer.dll!UnityPlayer::AppCallbacks::SetupOrientationSensorEvents(void)    Unknown
    24.      UnityPlayer.dll!<lambda>(void)()    Unknown
    25.      UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<class <lambda_3aa5b866517defc67242da4cdcfcc50f>,void>::Invoke(void)    Unknown
    26.      UnityPlayer.dll!UnityPlayer::AppCallbackItem::NonVInvoke(void)    Unknown
    27.      UnityPlayer.dll!<lambda>(void)()    Unknown
    28.      UnityPlayer.dll!Platform::Details::__abi_FunctorCapture<class <lambda_fa6b812bb0290dd67e1d0727f3384c7e>,void>::Invoke(void)    Unknown
    29.      UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::Invoke(void)    Unknown
    30.      UnityPlayer.dll!Windows::UI::Core::DispatchedHandler::[Windows::UI::Core::DispatchedHandler::__abi_IDelegate]::__abi_Windows_UI_Core_DispatchedHandler___abi_IDelegate____abi_Invoke(void)    Unknown
    31.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessInvokeItem(bool * pbInvokeItemProcessed) Line 1268    C++
    32.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessMessage(bool bDrainQueue, bool * pbWindowMessagesProcessed, bool * pbInvokeItemProcessed) Line 367    C++
    33.      Windows.UI.dll!Windows::UI::Core::CDispatcher::ProcessEvents(Windows::UI::Core::CoreProcessEventsOption options) Line 595    C++
    34.      UnityPlayer.dll!UnityPlayer::AppCallbacks::[UnityPlayer::__IAppCallbacksPublicNonVirtuals]::Run(void)    Unknown
    35.      UnityPlayer.dll!UnityPlayer::AppCallbacks::[UnityPlayer::__IAppCallbacksPublicNonVirtuals]::__abi_UnityPlayer___IAppCallbacksPublicNonVirtuals____abi_Run(void)    Unknown
    36.      ICEreality MR Client.exe!UnityPlayer::__IAppCallbacksPublicNonVirtuals::Run()    C++
    37.      ICEreality MR Client.exe!ICEreality_MR_Client_::App::[Windows::ApplicationModel::Core::IFrameworkView]::Run() Line 38    C++
    38.      ICEreality MR Client.exe!ICEreality_MR_Client_::App::[Windows::ApplicationModel::Core::IFrameworkView]::__abi_Windows_ApplicationModel_Core_IFrameworkView____abi_Run()    C++
    39.      twinapi.appcore.dll!Windows::ApplicationModel::Core::CoreApplicationView::Run()    Unknown
    40.      twinapi.appcore.dll!<lambda_42dace6f2e92fb4816976bb76535be76>::<lambda_invoker_stdcall>()    Unknown
    41.      SHCore.dll!_WrapperThreadProc()    Unknown
    42.      kernel32.dll!@BaseThreadInitThunk@12()    Unknown
    43.      ntdll.dll!__RtlUserThreadStart()    Unknown
    44.      ntdll.dll!__RtlUserThreadStart@8()    Unknown
    45.  
     
  19. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    I skipped a couple. But here's the next one, looks related to getting the current data/time.

    Code (CSharp):
    1.      KernelBase.dll!_RaiseException@16()    Unknown
    2. >    vcruntime140d_app.dll!_CxxThrowException(void * pExceptionObject, const _s__ThrowInfo * pThrowInfo) Line 133    C++
    3.      GameAssembly.dll!il2cpp::vm::Exception::Raise(Il2CppException * ex, Il2CppSequencePoint * seqPoint, MethodInfo * lastManagedFrame) Line 62    C++
    4.      GameAssembly.dll!il2cpp::vm::PlatformInvoke::Resolve(const PInvokeArguments & pinvokeArgs) Line 57    C++
    5.      GameAssembly.dll!il2cpp_codegen_resolve_pinvoke<int (__stdcall*)(int,wchar_t *,int,int,int *),13,13>(const wchar_t[13] & nativeDynamicLibrary, const char[13] & entryPoint, Il2CppCallConvention callingConvention, Il2CppCharSet charSet, int parameterSize, bool isNoMangle) Line 514    C++
    6.      GameAssembly.dll!Win32RegistryApi_RegOpenKeyEx_m3279997235(Il2CppObject * __this, int ___keyBase0, String_t * ___keyName1, int ___reserved2, int ___access3, int * ___keyHandle4, const MethodInfo * method) Line 24996    C++
    7.      GameAssembly.dll!Win32RegistryApi_OpenSubKey_m705243201(Win32RegistryApi_t3010839375 * __this, RegistryKey_t4211574351 * ___rkey0, String_t * ___keyName1, bool ___writable2, const MethodInfo * method) Line 26323    C++
    8.      GameAssembly.dll!InterfaceFuncInvoker3<RegistryKey_t4211574351 *,RegistryKey_t4211574351 *,String_t *,bool>::Invoke(unsigned int slot, Il2CppClass * declaringInterface, Il2CppObject * obj, RegistryKey_t4211574351 * p1, String_t * p2, bool p3) Line 206    C++
    9.      GameAssembly.dll!RegistryKey_OpenSubKey_m1748826992(RegistryKey_t4211574351 * __this, String_t * ___name0, bool ___writable1, const MethodInfo * method) Line 23670    C++
    10.      GameAssembly.dll!TimeZoneInfo_get_LocalZoneKey_m820481003(Il2CppObject * __this, const MethodInfo * method) Line 19613    C++
    11.      GameAssembly.dll!TimeZoneInfo_CreateLocal_m701291163(Il2CppObject * __this, const MethodInfo * method) Line 18630    C++
    12.      GameAssembly.dll!TimeZoneInfo_get_Local_m2495540097(Il2CppObject * __this, const MethodInfo * method) Line 18270    C++
    13.      GameAssembly.dll!TimeZoneInfo_GetDateTimeNowUtcOffsetFromUtc_m3893949862(Il2CppObject * __this, DateTime_t3738529785 ___time0, bool * ___isAmbiguousLocalDst1, const MethodInfo * method) Line 20144    C++
    14.      GameAssembly.dll!DateTime_get_Now_m1277138875(Il2CppObject * __this, const MethodInfo * method) Line 44761    C++
    15.      GameAssembly.dll!U3CSendMultipartRequestTaskU3Ed__8_MoveNext_m3862287732(U3CSendMultipartRequestTaskU3Ed__8_t635343456 * __this, const MethodInfo * method) Line 39796    C++
    16.      GameAssembly.dll!AsyncTaskMethodBuilder_Start_TisU3CSendMultipartRequestTaskU3Ed__8_t635343456_m3703065411_gshared(AsyncTaskMethodBuilder_t3536885450 * __this, U3CSendMultipartRequestTaskU3Ed__8_t635343456 * ___stateMachine0, const MethodInfo * method) Line 42483    C++
    17.      GameAssembly.dll!AsyncTaskMethodBuilder_Start_TisU3CSendMultipartRequestTaskU3Ed__8_t635343456_m3703065411(AsyncTaskMethodBuilder_t3536885450 * __this, U3CSendMultipartRequestTaskU3Ed__8_t635343456 * p0, const MethodInfo * method) Line 30059    C++
    18.      GameAssembly.dll!WebUtilities_SendMultipartRequestTask_m3953586595(Il2CppObject * __this, String_t * ___uri0, Il2CppObject * ___dataParams1, StringU5BU5D_t1281789340 * ___files2, const MethodInfo * method) Line 39684    C++
    19.      GameAssembly.dll!WebUtilities_SendMultipartRequest_m417018962(Il2CppObject * __this, String_t * ___uri0, Il2CppObject * ___dataParams1, StringU5BU5D_t1281789340 * ___files2, const MethodInfo * method) Line 39652    C++
    20.      GameAssembly.dll!LogUtilities_SendToIceJam_m1933074699(Il2CppObject * __this, String_t * ___version0, String_t * ___logType1, String_t * ___title2, String_t * ___body3, bool ___requiresSupport4, StringU5BU5D_t1281789340 * ___files5, const MethodInfo * method) Line 39469    C++
    21.      GameAssembly.dll!LogUtilities_SendCrashToIceJam_m1309500310(Il2CppObject * __this, String_t * ___version0, String_t * ___stackTrace1, bool ___requiresSupport2, StringU5BU5D_t1281789340 * ___files3, const MethodInfo * method) Line 39314    C++
    22.      GameAssembly.dll!ApplicationStateManager_Awake_m1497525381(ApplicationStateManager_t7004806 * __this, const MethodInfo * method) Line 41476    C++
    23.      GameAssembly.dll!RuntimeInvoker_Void_t1185182177(void(*)() methodPointer, const MethodInfo * methodMetadata, void * obj, void * * args) Line 131654    C++
    24.      GameAssembly.dll!il2cpp::vm::Runtime::Invoke(const MethodInfo * method, void * obj, void * * params, Il2CppException * * exc) Line 513    C++
    25.      GameAssembly.dll!il2cpp_runtime_invoke(const MethodInfo * method, void * obj, void * * params, Il2CppException * * exc) Line 957    C++
    26.      UnityPlayer.dll!scripting_method_invoke(class ScriptingMethodPtr,class ScriptingObjectPtr,struct ScriptingArguments &,class ScriptingExceptionPtr *,bool)    Unknown
    27.      UnityPlayer.dll!ScriptingInvocation::Invoke(class ScriptingExceptionPtr *,bool)    Unknown
    28.      UnityPlayer.dll!ScriptingInvocation::InvokeChecked(class ScriptingExceptionPtr *)    Unknown
    29.      UnityPlayer.dll!MonoBehaviour::CallMethodInactive(class ScriptingMethodPtr)    Unknown
    30.      UnityPlayer.dll!MonoBehaviour::CallAwake(void)    Unknown
    31.      UnityPlayer.dll!MonoBehaviour::AddToManager(void)    Unknown
    32.      UnityPlayer.dll!Behaviour::UpdateEnabledState(bool)    Unknown
    33.      UnityPlayer.dll!Behaviour::AwakeFromLoad(enum AwakeFromLoadMode)    Unknown
    34.      UnityPlayer.dll!MonoBehaviour::AwakeFromLoad(enum AwakeFromLoadMode)    Unknown
    35.      UnityPlayer.dll!AwakeFromLoadQueue::InvokePersistentManagerAwake(struct AwakeFromLoadQueue::Item *,unsigned int,enum AwakeFromLoadMode)    Unknown
    36.      UnityPlayer.dll!AwakeFromLoadQueue::PersistentManagerAwakeFromLoad(int,enum AwakeFromLoadMode)    Unknown
    37.      UnityPlayer.dll!AwakeFromLoadQueue::PersistentManagerAwakeFromLoad(void)    Unknown
    38.      UnityPlayer.dll!LoadSceneOperation::CompleteAwakeSequence(void)    Unknown
    39.      UnityPlayer.dll!LoadSceneOperation::CompletePreloadManagerLoadScene(void)    Unknown
    40.      UnityPlayer.dll!LoadSceneOperation::PlayerLoadSceneFromThread(void)    Unknown
    41.      UnityPlayer.dll!LoadSceneOperation::CompleteLoadFirstScene(void)    Unknown
    42.      UnityPlayer.dll!LoadSceneOperation::IntegrateMainThread(void)    Unknown
    43.      UnityPlayer.dll!PreloadManager::UpdatePreloadingSingleStep(enum PreloadManager::UpdatePreloadingFlags,int)    Unknown
    44.      UnityPlayer.dll!PreloadManager::WaitForAllAsyncOperationsToComplete(void)    Unknown
    45.      UnityPlayer.dll!RuntimeSceneManager::LoadScene(class core::basic_string<char,class core::StringStorageDefault<char> > const &,class core::basic_string<char,class core::StringStorageDefault<char> > const &,class core::basic_string<char,class core::StringStorageDefault<char> > const &,struct UnityGUID const &,int,enum SceneLoadingMode)    Unknown
    46.      UnityPlayer.dll!PlayerStartFirstScene(bool)    Unknown
    47.      UnityPlayer.dll!PlayerLoadFirstScene(bool)    Unknown
    48.      UnityPlayer.dll!metro::LoadFirstScene(void)    Unknown
    49.      UnityPlayer.dll!UnityPlayer::AppCallbacks::UnitySplashScreenLoop(void)    Unknown
    50.      UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThreadImplementation(void *)    Unknown
    51.      UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThread(void *)    Unknown
    52.      kernel32.dll!@BaseThreadInitThunk@12()    Unknown
    53.      ntdll.dll!__RtlUserThreadStart()    Unknown
    54.      ntdll.dll!__RtlUserThreadStart@8()    Unknown
    55.  
    upload_2019-1-31_11-23-53.png
     
  20. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    Is gyro enabled?

    Code (CSharp):
    1.      KernelBase.dll!_RaiseException@16()    Unknown
    2.      ucrtbase.dll!__CxxThrowException@8()    Unknown
    3.      Windows.Devices.Sensors.dll!wil::details::ThrowResultExceptionInternal(const wil::FailureInfo & failure) Line 3288    C++
    4.      Windows.Devices.Sensors.dll!wil::ThrowResultException(const wil::FailureInfo & failure) Line 2945    C++
    5.      Windows.Devices.Sensors.dll!wil::details::ReportFailure(void * callerReturnAddress, unsigned int lineNumber, const char * fileName, const char * functionName, const char * code, void * returnAddress, wil::FailureType type, HRESULT hr, const wchar_t * message, wil::details::ReportFailureOptions options) Line 3762    C++
    6.      Windows.Devices.Sensors.dll!wil::details::ReportFailure_Hr(void * callerReturnAddress, unsigned int lineNumber, const char * fileName, const char * functionName, const char * code, void * returnAddress, wil::FailureType type, HRESULT hr) Line 3820    C++
    7.      Windows.Devices.Sensors.dll!wil::details::in1diag3::_Throw_Hr(void * callerReturnAddress, unsigned int lineNumber, const char * fileName, HRESULT hr) Line 5300    C++
    8.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::in1diag3::Throw_IfFailed(void *) Line 5331    C++
    9.      Windows.Devices.Sensors.dll!ViewPositionTracker::ViewPositionTracker() Line 90    C++
    10.      Windows.Devices.Sensors.dll!std::_Ref_count_obj<ViewPositionTracker>::_Ref_count_obj<ViewPositionTracker><>() Line 1773    C++
    11.      Windows.Devices.Sensors.dll!std::make_shared<ViewPositionTracker>() Line 1840    C++
    12.      Windows.Devices.Sensors.dll!ViewPositionTracker::MakeAndInitializeForCurrentView(std::function<void __stdcall(void)> handler) Line 47    C++
    13.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::<lambda>() Line 28    C++
    14.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    15.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(ViewPositionChangeNotification::GetForCurrentOrMainView::__l2::void <lambda>(void) && functor) Line 2849    C++
    16.      Windows.Devices.Sensors.dll!ViewPositionChangeNotification::GetForCurrentOrMainView(std::function<void __stdcall(void)> handler) Line 31    C++
    17.      Windows.Devices.Sensors.dll!SensorAdapterHelpers::TryPickDevicesRelatedToView(std::unordered_map<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,SensorPriority,std::hash<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::equal_to<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > >,std::allocator<std::pair<std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > const ,SensorPriority> > > & prioritizedList, std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > & bestDevice, std::unordered_map<unsigned long,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> >,std::hash<unsigned long>,std::equal_to<unsigned long>,std::allocator<std::pair<unsigned long const ,std::basic_string<unsigned short,std::char_traits<unsigned short>,std::allocator<unsigned short> > > > > & relevantDevices) Line 185    C++
    18.      Windows.Devices.Sensors.dll!SensorBase<Sensor>::InitializeDefaultByType(const _GUID & type) Line 144    C++
    19.      Windows.Devices.Sensors.dll!SensorAdapter::MakeAndInitializeDefault(const _GUID & type) Line 60    C++
    20.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::<lambda>() Line 46    C++
    21.      [Inline Frame] Windows.Devices.Sensors.dll!wil::details::functor_wrapper_void<void <lambda>(void) >::Run() Line 1412    C++
    22.      Windows.Devices.Sensors.dll!wil::ResultFromException<void <lambda>(void) >(Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize::__l4::void <lambda>(void) && functor) Line 2849    C++
    23.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorServer::RuntimeClassInitialize(const _GUID & type) Line 43    C++
    24. >    Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::Internal::SensorServer,Windows::Devices::Sensors::Internal::SensorServer,_GUID &>(Windows::Devices::Sensors::Internal::SensorServer * * result, _GUID & <args_0>) Line 2478    C++
    25.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::Internal::SensorServer> >) Line 2488    C++
    26.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::Internal::SensorFactory::GetDefault(_GUID type, Windows::Devices::Sensors::Internal::ISensor * * result) Line 772    C++
    27.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::OrientationSensorServer::RuntimeClassInitialize(Windows::Devices::Sensors::SensorReadingType Type, Windows::Devices::Sensors::SensorOptimizationGoal optimizationGoal) Line 210    C++
    28.      Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize<Windows::Devices::Sensors::OrientationSensorServer,Windows::Devices::Sensors::OrientationSensorServer,enum Windows::Devices::Sensors::SensorReadingType &,enum Windows::Devices::Sensors::SensorOptimizationGoal &>(Windows::Devices::Sensors::OrientationSensorServer * * result, Windows::Devices::Sensors::SensorReadingType & <args_0>, Windows::Devices::Sensors::SensorOptimizationGoal & <args_1>) Line 2478    C++
    29.      [Inline Frame] Windows.Devices.Sensors.dll!Microsoft::WRL::Details::MakeAndInitialize(Microsoft::WRL::Details::ComPtrRef<Microsoft::WRL::ComPtr<Windows::Devices::Sensors::OrientationSensorServer> >) Line 2488    C++
    30.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::OrientationSensorFactory::GetDefaultWithSensorReadingTypeAndSensorOptimizationGoal(Windows::Devices::Sensors::SensorReadingType sensorReadingType, Windows::Devices::Sensors::SensorOptimizationGoal optimizationGoal, Windows::Devices::Sensors::IOrientationSensor * * ppResult) Line 814    C++
    31.      Windows.Devices.Sensors.dll!Windows::Devices::Sensors::OrientationSensorFactory::GetDefault(Windows::Devices::Sensors::IOrientationSensor * * ppResult) Line 793    C++
    32.      UnityPlayer.dll!Windows::Devices::Sensors::IOrientationSensorStatics::GetDefault(void)    Unknown
    33.      UnityPlayer.dll!Windows::Devices::Sensors::OrientationSensor::GetDefault(void)    Unknown
    34.      UnityPlayer.dll!MTSensorInput<class Windows::Devices::Sensors::OrientationSensor,class Windows::Devices::Sensors::OrientationSensorReadingChangedEventArgs>::IsSupported(void)    Unknown
    35.      UnityPlayer.dll!Input::SupportsGyroscope(void)    Unknown
    36.      UnityPlayer.dll!IsGyroAvailable(void)    Unknown
    37.      UnityPlayer.dll!SystemInfo_CUSTOM_IsGyroAvailable(void)    Unknown
    38.      GameAssembly.dll!SystemInfo_IsGyroAvailable_m184561466(Il2CppObject * __this, const MethodInfo * method) Line 33678    C++
    39.      GameAssembly.dll!SystemInfo_get_supportsGyroscope_m274893028(Il2CppObject * __this, const MethodInfo * method) Line 33037    C++
    40.      GameAssembly.dll!ApplicationStateManager_Awake_m1497525381(ApplicationStateManager_t7004806 * __this, const MethodInfo * method) Line 41617    C++
    41.      GameAssembly.dll!RuntimeInvoker_Void_t1185182177(void(*)() methodPointer, const MethodInfo * methodMetadata, void * obj, void * * args) Line 131654    C++
    42.      GameAssembly.dll!il2cpp::vm::Runtime::Invoke(const MethodInfo * method, void * obj, void * * params, Il2CppException * * exc) Line 513    C++
    43.      GameAssembly.dll!il2cpp_runtime_invoke(const MethodInfo * method, void * obj, void * * params, Il2CppException * * exc) Line 957    C++
    44.      UnityPlayer.dll!scripting_method_invoke(class ScriptingMethodPtr,class ScriptingObjectPtr,struct ScriptingArguments &,class ScriptingExceptionPtr *,bool)    Unknown
    45.      UnityPlayer.dll!ScriptingInvocation::Invoke(class ScriptingExceptionPtr *,bool)    Unknown
    46.      UnityPlayer.dll!ScriptingInvocation::InvokeChecked(class ScriptingExceptionPtr *)    Unknown
    47.      UnityPlayer.dll!MonoBehaviour::CallMethodInactive(class ScriptingMethodPtr)    Unknown
    48.      UnityPlayer.dll!MonoBehaviour::CallAwake(void)    Unknown
    49.      UnityPlayer.dll!MonoBehaviour::AddToManager(void)    Unknown
    50.      UnityPlayer.dll!Behaviour::UpdateEnabledState(bool)    Unknown
    51.      UnityPlayer.dll!Behaviour::AwakeFromLoad(enum AwakeFromLoadMode)    Unknown
    52.      UnityPlayer.dll!MonoBehaviour::AwakeFromLoad(enum AwakeFromLoadMode)    Unknown
    53.      UnityPlayer.dll!AwakeFromLoadQueue::InvokePersistentManagerAwake(struct AwakeFromLoadQueue::Item *,unsigned int,enum AwakeFromLoadMode)    Unknown
    54.      UnityPlayer.dll!AwakeFromLoadQueue::PersistentManagerAwakeFromLoad(int,enum AwakeFromLoadMode)    Unknown
    55.      UnityPlayer.dll!AwakeFromLoadQueue::PersistentManagerAwakeFromLoad(void)    Unknown
    56.      UnityPlayer.dll!LoadSceneOperation::CompleteAwakeSequence(void)    Unknown
    57.      UnityPlayer.dll!LoadSceneOperation::CompletePreloadManagerLoadScene(void)    Unknown
    58.      UnityPlayer.dll!LoadSceneOperation::PlayerLoadSceneFromThread(void)    Unknown
    59.      UnityPlayer.dll!LoadSceneOperation::CompleteLoadFirstScene(void)    Unknown
    60.      UnityPlayer.dll!LoadSceneOperation::IntegrateMainThread(void)    Unknown
    61.      UnityPlayer.dll!PreloadManager::UpdatePreloadingSingleStep(enum PreloadManager::UpdatePreloadingFlags,int)    Unknown
    62.      UnityPlayer.dll!PreloadManager::WaitForAllAsyncOperationsToComplete(void)    Unknown
    63.      UnityPlayer.dll!RuntimeSceneManager::LoadScene(class core::basic_string<char,class core::StringStorageDefault<char> > const &,class core::basic_string<char,class core::StringStorageDefault<char> > const &,class core::basic_string<char,class core::StringStorageDefault<char> > const &,struct UnityGUID const &,int,enum SceneLoadingMode)    Unknown
    64.      UnityPlayer.dll!PlayerStartFirstScene(bool)    Unknown
    65.      UnityPlayer.dll!PlayerLoadFirstScene(bool)    Unknown
    66.      UnityPlayer.dll!metro::LoadFirstScene(void)    Unknown
    67.      UnityPlayer.dll!UnityPlayer::AppCallbacks::UnitySplashScreenLoop(void)    Unknown
    68.      UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThreadImplementation(void *)    Unknown
    69.      UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThread(void *)    Unknown
    70.      kernel32.dll!@BaseThreadInitThunk@12()    Unknown
    71.      ntdll.dll!__RtlUserThreadStart()    Unknown
    72.      ntdll.dll!__RtlUserThreadStart@8()    Unknown
    73.  
     
  21. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    6,771
    These exceptions are harmless. Untick "Break when this exception type is thrown" checkbox, and VS will only break when you actually crash.
     
  22. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    Ok, then I get all the way to the UI buttons which highlight, but don't respond to clicks.

    It appears these lines are responsible, with pointerInputEventData is null when i pull the trigger.
    Code (CSharp):
    1.             PointerInputEventData pointerInputEventData = FocusManager.Instance.GetSpecificPointerEventData(pointingSource);
    2.             if (pointerInputEventData != null && pressType == InteractionSourcePressInfo.Select)
    This is in InputManager in Holotoolkit folder, which is out of your control, but worked in Unity 2017.

    Edit:
    Oh, and also, worked in 2018 in Windows version prior to 1809.
     
    Last edited: Feb 1, 2019
  23. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    So we've narrowed it down to an inhouse 3rd party dll we're using to do networking, which is causing the controller to stop sending unity input events. No idea why this unrelated lib would be interferring at all with the controller input, since we use this everywhere.

    One thought I had was to programmatically just "restart" the controllers, but I don't seem to be able to have success doing that with HoloToolkit. Am I missing something easy? I have tried destroying the hand controller game objects, and then removing them from the list in MotionControllerVisualizer, but then I just get missing controllers.
     
  24. rwblodgett

    rwblodgett

    Joined:
    Apr 4, 2017
    Posts:
    40
    We found the problem. We were using an async task with normal priority polling for UDP packets. In 2017 and before this appears to work fine. When this async task gets activated now in 2018 it apparently starves whatever is polling the controller input.

    We fixed the problem by changing the priority of this async task to low priority and then we were able to receive wmr controller input again. However, this "broke" our UDP packet streaming, by making networked objects get more laggy and batched up.

    So we ended up just switching to reading our UDP packets in the Update loop, and got rid of the async task. This appears to be working better now.

    Just writing this to let anybody know about the change in async tasks in 2018 (maybe had to do with our switch to IL2CPP at the same time).