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Oculus.Avatar.CAPI.ovrAvatar_InitializeAndroidUnity

Discussion in 'AR/VR (XR) Discussion' started by fortgreeneVR, May 31, 2019.

  1. fortgreeneVR

    fortgreeneVR

    Joined:
    Sep 5, 2018
    Posts:
    50
    Hi, occasionally our Quest app crashes on startup with the stack trace below.
    Does anyone have a clue as to what the cause could be?

    Code (JavaScript):
    1. 05-31 10:06:03.802  9133  9360 F art     : art/runtime/java_vm_ext.cc:470] JNI DETECTED ERROR IN APPLICATION: thread Thread[12,tid=9360,Native,Thread*=0xda5b9700,peer=0x32c1a9c0,"UnityMain"] using JNIEnv* from thread Thread[12,tid=9360,Native,Thread*=0xda5b9700,peer=0x32c1a9c0,"UnityMain"]
    2. 05-31 10:06:03.803  9133  9360 F art     : art/runtime/java_vm_ext.cc:470]     from boolean com.unity3d.player.UnityPlayer.nativeRender()
    3. 05-31 10:06:03.803  9133  9360 F art     : art/runtime/java_vm_ext.cc:470] "UnityMain" prio=5 tid=12 Runnable
    4. 05-31 10:06:03.803  9133  9360 F art     : art/runtime/java_vm_ext.cc:470]   native: #09 pc 00008884  /data/app/com.irisvr.prospect-1/lib/arm/libovravatarloader.so (ovrAvatar_InitializeAndroidUnity+44)
    5. 05-31 10:06:03.803  9133  9360 F art     : art/runtime/java_vm_ext.cc:470]   at com.unity3d.player.UnityPlayer.nativeRender(Native method)
    6. 05-31 10:06:03.803  9133  9360 F art     : art/runtime/java_vm_ext.cc:470]   at com.unity3d.player.UnityPlayer.c(unavailable:-1)
    7. 05-31 10:06:03.803  9133  9360 F art     : art/runtime/java_vm_ext.cc:470]   at com.unity3d.player.UnityPlayer$e$2.queueIdle(unavailable:-1)
    8. 05-31 10:06:03.803  9133  9360 F art     : art/runtime/java_vm_ext.cc:470]   at com.unity3d.player.UnityPlayer$e.run(unavailable:-1)
    9. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422] "UnityMain" prio=5 tid=12 Native
    10. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   native: #13 pc 00008884  /data/app/com.irisvr.prospect-1/lib/arm/libovravatarloader.so (ovrAvatar_InitializeAndroidUnity+44)
    11. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer.nativeRender(Native method)
    12. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer.c(unavailable:-1)
    13. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer$e$2.queueIdle(unavailable:-1)
    14. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer$e.run(unavailable:-1)
    15. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422] "UnityMain" prio=5 tid=12 Runnable
    16. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   native: #15 pc 00008884  /data/app/com.irisvr.prospect-1/lib/arm/libovravatarloader.so (ovrAvatar_InitializeAndroidUnity+44)
    17. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer.nativeRender(Native method)
    18. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer.c(unavailable:-1)
    19. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer$e$2.queueIdle(unavailable:-1)
    20. 05-31 10:06:03.891  9133  9360 F art     : art/runtime/runtime.cc:422]   at com.unity3d.player.UnityPlayer$e.run(unavailable:-1)
    21. 05-31 10:06:04.088  9133  9360 E CRASH   :      #32  il 00000037  at (wrapper managed-to-native) Oculus.Avatar.CAPI.ovrAvatar_InitializeAndroidUnity (string) <0x00037>
    22.  
     
  2. GCCooper

    GCCooper

    Joined:
    Apr 25, 2018
    Posts:
    19
    I am also getting this on both the Go and the Quest with Oculus Integration 1.37 on Unity 2018.3.12f1, also reproduced on Unity 2019.1.4f1
     
  3. fortgreeneVR

    fortgreeneVR

    Joined:
    Sep 5, 2018
    Posts:
    50
    Sometimes I only git this and the screen on Quest stays black even as the app runs. (2018.3.4, Oculus Integration 1.29)

    Code (CSharp):
    1. 06-06 16:32:18.356 10757 11130 E CRASH   :      #00  pc 0000887c  /data/app/com.irisvr.prospect-2/lib/arm/libovravatarloader.so (ovrAvatar_InitializeAndroidUnity+36)
    2. 06-06 16:32:18.357 10757 11130 E CRASH   :      #01  pc 0000a77c   ( (wrapper managed-to-native) Oculus.Avatar.CAPI:ovrAvatar_InitializeAndroidUnity (string) {0xe5e1c6a8} + 0x74 (0xb729a708 0xb729a7d8) [0xebefbf00 - Unity Root Domain]+42876)
    3. 06-06 16:32:18.366 10757 11130 E MessageQueue: pid: 10757, tid: 11130, name: UnityMain  >>> com.irisvr.prospect <<<
    4. 06-06 16:32:18.366 10757 11130 E MessageQueue:  at libovravatarloader.ovrAvatar_InitializeAndroidUnity(ovrAvatar_InitializeAndroidUnity:36)
    5.  
     
  4. fortgreeneVR

    fortgreeneVR

    Joined:
    Sep 5, 2018
    Posts:
    50
    It seems that if Unity is killed by the Android OS for too much memory use, the process still hangs around in a suspended state. Then when it is re-launched the error above occurs and the app must be quit by the user. This ends the Unity process and a second re-launch than seems fine.