Search Unity

Black Screen Woes. I've tried everything. Can someone please prove me wrong?

Discussion in 'AR' started by polygonfuture, Aug 17, 2020.

  1. polygonfuture

    polygonfuture

    Joined:
    Feb 4, 2016
    Posts:
    20
    UPDATE: OK! Thanks to KirillKuzyk we figured out the issue. So you have to set the URP in two places, _and_ you have to make sure to set it for the default quality settings for your platform under the Quality settings.

    Leaving this up for anyone else who might have this same frustrating issue.

    Ok this is incredibly frustrating!

    I have black screen issue. Using URP, did the whole URP settings pipeline + ar background. Nothing works. Nothing at all. No discernable errors from xcode (debug at end of post).

    Unity Version: 2020.1.2f1 Personal.
    Build Device: iPad Pro 13.6.1
    Xcode Version: 11.6 (11E708)

    Packages Installed (Package Manager):
    AR Foundation 3.1.3
    AR Core XR Plugin 3.1.5
    ARKit Face Tracking 3.1.3
    ARKit XR Plugin 3.1.3
    Universal RP 8.2.0
    installedPackages.JPG


    Started with URP template.
    UniversalRenderPipelineAsset created
    UniversalRenderPipelineAsset_Renderer created
    NewARBackgroundRendererFeature created and set.
    NewARBackground.JPG URPSettings.JPG


    In Build settings:
    Checked AR Kit under XR Plugin-Management
    Player -> Requires ARKit support checked
    Player -> Camera Usage Description has text.
    Target Device iPad + iPhone
    Minimum iOS version 11
    Graphics -> Scriptable Render Pipeline Settings to URP Asset
    Quality -> Rendering -> URP Asset
    configARKitRequired.JPG xrArKitActivated.JPG



    Code (CSharp):
    1. 2020-08-16 23:26:37.976860-0700 ArFoundationURPTest[458:11337] Built from '2020.1/staging' branch, Version '2020.1.2f1 (7b32bc54ba47)', Build type 'Release', Scripting Backend 'il2cpp'
    2. -> applicationDidFinishLaunching()
    3. -> applicationDidBecomeActive()
    4. [Subsystems] Discovering subsystems at path /private/var/containers/Bundle/Application/9A40A38D-CEB5-470A-A342-8878316CEE8B/ArFoundationURPTest.app/Data/UnitySubsystems
    5. [Subsystems] No descriptors matched for  examples in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json.
    6. [Subsystems] 1 'inputs' descriptors matched in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json
    7. [Subsystems] No descriptors matched for  displays in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json.
    8. [Subsystems] No descriptors matched for  meshings in UnitySubsystems/UnityARKit/UnitySubsystemsManifest.json.
    9. GfxDevice: creating device client; threaded=1
    10. Initializing Metal device caps: Apple A12X GPU
    11. Initialize engine version: 2020.1.2f1 (7b32bc54ba47)
    12. XRGeneral Settings awakening...
    13. UnityEngine.XR.Management.XRGeneralSettings:Awake()
    14. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
    15.  
    16. [Subsystems] Loading plugin UnityARKit for subsystem ARKit-Input...
    17. [Subsystems] UnityARKit successfully registered Provider for ARKit-Input
    18. 2020-08-16 23:26:39.733568-0700 ArFoundationURPTest[458:11337] Unbalanced calls to begin/end appearance transitions for <UnityViewControllerStoryboard: 0x100d25f80>.
    19. UnloadTime: 0.954125 ms
    20. -> applicationWillResignActive()
    21. -> applicationDidBecomeActive()
    22.  
    Why is this such a PITA? This is so incredibly frustrating. Can someone please help me. I'm pulling my hair out here.
     
    Last edited: Aug 17, 2020
  2. strandedhuman

    strandedhuman

    Joined:
    Aug 22, 2020
    Posts:
    5
    Did you figure this out?

    EDIT: Nevermind, I figured it out. I upgraded to 2020.1.3f1 and it works fine now.
     
    Last edited: Sep 12, 2020