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Game freeze when loading from customer splash screen scene.

Discussion in 'Daydream' started by mat9054, Feb 22, 2017.

  1. mat9054

    mat9054

    Joined:
    Nov 14, 2015
    Posts:
    42
    Hi, first I'm not sure if this related to unity technical preview.

    I currently have unity personal. I made a scene to have a splash screen while my app menu is loading. Simple script call SceneManagement.LoadLevelAsync(current scene +1) in the start fonction. In the same scene I also have simple 3d gameobject that rotate to show user the game is loading.

    My problem is once in a will (still happening to often), my app will freeze on my custom splash screen (no crash to main screen). I can tell it has freeze because the object is no longer rotating and the next "menu" scene is never shown. This happens about once every five time I launch the app.

    I also notice I have more chance to run into this issue if I start the daydream app from my phone app list. It looks like the fact that the daydream app start at same time to tell user to put the phone in the headset and re-center the view will cause this issue to happen more often.

    But I also have this problem when loading the app from daydream home but less frenquently.

    I tried to find some clues with profiler, but it stops receiving information from my device when the game freeze.

    Again i only have 2 script in my custom spash screen scene. One to load next level async. The other to rotate gameobject. I only test my game on pixel. Works great almost always at 60fps with some drop when loading/opening new scene. I setup player settings like told in the above thread. My texture compression, if relevant is set to ASTC which is giving my much better result with lightning. Most of my light are baked.

    Can someone point me in the right direction to troubleshoot this problem effectively?

    Thank you.
     
  2. thep3000

    thep3000

    Unity Technologies

    Joined:
    Aug 9, 2013
    Posts:
    400
    adb logcat should have clues as to what is going on.

    I think with older version of GVR plugin there was a potential crash between loading scenes in the gvr audio plugin. But without the log we're just speculating.
     
    mat9054 likes this.
  3. mat9054

    mat9054

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    Nov 14, 2015
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    I reproduce my bug and got the logcat. First time trying to find error in this, and i see few error but I'm not sure which one i should be looking at.

    That came to my attention. Can it be the cause my game freeze on launch. It is about the same time i experience the freeze on screen.

    02-22 22:54:49.301 9649 9736 W GVR : [vr/gvr/render/scanline_racer.cc:1176] Missed vsync by 9534us (CPU load is too high)

    I also notice this in the log

    02-22 22:54:51.769 22949 23003 D ClClient: Not sending keepalive. Current connection state=STOPPED

    If someone wants to look in logcat,
    https://docs.google.com/document/d/1mQkoJwKLpoJa0LQoKc8i6pkq2UV1U97zKkpNCHPS8rs/edit?usp=drivesdk
     
  4. thep3000

    thep3000

    Unity Technologies

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    Aug 9, 2013
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    I don't see anything out of the ordinary in there.

    Can you submit a bug report with your simple repro project? Post the issue# here, we'll see if we can reproduce it.
     
    mat9054 likes this.
  5. mat9054

    mat9054

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    Nov 14, 2015
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    Case 884461
     
  6. mat9054

    mat9054

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    Nov 14, 2015
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    Thank you for taking a look into this.
    In the step to reproduce the freeze I forgot to mention something. After launching the app, daydream app will open to pair the controller. To save time I just press on recent app and go back on my app. The issue will also occur when pairing controller.
     
  7. joejo

    joejo

    Unity Technologies

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    May 26, 2016
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    958
    I assume you are using the Google VR SDK for Unity? If so, can you open up the file GvrAudioSource.cs and comment out the following line:

    audioSource.outputAudioMixerGroup = mixer.FindMatchingGroups("Master")[0];

    and see if that fixes the crash. You won't have any audio but this will determine if this is a known issue with the version of Google VR integrated with Unity right now.
     
  8. mat9054

    mat9054

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    Nov 14, 2015
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    Yes I have upgrade gvr sdk to 1.2, it didnt fix the issue. I will try this tonight and let you know.
    Thanks
     
  9. joejo

    joejo

    Unity Technologies

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    Not the SDK, the actual native level NDK. Updating the SDK would not have the NDK within it.
     
  10. mat9054

    mat9054

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    I did comment out
    audioSource.outputAudioMixerGroup = mixer.FindMatchingGroups("Master")[0];
    in gvraudiosource. Still freezing 25% off the time while loading from splash screen scene.
     
  11. joejo

    joejo

    Unity Technologies

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    Is that better, worse or no change than before?
    Can you try with the latest 5.6 beta?
     
  12. mat9054

    mat9054

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    Nov 14, 2015
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    No changes. I wasnt aware 5.6 beta include support for daydream, i will try it and let you know!

    Not related to my problem:
    I dont see any major issue with daydream support with 5.6 beta. Is there a reason i should keep using technical preview or should i just switch to the beta?
     
    Last edited: Feb 25, 2017
  13. mat9054

    mat9054

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    Nov 14, 2015
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    I just tried 5.6 beta and its kind of worst.

    Still same issue, game is freezing while loading.

    Btw I didn't mention camera is still able to follow head movement after the app freeze, only my next scene is never showing and my loading indicator (rotating 3d object) stop rotating.

    My app crash to main screen 2 times while testing with beta. Maybe I was skipping the controller pairing too fast..

    Also huge distortion in editor, but I also notice the temporary fix on the sdk page on GitHub.
     
  14. mat9054

    mat9054

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    I am still trying to debug this issue.
    Using adb logcat -s Unity -s DEBUG when a freeze occur,
    the last log is always ;
    Unloading 4 unused serialized files (Serialized files now loaded: 0).

    I dont have the same call when the game is loading fine, only when it freeze.

    Could this be related to my issue?
     
  15. mat9054

    mat9054

    Joined:
    Nov 14, 2015
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    42
    Here is copy of the log

    03-05 15:06:04.772 31733 31767 D Unity : UnloadTime: 1.112000 ms
    03-05 15:06:04.976 31733 31767 I Unity : Initializing Daydream controller API.
    03-05 15:06:04.976 31733 31767 I Unity : UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    03-05 15:06:04.976 31733 31767 I Unity : UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    03-05 15:06:04.976 31733 31767 I Unity : UnityEngine.Logger:Log(LogType, Object)
    03-05 15:06:04.976 31733 31767 I Unity : UnityEngine.Debug:Log(Object)
    03-05 15:06:04.976 31733 31767 I Unity : Gvr.Internal.AndroidNativeControllerProvider:.ctor()
    03-05 15:06:04.976 31733 31767 I Unity : Gvr.Internal.ControllerProviderFactory:CreateControllerProvider(GvrController) (at C:\Users\Mathieu\Documents\repos\My project\Air Hockey VR\Air Hockey VR\Assets\GoogleVR\Scripts\Controller\Internal\ControllerProviderFactory.cs:41)
    03-05 15:06:04.976 31733 31767 I Unity : GvrController:Awake() (at C:\Users\Mathieu\Documents\repos\My project\Air Hockey VR\Air Hockey VR\Assets\GoogleVR\Scripts\Controller\GvrController.cs:293)
    03-05 15:06:04.976 31733 31767 I Unity :
    03-05 15:06:04.976 31733 31767 I Unity : (Filename: C Line: 0)
    03-05 15:06:04.976 31733 31767 I Unity :
    03-05 15:06:05.100 31733 31767 I Unity : Creating and initializing GVR API controller object.
    03-05 15:06:05.100 31733 31767 I Unity : UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    03-05 15:06:05.100 31733 31767 I Unity : UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    03-05 15:06:05.100 31733 31767 I Unity : UnityEngine.Logger:Log(LogType, Object)
    03-05 15:06:05.100 31733 31767 I Unity : UnityEngine.Debug:Log(Object)
    03-05 15:06:05.100 31733 31767 I Unity : Gvr.Internal.AndroidNativeControllerProvider:.ctor() (at C:\Users\Mathieu\Documents\repos\My project\Air Hockey VR\Air Hockey VR\Assets\GoogleVR\Scripts\Controller\Internal\ControllerProviders\AndroidNativeControllerProvider.cs:219)
    03-05 15:06:05.100 31733 31767 I Unity : Gvr.Internal.ControllerProviderFactory:CreateControllerProvider(GvrController) (at C:\Users\Mathieu\Documents\repos\My project\Air Hockey VR\Air Hockey VR\Assets\GoogleVR\Scripts\Controller\Internal\ControllerProviderFactory.cs:41)
    03-05 15:06:05.100 31733 31767 I Unity : GvrController:Awake() (at C:\Users\Mathieu\Documents\repos\My project\Air Hockey VR\Air Hockey VR\Assets\GoogleVR\Scripts\Controller\GvrController.cs:293)
    03-05 15:06:05.100 31733 31767 I Unity :
    03-05 15:06:05.100 31733 31767 I Unity : (Filename: C Line: 0)
    03-05 15:06:05.100 31733 31767 I Unity :
    03-05 15:06:11.854 31733 31733 I Unity : windowFocusChanged: false
    03-05 15:06:11.856 31733 31733 I Unity : onPause
    03-05 15:22:10.039 837 837 I Unity : splash_mode = 0 (integer)
    03-05 15:22:10.040 837 837 I Unity : useObb = False (bool)
    03-05 15:22:10.110 837 837 I Unity : onResume
    03-05 15:22:10.223 837 837 D Unity : [EGL] Attaching window :0xcab19008
    03-05 15:22:10.223 837 837 D Unity : [EGL] Attaching window :0xcab19008
    03-05 15:22:10.347 837 837 I Unity : windowFocusChanged: true
    03-05 15:22:10.365 837 886 D Unity : SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 4, Memory = 3757mb
    03-05 15:22:10.365 837 886 D Unity : SystemInfo ARM big.LITTLE configuration: 2 big (mask: 12), 2 little (mask: 3)
    03-05 15:22:10.973 837 886 D Unity : [SHA1] 63dc573019c49cd038b732cb80d5a4bf2f1092d0 26191620 bytes ~ lib/armeabi-v7a/libunity.so
    03-05 15:22:10.974 837 886 D Unity : [SHA1] 26f7b5284dca9dc760e3aefdd32a7b41752009c5 25316 bytes ~ lib/armeabi-v7a/libmain.so
    03-05 15:22:11.039 837 886 D Unity : [SHA1] cf79e315d87e48141978629baa759ccadc0bb137 3762548 bytes ~ lib/armeabi-v7a/libmono.so
    03-05 15:22:11.607 837 886 D Unity : [SHA1] 99c02602b61e7eb849bbe6a8c146c82a79f1e48d 29923348 bytes ~ lib/x86/libunity.so
    03-05 15:22:11.607 837 886 D Unity : [SHA1] b2f7d8011a8558866e4a1892b5572d017c0b1d1c 8120 bytes ~ lib/x86/libmain.so
    03-05 15:22:11.672 837 886 D Unity : [SHA1] 899983818efd6b1863f4a0ee48347f8400837000 3628252 bytes ~ lib/x86/libmono.so
    03-05 15:22:11.672 837 886 D Unity : Mono path[0] = '/data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed'
    03-05 15:22:11.672 837 886 D Unity : Mono config path = 'assets/bin/Data/Managed'
    03-05 15:22:11.673 837 886 D Unity : PlayerConnection initialized from /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data (debug = 0)
    03-05 15:22:11.673 837 886 D Unity : PlayerConnection initialized network socket : 0.0.0.0 55395
    03-05 15:22:11.673 837 886 D Unity : PlayerConnection initialized unix socket : Unity-com.IndiGoGames.AirHockeyVR
    03-05 15:22:11.674 837 886 D Unity : Multi-casting "[IP] 192.168.0.57 [Port] 55395 [Flags] 3 [Guid] 3318406184 [EditorId] 2283827697 [Version] 1048832 [Id] AndroidPlayer(Google_Pixel_XL@192.168.0.57) [Debug] 0" to [225.0.0.222:54997]...
    03-05 15:22:11.674 837 886 D Unity : Waiting for connection from host on [192.168.0.57:55395]...
    03-05 15:22:12.182 837 886 D Unity : PlayerConnection accepted from [192.168.0.39] handle:0x30
    03-05 15:22:12.315 837 886 D Unity : InitializeScriptEngine OK (e3f1dee0)
    03-05 15:22:12.315 837 886 D Unity : PlayerConnection already initialized - listening to [192.168.0.57:55395]
    03-05 15:22:12.336 837 886 D Unity : Unable to lookup library path for 'libaudioplugingvrunity', native render plugin support disabled.
    03-05 15:22:12.337 837 886 E Unity : Unable to find libaudioplugingvrunity
    03-05 15:22:12.342 837 886 D Unity : PlayerInitEngineNoGraphics OK
    03-05 15:22:12.349 837 886 D Unity : [EGL] Request: ES 3.1+AEP RGB0 000 0/0
    03-05 15:22:12.351 837 886 D Unity : [EGL] Checking ES 3.1 support...
    03-05 15:22:12.375 837 886 D Unity : [EGL] ES 3.1 support detected
    03-05 15:22:12.375 837 886 D Unity : [EGL] Found: ID[1] ES 3.1+AEP RGB16 565 0/0
    03-05 15:22:12.375 837 886 D Unity : GfxDevice: creating device client; threaded=1
    03-05 15:22:12.375 837 886 D Unity : [EGL] Request: ES 3.1+AEP RGB0 000 0/0
    03-05 15:22:12.376 837 886 D Unity : [EGL] Found: ID[1] ES 3.1+AEP RGB16 565 0/0
    03-05 15:22:12.376 837 886 D Unity : [EGL] Request: ES 3.0 RGB16 565 24/8
    03-05 15:22:12.380 837 886 D Unity : [EGL] Found: ID[3] ES 3.0 RGB16 565 24/8
    03-05 15:22:12.387 837 886 D Unity : ANativeWindow: (2560/1440) RequestedResolution: (0/0) EGLSurface: (2560/1440)
    03-05 15:22:12.393 837 886 D Unity : Renderer: Adreno (TM) 530
    03-05 15:22:12.393 837 886 D Unity : Vendor: Qualcomm
    03-05 15:22:12.393 837 886 D Unity : Version: OpenGL ES 3.2 V@145.0 (GIT@If5818605d9)
    03-05 15:22:12.393 837 886 D Unity : GLES: 3
    03-05 15:22:12.393 837 886 D Unity : GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_border_clamp GL_EXT_multisampled_render_to_texture GL_OES_sha
    03-05 15:22:12.393 837 886 D Unity : der_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OES_EGL_image_external_essl3 GL_OVR_multiview_multisampled_render_to_texture GL_EXT_buffer_storage GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance GL_EXT_protected_textures
    03-05 15:22:12.417 837 886 D Unity : OPENGL LOG: Creating OpenGL ES 3.2 graphics device ; Context level <OpenGL ES 3.1 AEP> ; Context handle -928187072
    03-05 15:22:12.430 837 886 D Unity : InitializeGfxDevice OK
    03-05 15:22:12.430 837 886 D Unity : Initialize engine version: 5.4.2f2-GVR13 (4fafc0726c6d)
    03-05 15:22:13.885 837 886 D Unity : AudioManager: Selecting OpenSL output...
    03-05 15:22:13.894 837 886 D Unity : Begin MonoManager ReloadAssembly
    03-05 15:22:13.907 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/UnityEngine.dll (this message is harmless)
    03-05 15:22:13.913 837 886 D Unity : Loading /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/UnityEngine.dll into Unity Child Domain
    03-05 15:22:13.969 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
    03-05 15:22:13.969 837 886 D Unity : Loading /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
    03-05 15:22:13.974 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/Assembly-CSharp.dll (this message is harmless)
    03-05 15:22:13.976 837 886 D Unity : Loading /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/Assembly-CSharp.dll into Unity Child Domain
    03-05 15:22:13.980 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/UnityEngine.UI.dll (this message is harmless)
    03-05 15:22:13.982 837 886 D Unity : Loading /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/UnityEngine.UI.dll into Unity Child Domain
    03-05 15:22:13.986 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/UnityEngine.Networking.dll (this message is harmless)
    03-05 15:22:13.987 837 886 D Unity : Loading /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/UnityEngine.Networking.dll into Unity Child Domain
    03-05 15:22:13.992 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/Google.ProtocolBuffers.dll (this message is harmless)
    03-05 15:22:13.993 837 886 D Unity : Loading /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/Google.ProtocolBuffers.dll into Unity Child Domain
    03-05 15:22:14.018 837 886 D Unity : - Completed reload, in 0.124 seconds
    03-05 15:22:14.041 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/System.Core.dll (this message is harmless)
    03-05 15:22:14.058 837 886 D Unity : Platform assembly: /data/app/com.IndiGoGames.AirHockeyVR-1/base.apk/assets/bin/Data/Managed/System.dll (this message is harmless)
    03-05 15:22:15.240 837 886 D Unity : PlayerInitEngineGraphics OK
    03-05 15:22:15.243 837 886 D Unity : Found 25 native sensors
    03-05 15:22:15.247 837 886 D Unity : Sensor : Accelerometer ( 1) ; 0.002394 / 0.00s ; BMI160 accelerometer / Bosch
    03-05 15:22:15.249 837 886 D Unity : Sensor : Accelerometer ( 1) ; 0.002394 / 0.00s ; BMI160 accelerometer / Bosch
    03-05 15:22:15.388 837 837 I Unity : Enabling Asynchronous Projection Mode.
    03-05 15:22:15.392 837 837 I Unity : Asynchronous Projection enabled: true
    03-05 15:22:15.393 837 886 I Unity : GoogleVR Initialization Succeeded.
    03-05 15:22:15.410 837 837 D Unity : [EGL] Attaching window :0x0
    03-05 15:22:15.471 837 837 D Unity : [EGL] Attaching window :0xc52a6808
    03-05 15:22:15.471 837 837 D Unity : [EGL] Attaching window :0xc52a6808
    03-05 15:22:15.504 837 886 D Unity : Sensor : Accelerometer ( 1) ; 0.002394 / 0.00s ; BMI160 accelerometer / Bosch
    03-05 15:22:15.509 837 886 D Unity : Choreographer available: Enabling VSYNC timing
    03-05 15:22:15.540 837 886 D Unity : ANativeWindow: (2560/1440) RequestedResolution: (0/0) EGLSurface: (2560/1440)
    03-05 15:22:15.609 837 837 I Unity : windowFocusChanged: false
    03-05 15:22:15.609 837 837 I Unity : onPause
    03-05 15:22:15.822 837 886 D Unity : Sensor : Accelerometer ( 1) ; 0.002394 / 0.00s ; BMI160 accelerometer / Bosch
    03-05 15:22:16.153 837 837 D Unity : [EGL] Attaching window :0x0
    03-05 15:26:40.331 837 837 I Unity : onResume
    03-05 15:26:40.437 837 837 I Unity : windowFocusChanged: true
    03-05 15:26:40.442 837 886 D Unity : Sensor : Accelerometer ( 1) ; 0.002394 / 0.00s ; BMI160 accelerometer / Bosch
    03-05 15:26:40.445 837 886 D Unity : Choreographer available: Enabling VSYNC timing
    03-05 15:26:40.465 837 837 I Unity : onPause
    03-05 15:26:44.524 837 837 W Unity : Timeout while trying to pause the Unity Engine.
    03-05 15:26:44.527 837 837 I Unity : windowFocusChanged: false
    03-05 15:26:44.531 837 837 D Unity : [EGL] Attaching window :0xc5350008
    03-05 15:26:44.536 837 886 D Unity : ANativeWindow: (2560/1440) RequestedResolution: (0/0) EGLSurface: (2560/1440)
    03-05 15:26:44.537 837 837 D Unity : [EGL] Attaching window :0xc5350008
    03-05 15:26:44.545 837 886 D Unity : ANativeWindow: (2560/1440) RequestedResolution: (0/0) EGLSurface: (2560/1440)
    03-05 15:26:44.546 837 837 I Unity : onResume
    03-05 15:26:44.563 837 837 I Unity : windowFocusChanged: true
    03-05 15:26:44.569 837 837 I Unity : windowFocusChanged: false
    03-05 15:26:44.698 837 886 D Unity : Sensor : Accelerometer ( 1) ; 0.002394 / 0.00s ; BMI160 accelerometer / Bosch
    03-05 15:26:44.707 837 886 D Unity : Sensor : Accelerometer ( 1) ; 0.002394 / 0.00s ; BMI160 accelerometer / Bosch
    03-05 15:26:44.712 837 886 D Unity : Choreographer available: Enabling VSYNC timing
    03-05 15:26:44.740 837 886 D Unity : UnloadTime: 5.994000 ms
    03-05 15:26:45.250 837 886 I Unity : GVR Unity SDK Version: 1.20
    03-05 15:26:45.250 837 886 I Unity : UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    03-05 15:26:45.250 837 886 I Unity : UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    03-05 15:26:45.250 837 886 I Unity : UnityEngine.Logger:Log(LogType, Object)
    03-05 15:26:45.250 837 886 I Unity : UnityEngine.Debug:Log(Object)
    03-05 15:26:45.250 837 886 I Unity : GvrUnitySdkVersion:LogGvrUnitySdkVersion() (at C:\Users\Mathieu\Documents\repos\My project\Air Hockey VR\Air Hockey VR\Assets\GoogleVR\Scripts\GvrUnitySdkVersion.cs:25)
    03-05 15:26:45.250 837 886 I Unity :
    03-05 15:26:45.250 837 886 I Unity : (Filename: C Line: 0)
    03-05 15:26:45.250 837 886 I Unity :
    03-05 15:26:45.354 837 1420 D Unity : Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
    03-05 15:26:45.372 837 886 D Unity : UnloadTime: 0.962000 ms
    03-05 15:26:45.423 837 886 D Unity : System memory in use before: 64.8 MB.
    03-05 15:26:45.427 837 886 D Unity : System memory in use after: 64.8 MB.
    03-05 15:26:45.427 837 886 D Unity :
    03-05 15:26:45.427 837 886 D Unity : Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 288.
    03-05 15:26:45.427 837 886 D Unity : Total: 3.574000 ms (FindLiveObjects: 0.045000 ms CreateObjectMapping: 0.085000 ms MarkObjects: 0.327000 ms DeleteObjects: 3.112000 ms)
    03-05 15:26:45.427 837 886 D Unity :
    03-05 15:26:45.462 837 1589 D Unity : Setting up 1 worker threads for Enlighten.
    03-05 15:26:45.462 837 1590 D Unity : Thread -> id: c66f4920 -> priority: 1
    03-05 15:26:45.971 837 837 I Unity : windowFocusChanged: true
    03-05 15:26:48.418 837 1420 D Unity : Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
     
  16. mat9054

    mat9054

    Joined:
    Nov 14, 2015
    Posts:
    42
    The issue I have seems to be related to this. I tried setting up a empty scene at the beginning and from the empty scene I call SceneManager.LoadLevel() to start my splash screen scene. Then in my splash screen scene, I call my menu scene with loadlevelasync() because it needs to load a bunch of 3D model and UI while showing something moving (3d object) to let player know the gane is loading.

    Adding the empty scene or calling system garbage collector before loading menu scene, didnt help. It seems to have reduce the occurance of the issue but it still happens.
     
  17. joejo

    joejo

    Unity Technologies

    Joined:
    May 26, 2016
    Posts:
    958
    Can you update the bug with a link to the 5.6 version of your simple repro project so I can take a look?
     
  18. mat9054

    mat9054

    Joined:
    Nov 14, 2015
    Posts:
    42
    Okay i did bug report with 5.6b10
    Case 888160
     
  19. joejo

    joejo

    Unity Technologies

    Joined:
    May 26, 2016
    Posts:
    958
    Thanks.
     
  20. mat9054

    mat9054

    Joined:
    Nov 14, 2015
    Posts:
    42
    Problem fixed, thank you for your assistance. I had an asset which include a few procedural texture that where build on level load which was slowing down loading and sometime crashing the game. I've built the textures instead of having them build on load and no more issue.
     
  21. joejo

    joejo

    Unity Technologies

    Joined:
    May 26, 2016
    Posts:
    958
    Thanks for the update. I'm glad you got around the issue but I am not going to close the bug just yet since that seems to point to a real problem. I am going to route the bug to a more appropriate team internally so you might get more communication from us on this.
     
    mat9054 likes this.