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Unity 5.1.0p1 Crashing on GearVR

Discussion in 'AR/VR (XR) Discussion' started by phil_lira, Jun 17, 2015.

  1. phil_lira

    phil_lira

    Unity Technologies

    Joined:
    Dec 17, 2014
    Posts:
    584
    Hi,

    I'm failing to run GearVR game with new Unity 5.1.0p1. It gives me the following errors on logcat:

    • Unable to find OculusInitPlugin
    • Can't add component because class 'OVRManager' (and OVRCameraRig) doesn't exist!
    I was previously using Oculus plugin. I removed OVR and Plugins folder, installed Oculus 0.6.0 runtime, Enabled VR Support in player settings.

    Also, Editor Mode is not working using any of the available VR.DeviceTypes as loadedDevice. Is GearVR supported in Editor Mode?

    Thanks,
    Phil
     
  2. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    311
    Yes GearVR is supported using VRDeviceType.oculus. When running in the Editor you need to have a rift attached as both GearVR and Oculus use the same plugin, but the editor is set to display on the rift.

    The two errors that you are seeing are due to an object in the scene that is still trying to access the legacy OVRManager and CameraRig. Your scene should not contain any legacy objects or prefabs otherwise you will receive errors.
     
  3. adamhill

    adamhill

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    May 30, 2008
    Posts:
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    Are you seriously saying that to do Gear VR development in the Editor we now have to have a Rift?
     
  4. snowsrfr1

    snowsrfr1

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    Nov 4, 2013
    Posts:
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    Ed unity - I had the same problem as phil_lira and deleted the exact same folders as him. To get a good baseline test on my Gear VR, I started a new project.

    I'm seeing the same errors about OVRCameraRig, etc. as phil_lira on a BLANK project with no scripts, 2 cubes and a D-Light! "VR Supported" is checked. My tiny little test app crashes back to the Samsung VR Dashboard (which was built with 4.6.3p2, hence that entry after my app crashes) the moment I don the Gear VR (or stick my finger by the sensor to fool it!).

    What's going on, here?

    Here's my logcat file which I made sure to clear right before I ran my test app:

    Code (CSharp):
    1.  
    2.  
    3. C:\Users\PLF User\AppData\Local\Android\android-sdk\platform-tools>adb logcat -s
    4.  "Unity"
    5. --------- beginning of main
    6. --------- beginning of system
    7. I/Unity   (19093): Home was resumed
    8. I/Unity   (19093):
    9. I/Unity   (19093): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    10. ug.cpp Line: 56)
    11. I/Unity   (19093):
    12. I/Unity   (19093): OnApplicationPause() False
    13. I/Unity   (19093):
    14. I/Unity   (19093): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    15. ug.cpp Line: 56)
    16. I/Unity   (19093):
    17. I/Unity   (19093): DashboardConfigureVR::ResetOrientation
    18. I/Unity   (19093):
    19. I/Unity   (19093): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    20. ug.cpp Line: 56)
    21. I/Unity   (19093):
    22. I/Unity   (19093): Home was suspended
    23. I/Unity   (19093):
    24. I/Unity   (19093): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    25. ug.cpp Line: 56)
    26. I/Unity   (19093):
    27. I/Unity   (19093): OnApplicationPause() True
    28. I/Unity   (19093):
    29. I/Unity   (19093): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    30. ug.cpp Line: 56)
    31. I/Unity   (19093):
    32. I/Unity   (19093): OnApplicationFocus() False
    33. I/Unity   (19093):
    34. I/Unity   (19093): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    35. ug.cpp Line: 56)
    36. I/Unity   (19093):
    37. D/Unity   (20422):  GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync G
    38. L_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compr
    39. essed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression
    40. _astc_ldr GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_f
    41. ormat_BGRA8888 GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_h
    42. alf_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_d
    43. epth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_O
    44. ES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_line
    45. ar GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_OES_element_
    46. index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader G
    47. L_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES
    48. _sample_variables GL_EXT_texture_border_clamp GL_EXT_multisampled_render_to_text
    49. ure GL_OES_shader_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT
    50. _d
    51. D/Unity   (20422): raw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_E
    52. XT_texture_buffer GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shad
    53. ing GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced
    54. GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_exten
    55. sion_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES
    56. _vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_sRGB_write_
    57. control
    58. E/Unity   (20422): Can't add component because class 'OVRManager' doesn't exist!
    59.  
    60. E/Unity   (20422):
    61. E/Unity   (20422): (Filename:  Line: 691)
    62. E/Unity   (20422):
    63. E/Unity   (20422): Can't add component because class 'OVRCameraRig' doesn't exis
    64. t!
    65. E/Unity   (20422):
    66. E/Unity   (20422): (Filename:  Line: 691)
    67. E/Unity   (20422):
    68. E/Unity   (20070): Unable to find OculusInitPlugin
    69. D/Unity   (20070): GL_EXT_debug_marker GL_OES_EGL_image GL_OES_EGL_image_externa
    70. l GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8
    71. _rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_
    72. texture_compression_astc_ldr GL_OES_texture_npot GL_EXT_texture_filter_anisotrop
    73. ic GL_EXT_texture_format_BGRA8888 GL_OES_texture_3D GL_EXT_color_buffer_float GL
    74. _EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_dep
    75. th_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES
    76. _texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_text
    77. ure_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_dec
    78. ode GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_te
    79. ssellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_
    80. image_atomic GL_OES_sample_variables GL_EXT_texture_border_clamp GL_EXT_multisam
    81. pled_render_to_texture GL_OES_shader_multisample_interpolation GL_EXT_texture_cu
    82. be
    83. D/Unity   (20070): _map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_
    84. EXT_robustness GL_EXT_texture_buffer GL_OES_texture_storage_multisample_2d_array
    85.  GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend
    86. _equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_renderi
    87. ng GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard
    88. _derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug
    89.  GL_EXT_sRGB_write_control
    90. I/Unity   (20070): Default GameObject BitMask: UI already registered
    91. I/Unity   (20070):
    92. I/Unity   (20070): (Filename:  Line: 169)
    93. I/Unity   (20070):
    94. I/Unity   (20070): Unity Version: 4.6.3p2
    95. I/Unity   (20070):
    96. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    97. ug.cpp Line: 56)
    98. I/Unity   (20070):
    99. I/Unity   (20070): Inhibiting Entitlement Check!
    100. I/Unity   (20070):
    101. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    102. ug.cpp Line: 56)
    103. I/Unity   (20070):
    104. I/Unity   (20070): Creating volume controller...
    105. I/Unity   (20070):
    106. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    107. ug.cpp Line: 56)
    108. I/Unity   (20070):
    109. I/Unity   (20070): OnApplicationFocus() True
    110. I/Unity   (20070):
    111. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    112. ug.cpp Line: 56)
    113. I/Unity   (20070):
    114. I/Unity   (20070): DashboardConfigureVR::ConfigureVrModeParms
    115. I/Unity   (20070):
    116. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    117. ug.cpp Line: 56)
    118. I/Unity   (20070):
    119. I/Unity   (20070): True device model: Note4_Universal samsung SAMSUNG-SM-N910A
    120. I/Unity   (20070):
    121. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    122. ug.cpp Line: 56)
    123. I/Unity   (20070):
    124. W/Unity   (20070): The referenced script on this Behaviour is missing!
    125. W/Unity   (20070):
    126. W/Unity   (20070): (Filename:  Line: 1771)
    127. W/Unity   (20070):
    128. I/Unity   (20070): Home was suspended
    129. I/Unity   (20070):
    130. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    131. ug.cpp Line: 56)
    132. I/Unity   (20070):
    133. I/Unity   (20070): OnApplicationPause() True
    134. I/Unity   (20070):
    135. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    136. ug.cpp Line: 56)
    137. I/Unity   (20070):
    138. I/Unity   (20070): OnApplicationFocus() False
    139. I/Unity   (20070):
    140. I/Unity   (20070): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
    141. ug.cpp Line: 56)
    142. I/Unity   (20070):
    143.  
    144.  
     
  5. EdBlais

    EdBlais

    Unity Technologies

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    Nov 18, 2013
    Posts:
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    @snowsrfr1 Could you submit a bug report with your project and post the bug report number? I've not been able to reproduce the error using a new project and enabling Virtual Reality Supported and deploying an Android Player. It works properly on the GearVR. A bug report that I can reproduce with would definitely help.

    @adamhill At the moment yes you need to have a rift in order to run in the Editor. We are working on finding a solution for this problem. For now, if you don't have a rift you will need to go through the nasty process of deploying to android for each run. We understand this is a huge problem and apologize that we don't already have a solution in place. Having the option to deploy now makes a smooth workflow for creating a single app for GearVR and Rift. Otherwise they would need to switch between the Legacy Plugin and Native Integration.
     
  6. snowsrfr1

    snowsrfr1

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    Nov 4, 2013
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    Ed unity,

    We still need an oculussig file in /Assets/Plugins/Android/assets, correct?

    I will .zip up my project after doing a little more hunting into my dev environment and get back to you today. I do also have 5.0.1p2 installed on the same machine in a different directory for another project.
     
  7. snowsrfr1

    snowsrfr1

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    Nov 4, 2013
    Posts:
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    Ed Unity,

    I've filed case 705638 in the bug reporter, with my project, editor files, and logcat output attached.
    Hopefully I'm just doing something wrong which is trivial and/or stupid.
     
  8. EdBlais

    EdBlais

    Unity Technologies

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    Nov 18, 2013
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    I've just download and tested your project with a fresh install of 5.1.0p1 and I was able to run in the Editor without making any changes to your project and I was also able to build and deploy to GearVR with only adding my Note4's signature file to the Assets/Plugins/Android/assets folder. I'm not sure how you are receiving this error in the project that you sent. Could you try either re-installing 5.1.0p1 or installing the official 5.1.1f1 (released yesterday). See if that resolves the crash.
     
  9. snowsrfr1

    snowsrfr1

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    I deleted 5.1.0p1 and installed 5.1.1f1:

    Same results with my old project.
    Same results with a new project.
    Same results on a colleague's Note 4.

    I have Unity 5.1.1f1 installed in \Program Files\Unity 5.1 and Unity 5.0.1p2 installed in \Program Files\Unity\
    One of the old workarounds in 5.0.x was to copy OculusPlugin.dll into the Unity/Editor folder (which worked for me some time ago)... Perhaps my 5.1.1f1 installation is pulling OculusPlugin.dll from my 5.0.1p2 installation folder?

    EDIT: Nope.... tried that, too :(

    I'm going to keep looking into this and post results. @phil_lira - where are you with this issue? You are the OP :)
     
    Last edited: Jun 18, 2015
  10. EdBlais

    EdBlais

    Unity Technologies

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    Nov 18, 2013
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    @snowsrfr1 In the new project, try removing the Legacy Plugin from the plugins folder if it is there. I don't remember if it was in the project you sent, but just in case.
     
  11. snowsrfr1

    snowsrfr1

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    Nov 4, 2013
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    I promise you it was not. The project didn't contain anything but a .unity scene containing two cubes and a d-light, along with my osig file. It's gotta be some kind of machine / environment thing, but it sure is driving me up a wall!
     
  12. abutt1

    abutt1

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    Jan 24, 2014
    Posts:
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    I'm seeing the same here. Basically empty project with a scene with some cubes and a camera, building and getting an <App_Name> has closed unexpectedly message when launching.

    I'm also seeing the below in logcat.

    Code (CSharp):
    1.  
    2. Can't add component because class 'OVRManager' doesn't exist!
    3. E/Unity   (19496):
    4. E/Unity   (19496): (Filename:  Line: 691)
    5. E/Unity   (19496):
    6. E/Unity   (19496): Can't add component because class 'OVRCameraRig' doesn't exist!
    7. E/Unity   (19496):
    8. E/Unity   (19496): (Filename:  Line: 691)
    9. E/Unity   (19496):
    10.  
    Dumb question: I'm running Unity on a mac, is building to gear vr only supported on windows?
     
  13. scottunity

    scottunity

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    Feb 1, 2014
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    On Mac also - I have yet to get Unity 5.1p1 and oculus 0.6.0.1 to work with the VR Player set to on.
    It always crashes on start.

    With this same setup and the Oculus package it compiled but produces images only in the left eye. Right eye is black.

    Flagged by Oculus today that the actual Mac Android SDK was broken and should be updated. I can now build the Native code samples. Have not had time to try Unity builds with it but it's possible part of same issue?
     
  14. EdBlais

    EdBlais

    Unity Technologies

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    @snowsrfr1 Could you send me a full logcat of the app running on the device?
    Do the following steps:
    1. Go to your Android sdk install/platform-tools folder in the command window.
    2. Make sure your app isn't running on the device and the device is connected to the computer.
    3. In the command window run:
    adb tcpip 5555
    4. Disconnect the device from the computer.
    5. In the command window run:
    adb connect device'sIPaddress:5555
    adb logcat -c
    adb logcat -vtime > GearVRCrash.log
    6. Run the app on your device.
    7. After it crashes press Ctrl+C in the command window.

    You will then have a full log called GearVRCrash.log in your platform-tools folder. Send that to us either on this forum or through the bug report you created.
     
  15. snowsrfr1

    snowsrfr1

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    log file attached and zipped. I tired to minimize the time between clearing the log file and attaching the Note 4 into the Gear VR, but as you know, there's a LOT of stuff being written to the log at any given time.

    Looks like there's an exception that gets thrown when getApplicationName gets called. Things so south fairly quicky from there but you will see the errors about the legacy OVR components, followed by a segfault in UnityMain.

    I hope this helps!
     

    Attached Files:

  16. chargeorge

    chargeorge

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    Jun 5, 2013
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    4
    Hey all I'm crashing here too.

    Using Samsung Galaxy 6 Edge, and the Unity 5.1.1F1 release.

    I created a scene with a cube/sphere/directional light. I put my signature file in /assets/. I enabled VR and multithreaded rendering and clicked build.

    I get a spinning wheel for a moment then it crashes to the Gear VR room.

    I found this in the logcat,

    E/Unity (20420): Unable to find OculusInitPlugin

    Do you want me to send in my project/log file as well?

    Edit: Oculus version 6.0.0 installed on PC
    i'm building from Windows 7

    Do you want my LogCat and project files?
     
    Last edited: Jun 19, 2015
  17. snowsrfr1

    snowsrfr1

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    Just to let everyone know where I'm at:

    I am able to run using Oculus SDK v0.6 with Unity 5.0.1p2. If you folks need an immediate plan B, I can verify that this combination of the editor / SDK can work.
     
  18. abutt1

    abutt1

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    I asked on of my team members to build my app (mentioned above http://forum.unity3d.com/threads/unity-5-1-0p1-crashing-on-gearvr.334282/#post-2166408) on a windows machine and it apparently worked.

    EDIT:
    Apparently he tested on a DK2, not GearVR. I'll post the success of his GearVR build when I have the results.

    @scottunity:
    Do you happen to have a link to that? Can't seem to find it anywhere.
     
    Last edited: Jun 22, 2015
  19. phil_lira

    phil_lira

    Unity Technologies

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    Hi all.

    @snowsrfr1 I'm sorry for being away. I was out of office due to a health issue a while after I posted this and just got back today. I still can't build for GearVR on NativeVR.

    @Ed unity I checked my Editor Build Log and there's no mention of OVRPlugin.dll on it. Shouldn't it be loaded as a native extension module? As a matter of fact, there's no mention to anything VR at all. which is rather strange.

    Can you confirm you are building this with a Rift disconnected from your PC? Peharps Unity might check for that and include the right dependencies when Rift is connect.

    I attached my Editor log in case it helps track the error.

    Thanks,
     

    Attached Files:

  20. EdBlais

    EdBlais

    Unity Technologies

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    Thanks for the logs, we now know what the issue is and we are working on a fix that we hope to be available in 5.1.1p2. This issue is with Android Personal license. So if you have Android Personal, you should just need to include the Oculus Plugin, the OVRCameraRig and OVRManager scripts in your application in order to workaround the issue and still use the Native Unity Integration. Otherwise, only use the Oculus Plugin. I'm confirming this workaround works as well and will keep you guys updated.
     
    chargeorge likes this.
  21. snowsrfr1

    snowsrfr1

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    Thanks for all the help, @Ed :)

    Is there a timeline for 5.1.1p2? I very much want to upgrade to the latest but my deliverable is in 4 weeks so I've got to (attempt to) act wisely!
     
  22. abutt1

    abutt1

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    Awesome, thanks for discovering what it was @Ed unity ! I'll be sure to test it out in the office soon.
     
  23. phil_lira

    phil_lira

    Unity Technologies

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  24. thep3000

    thep3000

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    Patch releases come out weekly, at the earliest 5.1.1p2 will be out this friday. Latest should be early next week. We're not 100% sure the fix will be in 5.1.1p2 yet, will keep you updated when we know.
     
  25. chargeorge

    chargeorge

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    Thanks ED :)

    Just a note, I'd suggest not trying to just use the scripts and instead use the entire rig until this issue is fixed. Trying to use the integration and the package creates build errors, trying to include just the necessary scripts sends you down the rabbit hold of missing dependencies.

    So yea, I'd say until the patch drops to just use the legacy stuff when not in pro.

    Thanks for investigating the issues :)
     
  26. EdBlais

    EdBlais

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    I've fixed the Splash screen issue and Android Personal GearVR builds will again work in 5.1.1p2. The patch will be out either later this week or next Week. Thanks for being so patient and persistent everyone!
     
  27. abutt1

    abutt1

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    Awesome! Thanks!
     
  28. snowsrfr1

    snowsrfr1

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    "And there was much rejoicing!"
     
  29. phil_lira

    phil_lira

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    Awesome.
     
  30. joelkoz

    joelkoz

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    Oct 27, 2015
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    I am having this problem also, and I am using the latest Unity build. My error from logcat:

    E/Unity (21900): Unable to find OculusInitPlugin

    I am using:
    Unity 5.3.1f1 Personal on Windows 10
    Samsung Galaxy S6
    Oculus Utilities 0.1.3.0 beta

    I had originally tried this under Unity 5.2.3f1 Personal on my Mac. This is for an app that I had working on the Galaxy S6 w/ Google Cardboard. After cloning my project directory, I removed all the references to Cardboard, dropped in the Oculus Utilities, and checked the "VR supported" checkbox under the player preferences. When it didn't work, I moved to my PC with Windows 10 64 bit, which also has a Rift DK2 on it. Same thing. I can run from the Editor, but I get that error when I try to run from GearVR.

    When I try to run the app, I'm prompted to insert my phone into the GearVR, but after the disclaimer screen, I see the Oculus home menu. After removing the phone, I get an "the app has crashed" popup window. That "Unable to find OculusInitPlugin" is the first problem reported in logcat.

    I see that this was supposed to be fixed back in June, but I think its back.

    Any ideas?

    UPDATE:
    I also found THIS in my logcat a few lines later:

    E/Unity (21900): Unable to find OVRPlugin
    E/Unity (21900): Unable to find OVRPlugin
    I/Unity (21900): Unity v4.6.3p2, Oculus Integration v0.1.3.0, OVRPlugin v0.0.0.0.

    Why does it report Unity v4.6.3p2 when I am clearly using 5.3.1f1 (or so says "Help -> About").
     
    Last edited: Dec 31, 2015
  31. joelkoz

    joelkoz

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    UPDATE:
    I did try to make a blank Unity project on that machine and run it on my Gear VR, and it worked, so it for sure has something to do with my main project. That project has a long history, having been cloned from an original Rift project, to a Mac to make it iOS, then now back to the PC to make the Android version.

    I THOUGHT I tried to cleanse the project of any and all remnants of the old OVR system. Right now, I'm not even using the oculus utilities: I just have a camera, and I'm using the native "VR supported" player preference. that is how my "one object test project" is set up, and it works.

    How does one clean a project of past SDK contamination?
     
  32. joelkoz

    joelkoz

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    Oct 27, 2015
    Posts:
    8
    On a whim, I decided to do an "adb logcat" on a normal startup with the GearVR independent of my app. As it turns out, the "Unable to find OVRPlugin" appears to be a normal log entry when the Oculus Home app starts up. This is what I see in the first few lines of my log after inserting a Galaxy s6 into a consumer version of GearVR:

    Code (logcat):
    1.  
    2. --------- beginning of main
    3.  
    4. D/Unity   (  312):  GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_KHR_debug GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storag
    5.  
    6. D/Unity   (  312): e GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic GL_EXT_robustness
    7.  
    8. W/PackageManager( 4360): Failure retrieving resources for tech.mobilereality.gearVRTest: Resource ID #0x0
    9.  
    10. --------- beginning of system
    11.  
    12. D/PackageManager( 3604): [MSG] SEND_PENDING_BROADCAST
    13.  
    14. W/PackageManager( 4360): Failure retrieving resources for com.samsung.android.hmt.vrsvc: Resource ID #0x0
    15.  
    16. D/PackageManager( 3604): [MSG] SEND_PENDING_BROADCAST
    17.  
    18. W/PackageManager( 4360): Failure retrieving resources for com.samsung.android.hmt.vrsvc: Resource ID #0x0
    19.  
    20. D/PackageManager( 3604): [MSG] SEND_PENDING_BROADCAST
    21.  
    22. E/Unity   (32764): Unable to find OculusInitPlugin
    23.  
    24. D/Unity   (32764): GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_KHR_debug GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader
    25.  
    26. D/Unity   (32764): _pixel_local_storage GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic GL_EXT_robustness
    27.  
    28. I/Unity   (32764): Default GameObject BitMask: UI already registered
    29. I/Unity   (32764):
    30. I/Unity   (32764): (Filename:  Line: 169)
    31. I/Unity   (32764):
    32. E/Unity   (32764): Unable to find OVRPlugin
    33. E/Unity   (32764): Unable to find OVRPlugin
    34. I/Unity   (32764): Unity v4.6.3p2, Oculus Integration v0.1.3.0, OVRPlugin v0.0.0.0.
    35. I/Unity   (32764):
    36. I/Unity   (32764): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDebug.cpp Line: 56)
    37. I/Unity   (32764):
    38. I/Unity   (32764): Unity Version: 4.6.3p2
    39. I/Unity   (32764):
    40. I/Unity   (32764): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDebug.cpp Line: 56)
    41.  
    So, it should be noted that "E/Unity (32764): Unable to find OculusInitPlugin" and "E/Unity (32764): Unable to find OVRPlugin" appear to be NORMAL logcat entries related to the startup of the Oculus Home app. So, these error messages are not from my app. Its a red herring. The search continues, but it appears to be "my fault."
     
  33. joelkoz

    joelkoz

    Joined:
    Oct 27, 2015
    Posts:
    8
    I found my personal problem. It was a remnant of Google Cardboard. Specifically, AndroidManifest.xml. I had deleted all of the Cardboard libraries and scripts from my Unity project, but failed to remove the manifest file.

    As to why I am working on New Years Eve, well, that is another story. :p