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Unity 5.1 - Oculus - Error 1006

Discussion in 'AR/VR (XR) Discussion' started by pltremblay, Jun 9, 2015.

  1. pltremblay

    pltremblay

    Joined:
    Aug 24, 2014
    Posts:
    34
    When I try to use the Oculus in a clean project with only a cube on a floor, I get this every frame:

    OVR Error:
    OVRTime: 3409.908571
    Time: 2015-06-09 17:15:28 [176:313:600]
    Code: -1006 -- ovrError_ServiceError
    Description: SubmitLayers failed
    Context: SubmitLayers failed
    File/Line: SubmitLayers failed:0

    I can rotate the Oculus and the Camera will follow, but there is nothing displayed in the Oculus. The Oculus demo scene stays black as well.

    I have the SDK Runtime 0.6
    I have checked Virtual Reality Supported in the Project Settings
    I'm in Direct Mode

    Spec :
    i5 2320 3.0 GHz
    8 go ram
    AMD Radeon 6770
    Catalyst Driver 14.12 (up to date)

    Is there something I'm not doing correctly?
     
    Last edited: Jun 9, 2015
  2. SimonTS

    SimonTS

    Joined:
    May 15, 2013
    Posts:
    1
    I am having the exact same problem.

    Spec:
    Win 8.1 Pro
    i7-2600 @3.4GHz
    8GB RAM
    NVIDIA GeForce GTX 560 Ti
    Display driver v353.06
    Oculus Runtime 0.6
     
  3. KasperKJ-DK

    KasperKJ-DK

    Joined:
    Jun 10, 2015
    Posts:
    1
    Chipping in with the exact same issue. Oculus Runtime 0.5.0.1 works without issues but with 0.6.0.0 the Demo Scene remains black, the orange LED is on and the Oculus screen is off.

    Specs (according to DirectX Diagnostic Tool):
    Win 7 Pro x64
    AMD FX-6100 Six-Core
    8GB RAM
    NVIDIA GeForce GTX 550 TI
    Display Driver 353.06
    Occulus Runtime 0.6.0.0
     
    Last edited: Jun 10, 2015
  4. EdBlais

    EdBlais

    Unity Technologies

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    Nov 18, 2013
    Posts:
    311
    We have a bug in 5.1.0f3 when using Linear Lighting that will cause your scene to render Black. Try switching to Gamma. This issue is fixed in the first patch that will be coming out soon.
     
  5. pltremblay

    pltremblay

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    I am already using Gamma lighting. And the stereo rendering is unchecked as well.
     
    Last edited: Jun 10, 2015
  6. Todd-Wasson

    Todd-Wasson

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    Aug 7, 2014
    Posts:
    1,079
    Pretty sure you also have to get rid of the old Unity OVR classes and stuff that came with the Unity 4 Integration package. Not sure if that can cause your problems but it's something to check.
     
  7. pltremblay

    pltremblay

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    Like I said, I started from a clean project in Unity 5.1 to be sure that the problem wasn't from previous Oculus integration.
     
  8. EdBlais

    EdBlais

    Unity Technologies

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    Nov 18, 2013
    Posts:
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    @pltremblay Could you submit a bug report and post the bug report number here. We haven't seen this error on our side and would like to investigate more. Also, just as a preemptive measure, could you get the error to show up and then save the Editor Log and send that with the report. Thanks.
     
  9. Ninja736

    Ninja736

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    Jun 25, 2014
    Posts:
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    I'm having the same issue as pltremblay - I went ahead and submitted a bug report as well (Case 703797).
     
  10. rellissc

    rellissc

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    Aug 30, 2013
    Posts:
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    I am also having this problem and submitted a bug report ( I dont have a case number yet)
     
  11. oleg-chumakov

    oleg-chumakov

    Joined:
    Oct 30, 2013
    Posts:
    18
    Hi folks. "SubmitLayers failed" error is not linked with Unity. It's Oculus Runtime problem, you can check it by starting Demo Scene from Oculus Config Util. This is per PC problem, not per Device. Bug thread https://forums.oculus.com/viewtopic.php?f=37&t=24131
     
  12. pltremblay

    pltremblay

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    I submitted a bug report. Waiting for the case #.

    I indeed read the thread there too. I tried on another computer at our studio and we had the same issue.

    Hope you guys can reproduce the bug. It is easier to fix that way :p

    EDIT: Case # 703943
     
  13. DevinW

    DevinW

    Joined:
    Jun 19, 2014
    Posts:
    37
    Running into the same issue.

    Windows 8.1 64-Bit
    i7-2600K CPU @ 3.40 GHz
    8G Ram
    x2 GTX 570
     
    Last edited: Jun 13, 2015
  14. EdBlais

    EdBlais

    Unity Technologies

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    Nov 18, 2013
    Posts:
    311
    I've received information from Oculus that this issue is likely due to using Intel Hardware over the supported hardware. They are working on confirming this is the issue and newer runtimes should provide more information with this error.
     
  15. HappySlice

    HappySlice

    Joined:
    Nov 3, 2014
    Posts:
    22
    Same problem.

    Windows 7 64-bit
    Core2 Quad Q8200
    8 GB Ram
    GeForce GTX 460
     
  16. pltremblay

    pltremblay

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    Aug 24, 2014
    Posts:
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    Thank you for keeping us informed.
     
  17. DevinW

    DevinW

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    Jun 19, 2014
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    Yes, thank you! hoping this issue can be resolved soon.
     
  18. rFinster

    rFinster

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    Jun 25, 2015
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    There's a new thread in the Oculus boards to sum this cases up. Latest statement from Oculus: Buy a new Graphics Card or use an older runtime.
    But there's also a workaround described which is working nearly perfect for me.
    https://forums.oculus.com/viewtopic.php?f=34&t=24298

    Until now it seemed that only nVidia Cards are affected by this. Interesting, that the opener is using an AMD.
     
  19. pltremblay

    pltremblay

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    Aug 24, 2014
    Posts:
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    I emailed a guy at Oculus and he told me that this should be fixed with the runtime 0.6.0.1 which just came out yesterday I think. I will try this out now, with Unity 5.1.1 and tell you guys if it worked for me.

    EDIT: I just tried the Runtime 0.6.0.1 and I still get a black screen when running the Demo Scene and no video signal to the Oculus. No video signal either in Unity.
     
    Last edited: Jun 26, 2015