Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Resolved Unable to start Oculus XR Plugin

Discussion in 'AR/VR (XR) Discussion' started by bogheorghiu, Jun 17, 2020.

Thread Status:
Not open for further replies.
  1. bogheorghiu

    bogheorghiu

    Joined:
    Oct 14, 2018
    Posts:
    9
    In both 2019.3 and 2019.4, after installing the XR manager and the Oculus package and placing an XR Rig in the scene, I get this

    erori unity.PNG

    and the headset doesn't work in Unity.

    This happens in a new scene in a new blank project, in both 3D and HDRP.
    The project I need to migrate to VR is in 2019.3 so I didn't try older versions.
    The headset works in other apps.
    Did anyone experience anything like this?
     
  2. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    Hey there Bogheorghiu,

    a couple of quick questions:
    • What version of XR Management are you using?
    • What version of
      xr.sdk.oculus
      are you using?
    • I'm assuming you're running on Windows, but could you confirm that?
    Looking at that screenshot, my first reaction is that potentially the
    xr.sdk.oculus
    dll's are corrupt in your install? What happens if you uninstall/reinstall the
    xr.sdk.oculus
    package?

    Additionally, can we see the callstack on the highlighted bug? That might give us further insight.
     
    Last edited: Jun 17, 2020
  3. V1V0

    V1V0

    Joined:
    Nov 4, 2015
    Posts:
    9
    I have the same issue...

    Unable to start Oculus XR Plugin.
    UnityEngine.Debug:LogError(Object)
    Unity.XR.Oculus.OculusLoader:Initialize() (at Library/PackageCache/com.unity.xr.oculus@1.3.4/Runtime/OculusLoader.cs:111)
    UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad() (at Library/PackageCache/com.unity.xr.management@3.2.12/Runtime/XRGeneralSettings.cs:148)

    It happens event when I start a new project.
    I use Oculus Quest via Link.
     
  4. bricefr

    bricefr

    Joined:
    May 3, 2015
    Posts:
    60
    Same here. 2019.4.1f1 on Windows. Oculus app installed and working.
    Oculus XR Plugin = 1.3.4
    XR Plugin Management = 3.2.12

    Also tried some older packages versions, same error. Bummer, can't get any VR working with the last Unity versions, neither Windows, nor macOS.

    You guys need to get back in the game, several days we are stuck with all those errors in the last versions.
     
    Last edited: Jun 24, 2020
    V1V0 likes this.
  5. Aydan96

    Aydan96

    Joined:
    Feb 18, 2019
    Posts:
    2
    I am having the exact same error messages after converting over to the Universal RP. I have not seen these three errors in succession before.
    Unity 2019.3.13f1
    Oculus XR Plugin = 1.3.4
    XR Plugin Management = 3.2.12
     
  6. bricefr

    bricefr

    Joined:
    May 3, 2015
    Posts:
    60
    Apparently, the message is gone when I switched back on the 3.2.10 of the XR Plugin Management (but it's strange since I'm pretty sure having already tried to switch them back to an older version a few days back). Also using the URP.
     
    MarcoAnt9 and aprilallderdice like this.
  7. SuperPirx

    SuperPirx

    Joined:
    Sep 3, 2018
    Posts:
    10
    Make sure your Oculus device is working and if it's Oculus Quest it's in Link mode. Having Oculus app on is not enough. This fixed the issue for me (Unity 2019.4.1f1).
     
  8. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    For everyone that's experience the above, can you confirm, like @SuperPirx points out, you have your Oculus Quest set to Link mode enabled?
     
  9. Jacob-Christ

    Jacob-Christ

    Joined:
    Mar 7, 2016
    Posts:
    2
    How did you install 3.2.10? I only see 3.2.12 and 3.2.13 in the package manager. I'm using 2019.4.3.f1.

    Jacob
     
    aprilallderdice likes this.
  10. Aydan96

    Aydan96

    Joined:
    Feb 18, 2019
    Posts:
    2
    I found a solution that worked for me. SInce I had the oculus loader selected in both the Windows and the Android platform (under XR Management in the project settings) it must only allow one to be selected at a time.

    https://stackoverflow.com/questions...s-xr-plugin-error-when-starting-game-in-unity


    "In XR plugin Management (Edit > Project Settings > XR Plugin Management) remove the Oculus Loader from the Plugin Providers in the Windows (PC, Mac & Linux Standalone settings) Tab. List should be empty. That fixed it for me."
     
  11. sansari64

    sansari64

    Joined:
    Feb 15, 2014
    Posts:
    4
    I have the same issue, no luck with my Oculus Rift on Windows 10 64bit:

    Unity 2019.4.4f1
    Oculus XR Plugin = 1.4.0 / 1.3.4
    XR Plugin Management = 3.2.13 / 3.2.12

    The headset works in a older project using Unity 2017.
     
  12. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    Is that the case? because that's not the intended workflow. You should be able to have both selected. Also, as pointed out in that SO thread do you have the Oculus Integration/Avatar module loaded?
     
    laurensmithstudio likes this.
  13. sansari64

    sansari64

    Joined:
    Feb 15, 2014
    Posts:
    4
    I also get crashes with this error:

    Unity Editor by Unity Technologies [version: Unity 2019.4.4f1_1f1dac67805b]

    OculusXRPlugin.dll caused an Integer Divide by Zero (0xc0000094)
    in module OculusXRPlugin.dll at 0033:928856cd.
     
  14. ppreshh

    ppreshh

    Joined:
    Jul 19, 2020
    Posts:
    1
    XR Management Version: 3.2.13
    Oculus XR Plugin Version: 1.3.4

    Call Stack:

    Failed to load display subsystem.
    UnityEngine.Debug:LogError(Object)
    Unity.XR.Oculus.OculusLoader:Initialize() (at Library/PackageCache/com.unity.xr.oculus@1.3.4/Runtime/OculusLoader.cs:116)
    UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad() (at Library/PackageCache/com.unity.xr.management@3.2.13/Runtime/XRGeneralSettings.cs:148)
     
  15. RONIN01

    RONIN01

    Joined:
    Jul 14, 2017
    Posts:
    1
    Running Unity 2019.4.4f1
    XR Plugin Management 3.2.13
    Oculus XR Plugin 1.3.4

    Cannot figure out why there is no Oculus Loader anywhere under the XR Plugin Management? Not under Android or the Windows settings? I tried reloading the Oculus XR Plugin with no success? I get all the exact same errors as Bogheorghiu and my headset does not work in the Unity editor. Oculus Link is enabled.
     
    yagoarconada likes this.
  16. data-star

    data-star

    Joined:
    Jul 20, 2020
    Posts:
    2
    Hi, very new but trying to do my assessment, yet i'm facing the information below and stuck now.

    Running Unity 2019.3.15f1
    OculusGo

    XR Plugin Management, not sure the version direct from unity.

    Unable to start Oculus XR Plugin.
    UnityEngine.Debug:LogError(Object)
    Failed to load display subsystem.
    UnityEngine.Debug:LogError(Object)
    Failed to load input subsystem.
    UnityEngine.Debug:LogError(Object)
     

    Attached Files:

  17. yunhan0

    yunhan0

    Joined:
    Aug 18, 2016
    Posts:
    6
    Ah, I solved this issue by actually updating the Oculus firmware from the Oculus App. o_O
     
    efermerides likes this.
  18. sansari64

    sansari64

    Joined:
    Feb 15, 2014
    Posts:
    4
    The resolution for me was to have my Oculus Rift connected to the same GPU as my main monitor.
     
    sahanich1 and a436t4ataf like this.
  19. dstrawberrygrrl

    dstrawberrygrrl

    Joined:
    Aug 12, 2013
    Posts:
    8
    This has hit me for the past few weeks and I'm running out of ideas.

    Unity 2019.4.5f1
    Oculus Quest firmware at v19.0.0.341.531, Oculus App v19.0.0.364.531
    Quest plugged in and Link is active. Clicking Play in the Editor used to work, but since upgrading from 2019.2 I have been unable to run in the editor, and I can't produce a working build for the Quest (app just opens a black screen and I can't do anything, I'm hoping it's a simple fix but I can't test in the editor, so I can't debug at all).

    From my manifest.json:
    "com.unity.xr.management": "3.2.13",
    "com.unity.xr.oculus": "1.3.4",

    I set XR Plugin Management to use the Oculus plugin, and to initialize on startup in both Standalone and in Android modes. I tried running with only one box checked, no difference. I tried using oculus version 1.4.0, same error.

    I have the Oculus assets from the asset store in the project, and I updated that bundle just a couple of days ago. I'm now trying to get a simple blank scene to work and I can't get past these errors.

    Attached an extract of my most recent editor session highlighting the errors... I really hope there's a simple fix for this.
     

    Attached Files:

  20. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    Do you have a reproducible case for this?
     
  21. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    Hey there,

    Could you try using the latest (1.4.x+) version of `com.unity.xr.oculus`?

    Also, I'm a little unclear - are you experiencing a crash, or something else?
     
  22. dstrawberrygrrl

    dstrawberrygrrl

    Joined:
    Aug 12, 2013
    Posts:
    8
    I’m trying to run in the editor with the Quest plugged in, set up with Link active, to preview the application in VR while in editor. I haven’t been able to get this to work since 2019.2... I vaguely recall 2019.3.1 maybe working with it? I think the switch to the new XR management was when everything broke. Now when I try to run in editor it behaves in Standalone/editor mode and the Quest never kicks in. I get the three error messages on the console.

    Edit: forgot to add, I tried both 1.3.4 and 1.4.0 of the oculus plugin but the result was the same three error messages when I attempted to run in the editor.

    Just to note, this has been the case on two separate PCs now. I did a fresh install and grabbed the source from git on a new machine and had the same issue, so I’m thinking it’s either something legacy in my project that’s conflicting or a missing setting somewhere. Thanks for the reply, I can provide a link to the git repo if needed.
     
    Last edited: Jul 29, 2020
  23. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    Sure, but have you tried with 1.4.1?
     
  24. dstrawberrygrrl

    dstrawberrygrrl

    Joined:
    Aug 12, 2013
    Posts:
    8
    No, because I don't see it on the list, even if I show all versions and have preview packages in the list too. The most recent version of the Oculus package in my editor is 1.4.0
     
  25. korinVR

    korinVR

    Joined:
    Jul 7, 2012
    Posts:
    29
    I'm also getting the same "Unable to start Oculus XR Plugin" crash these several weeks. In my case, I open the project file, play the editor about ten times fine, build for Quest (once), and then when I play the editor, Unity crashes with the error.

    I have no luck with XR Plugin Management 3.2.13 and 3.2.10, Oculus XR Plugin 1.4.0 and 1.3.4, Oculus Integration 18.0 and 17.0, Unity 2019.4.5f1, 2019.4.0f1, and Unity 2020.1.0f1.

    I suspect the Oculus software and drivers, but I don't sure.
     
  26. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    Ah, that's my mistake (I misread your post + typo on my part). The most recent released package for the Oculus XR plugin is 1.4.0.
     
  27. dstrawberrygrrl

    dstrawberrygrrl

    Joined:
    Aug 12, 2013
    Posts:
    8
    Thanks for clarifying, I was a little concerned I had missed a package. But, the good news (I guess) is that after downloading 2019.4.6f1 I am now able to run with the Quest in Link mode. I guess something changed in the editor that fixed it? My scripts all need to be updated (switching UI and cameras from desktop to VR based on detected devices, the devices have all changed), but at least I can now run in the editor again. I think this means I'm ok now... that's 2019.4.6f1 with Oculus XR Plugin 1.3.4 and XR Plugin Management 3.2.13
     
  28. DevinW

    DevinW

    Joined:
    Jun 19, 2014
    Posts:
    36
    I'm getting these errors in
    Unity: 2020.1.0f1.4196
    XR Plugin Management: 3.2.13
    Oculus XR Plugin: 1.3.4 or 1.4.0
    Oculus App Version 19.0.0.364.531

    I should be able to run the editor without an HMD plugged in and just the Oculus services running. It's concerning that comments above suggest this is no longer an intended behavior.
     
  29. dstrawberrygrrl

    dstrawberrygrrl

    Joined:
    Aug 12, 2013
    Posts:
    8
    I set up a blank project in 2020.1 and was able to run with the Quest plugged in with that configuration. If I unplug the Quest, then I see those same error messages again but the project still runs. Same behavior now on 2019.4.6 on my main project. Note that plugging in the headset while I had the editor open didn't quite work, and while the HMD was detected, the view on the HMD was black. My current workflow therefore: plug in headset => enable Link => open Unity.
     
  30. DevinW

    DevinW

    Joined:
    Jun 19, 2014
    Posts:
    36
    I was able to resolve it by plugging in my Rift S.

    This first time running Unity I was constantly getting a terrible frame rate and a lot of these warnings.
    `XRStats::SetStatFloat failed. Stats queue full! Stats for this frame will be lost.`

    Rerunning the scene resolved the flood of warnings, I hope this isn't common.

    The fact that is it now required to have an HMD plugged in is not good. I have tools written to make my content playable in editor without a VR headset that no longer works because it failed to initialize the Oculus SDK leaving OVRManager.instance null among other issues.

    We should be able to initialize a platform without hardware present.
     
  31. tikilittle

    tikilittle

    Joined:
    Feb 22, 2013
    Posts:
    5
    @DevinW Okay. I'm glad I'm not the only one.

    I'm in the same boat. If the Oculus Quest headset is plugged in, but hasn't been initialized properly through Oculus. My framerate drops to like < 1 FPS.


    Update: just as a heads up - I upgraded to the most recent LTS 2019.4.7f1 and I'm no longer getting those errors about Subsystems not be initialized properly. I'm still testing but it looks like it's failing more gracefully now and haven't seen that crazy frame rate drop. Looking at the change log, they did upgrade to Oculus XR plugin to 1.4.0

    Update 2: N/m. Still getting unexpected crashes.
     
    Last edited: Aug 6, 2020
  32. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    I'm glad it's working now for you, but nothing really has changed in 2019.4.6f1 relating to that.
     
  33. korinVR

    korinVR

    Joined:
    Jul 7, 2012
    Posts:
    29
    I've just confirmed the lastest Oculus Integration 19.1 solved my "Unable to start Oculus XR Plugin" crahes :)
     
  34. j_sch

    j_sch

    Joined:
    Sep 10, 2015
    Posts:
    5
    I wasn't able to enable any providers. Shutdown Unity, deleted my Library directory, started Unity again, and I was able to enable all the providers I wanted.
     
  35. laurencebowen

    laurencebowen

    Joined:
    Jun 30, 2017
    Posts:
    1
    can anyone help me with this? it will not let me run the build and im not sure how to get around it.
     
  36. oolkada

    oolkada

    Joined:
    Aug 8, 2020
    Posts:
    1
    Hey fellow debuggers, I'm running:

    Unity: 2020.1.3f1
    Oculus XR Plugin: 1.4.3
    XR Plugin Management: 3.2.13
    Oculus Integration 19.1

    All packages say "Up to date"
    Oculus software says Quest is up to date as well

    I also have both Android and PC standalone enabled for oculus in Project Settings

    But still getting the same 3 errors:
    upload_2020-8-31_21-31-30.png

    Setup: quest plugged in and link activated, start unity, click play with mouse on desktop, scene starts on desktop but above errors occur and headset shows oculus link home (not game scene).

    I also notice that while viewing the oculus link home in the headset I am unable to interact with anything within the Unity editor using the controllers (I can grab the window on the virtual desktop that is running unity, and click File, Edit, Assets etc., but nothing within the editor responds to my controller clicks).

    Edit: I created a new project in 2020.1.3f1 and reloaded Oculus XR plugin, XR Plugin Management, Oculus Integration - I can now interact with the Unity Editor from within my headset view, but pressing play still causes the above 3 errors to occur

    Edit 2: I unchecked the PC standalone oculus box in the Project Settings and now I can click play on the Unity editor and it starts the scene WITHOUT the above 3 errors occurring but it still does not display into the headset

    Any other ideas?
     
    Last edited: Sep 1, 2020
  37. wesley_unity981

    wesley_unity981

    Joined:
    Mar 4, 2020
    Posts:
    1
    Did you manage to fix this? I have the exact same issue!
     
  38. Imbazephyr

    Imbazephyr

    Joined:
    Jul 2, 2015
    Posts:
    8
    I have the same issue, and I managed to find a working setup of packages:
    Oculus XR Plugin: 1.4.0
    XR Plugin Management: 3.2.13
    I don't think Engine version and Oculus Integration version matter, but in case if they do, I'm using Unity 2019.4.4f1 and for Oculus integration I have tested both 19 and 20.
     
    BroVodo likes this.
  39. supermrutah

    supermrutah

    Joined:
    Aug 29, 2020
    Posts:
    6
    Having the exactly same issue!
    A brand new windows 10 install, a brand new unity install and a brand new project, importing the following:
    Oculus XR Plugin 1.4.3; XR Plugin Management 3.2.15; Oculus Integration 20.0; Engine version 2020.1.6f1.
    All plugins are up-to-date.
    Quest was in link mode (within rift home) and Oculus app running in windows.
    Push Play button.
    Three errors pop up right away:
    Unable to start Oculus XR Plugin
    Failed to load display subsystem
    Failed to load input subsystem

    This is quite annoying as some people did get this working while some people aren't so lucky. I tried for hours now no luck. btw the headset works fine for the much slower way to test: compile and deploy mobile package to the headset.

    Anyone has any insights? Thanks!
     
  40. olejuer

    olejuer

    Joined:
    Dec 1, 2014
    Posts:
    205
    [EDIT] After a reboot, I got rid of the errors using the latest package versions.

    I have two computers with the same setup:
    Unity 2020.1.6f1
    Oculus-App-Version 20.0.0.289.509
    And I use the same Oculus Quest Headset with the same link cable. Oculus link itself does work.

    On one system it works.
    On the other,"Failed to load input subsystem." etc. appear and the headset wont work.
    I don't understand what causes the errors on the one system and not the other.

    To reproduce:
    1. Create new 3D Project
    2. Enable XR Plug-In management
    3. Install Oculus Plugin-In Provider
    4. Press start

    Switching to various package version combinations has no effect, unfortunately.

    A reboot worked and now everything seems to be in order. Try updating the packages and reboot your PC.
     
    Last edited: Sep 23, 2020
    Sterncat_studio and astracat111 like this.
  41. astracat111

    astracat111

    Joined:
    Sep 21, 2016
    Posts:
    709
    What I would do here is make sure you pay attention to the exact versions of the Oculus SDK combined with Unity. VR Chat is still using Unity 2018 for example, no shame in using older versions that fit together more perfectly.

    If you read the update notes for the Oculus SDK it might mention the version of Unity it's compatible with, I'm not sure though...
     
  42. accounts_unity775

    accounts_unity775

    Joined:
    Jul 9, 2018
    Posts:
    8
    This is what worked for me. Thanks for the solution!
     
    y-u0 likes this.
  43. Shaunyowns

    Shaunyowns

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    328
    Hey everyone, so awesome to hear many of you were able to get resolve the errors. To help with troubleshooting, the team will also update those error messages to expand on potential causes including a headset not being attached, or the Oculus runtime is not installed or up to date.
     
    duyuehui97 likes this.
  44. arivazhagan

    arivazhagan

    Joined:
    Jun 6, 2018
    Posts:
    3
    Removing the oculus XR plugin and XR Plug-In management Fixed the issue for me.
     
  45. SuppleTeets

    SuppleTeets

    Joined:
    Aug 22, 2014
    Posts:
    30
    I was seeing this using Quest + Link, but only after unplugging my Rift. It doesn't detect the plugin when there's no device active in the Oculus app. Simply making sure Link was active made the error go away (2019.3.15f1)
     
  46. wm-VR

    wm-VR

    Joined:
    Aug 17, 2014
    Posts:
    123
    I confirm: works perfectly after restarting the computer (tested in a new project with a simple XR Rig setup)

    Before I restarted I got several error messages (the same as mentioned in the first post) and even after restarting Unity and Oculus the error messages haven't disappeared. Simply restart your PC.

    Tested on Windows 10
    Quest 2
    Unity 2020.1.9f1

    Tested with an empty Project and oculus enabled under XR Plug-in management
    XR Interaction Toolkit Version 0.9.4-preview - April 07, 2020

    I haven't installed the Oculus SDK from the asset store
     
  47. Artificer

    Artificer

    Joined:
    Nov 15, 2012
    Posts:
    17
    Had 2 projects all with identical settings.
    One worked with Oculus link the other didn't.
    Solution: Quit Unity editor, delete the projects Library folder and delete XRPackageSettings/XRSettings in the ProjectSettings folder. Relaunch Unity editor to rebuild Library and XR settings.
    Worked on 2 separate "broken" projects.
     
Thread Status:
Not open for further replies.