Application randomly freezes on start (unable to submit Oculus frame)

So during development, I noticed that every now and then when starting up the application on the Quest 2 (our only platform right now), the camera freezes up.

This is using Unity 2020.3.15f2 with OculusXR plugin 1.9.1 and XR Interaction Toolkit 1.0.0-pre.6, on Oculus v33.

Some parts of the view are rendered, some are left black. I can look around (in what has already been rendered), and started audio keeps playing, but the view doesn't update. When I restart the game it works fine again.

I feel that it happens more likely if I move the headset around a lot while it starts up, whereas if I hold still the chance is higher that it loads correctly.

This is what logcat gives me:
[quote]
09-28 16:23:40.599 8442 8465 I Unity : MemoryManager: Using 'Dynamic Heap' Allocator.
09-28 16:23:40.615 8442 8465 D Unity : Enabling Unity systrace
09-28 16:23:40.626 8442 8465 D Unity : [VFS] Mount /data/app/com.ExtraNice.Backlash-OE4RNE4cJyZIoYtibrduGA==/base.apk
09-28 16:23:40.637 8442 8465 I Unity : SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memory = 5842mb
09-28 16:23:40.637 8442 8465 I Unity :
09-28 16:23:40.637 8442 8465 I Unity : SystemInfo ARM big.LITTLE configuration: 3 big (mask: 0x70), 0 little (mask: 0x0)
09-28 16:23:40.637 8442 8465 I Unity :
09-28 16:23:40.637 8442 8465 I Unity : XR UsableCoreMask: 0x70
09-28 16:23:40.637 8442 8465 I Unity :
09-28 16:23:40.638 8442 8465 I Unity : ApplicationInfo com.ExtraNice.Backlash version 0.1 build c85433b4-5e5b-4714-92fd-c0a08d0ec2b7
09-28 16:23:40.638 8442 8465 I Unity :
09-28 16:23:40.638 8442 8465 I Unity : Built from '2020.3/release' branch, Version '2020.3.15f2 (6cf78cb77498)', Build type 'Development', Scripting Backend 'mono', CPU 'armeabi-v7a', Stripping 'Disabled'
09-28 16:23:40.638 8442 8465 I Unity :
09-28 16:23:40.639 8442 8465 D Unity : Mono path[0] = '/data/app/com.ExtraNice.Backlash-OE4RNE4cJyZIoYtibrduGA==/base.apk/assets/bin/Data/Managed'
09-28 16:23:40.639 8442 8465 D Unity : Mono config path = 'assets/bin/Data/Managed/etc'
09-28 16:23:40.639 8442 8465 D Unity : PlayerConnection initialized from /data/app/com.ExtraNice.Backlash-OE4RNE4cJyZIoYtibrduGA==/base.apk/assets/bin/Data (debug = 0)
09-28 16:23:40.639 8442 8465 D Unity : Connecting directly to Ip=127.0.0.1, port=34998 ...
09-28 16:23:40.640 8442 8465 D Unity : Starting managed debugger on port 56796
09-28 16:23:40.640 8442 8465 D Unity : Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=0.0.0.0:56796
09-28 16:23:40.690 8442 8465 D Unity : [EGL] Attaching window :0xd189e008
09-28 16:23:40.691 8442 8465 D Unity : InitializeScriptEngine OK (0xd0e35f00)
09-28 16:23:40.691 8442 8465 D Unity : PlayerConnection already initialized - connecting to [127.0.0.1:34998]
09-28 16:23:40.707 8442 8465 D Unity : PlayerInitEngineNoGraphics OK
09-28 16:23:40.707 8442 8465 I Unity : Company Name: Extra Nice
09-28 16:23:40.707 8442 8465 I Unity : Product Name: Backlash
09-28 16:23:40.707 8442 8465 D Unity : AndroidGraphics::Startup window = 0xd189e008
09-28 16:23:40.707 8442 8465 D Unity : [EGL] Attaching window :0xd189e008
09-28 16:23:40.711 8442 8465 D Unity : loading library OVRPlugin
09-28 16:23:40.713 8442 8465 D Unity : [Subsystems] Discovering subsystems at path assets/bin/Data/UnitySubsystems
09-28 16:23:40.713 8442 8465 D Unity : [Subsystems] 1 'inputs' descriptors matched in /data/app/com.ExtraNice.Backlash-OE4RNE4cJyZIoYtibrduGA==/base.apk/assets/bin/Data/UnitySubsystems/OculusXRPlugin/UnitySubsystemsManifest.json
09-28 16:23:40.713 8442 8465 D Unity : [Subsystems] 1 'displays' descriptors matched in /data/app/com.ExtraNice.Backlash-OE4RNE4cJyZIoYtibrduGA==/base.apk/assets/bin/Data/UnitySubsystems/OculusXRPlugin/UnitySubsystemsManifest.json
09-28 16:23:40.714 8442 8465 D Unity : [Subsystems] No descriptors matched for meshings in /data/app/com.ExtraNice.Backlash-OE4RNE4cJyZIoYtibrduGA==/base.apk/assets/bin/Data/UnitySubsystems/OculusXRPlugin/UnitySubsystemsManifest.json.
09-28 16:23:40.768 8442 8465 D Unity : [EGL] Request: ES 3.2 RGB0 000 0/0
09-28 16:23:40.768 8442 8465 D Unity : [EGL] Checking ES 3.2 support...
09-28 16:23:40.769 8442 8465 D Unity : [EGL] ES 3.2 support detected
09-28 16:23:40.769 8442 8465 D Unity : [EGL] Found: ID[1] ES 3.2 RGB16 565 0/0
09-28 16:23:40.769 8442 8465 D Unity : GfxDevice: creating device client; threaded=1
09-28 16:23:40.769 8442 8465 D Unity : [EGL] Request: ES 3.2 RGB0 000 0/0
09-28 16:23:40.769 8442 8465 D Unity : [EGL] Found: ID[1] ES 3.2 RGB16 565 0/0
09-28 16:23:40.769 8442 8465 D Unity : [EGL] Request: ES 3.0 RGBA32 8888 0/0
09-28 16:23:40.770 8442 8465 D Unity : [EGL] Found: ID[9] ES 3.0 RGBA32 8888 0/0
09-28 16:23:40.780 8442 8465 D Unity : ANativeWindow: (3664/1920) RequestedResolution: (0/0) RenderingResolution: (0/0) EGLSurface: (3664/1920)
09-28 16:23:40.784 8442 8465 D Unity : Renderer: Adreno (TM) 650
09-28 16:23:40.784 8442 8465 D Unity : Vendor: Qualcomm
09-28 16:23:40.784 8442 8465 D Unity : Version: OpenGL ES 3.2 V@0563.0 (GIT@9fd3596, I0cc1dad2b3, 1621734738) (Date:05/22/21)
09-28 16:23:40.784 8442 8465 D Unity : GLES: 3
09-28 16:23:40.784 8442 8465 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_EXT_read_format_bgra 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_EXT_texture_format_sRGB_override 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_b
09-28 16:23:40.784 8442 8465 D Unity : order_clamp GL_EXT_EGL_image_external_wrap_modes GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_shader_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_E
09-28 16:23:40.784 8442 8465 D Unity : XT_buffer_storage GL_EXT_external_buffer GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance GL_EXT_protected_textures GL_EXT_shader_non_constant_global_initializers GL_QCOM_texture_foveated GL_QCOM_texture_foveated2 GL_QCOM_texture_foveated_subsampled_layout GL_QCOM_shader_framebuffer_fetch_noncoherent GL_QCOM_shader_framebuffer_fetch_rate GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_EGL_image_array GL_NV_shader_noperspective_interpolation GL_KHR_robust_buffer_access_behavior GL_EXT_EGL_image_storage GL_EXT_blend_func_extended GL_EXT_clip_control GL_OES_texture_view GL_EXT_fragment_invocation_density GL_QCOM_motion_estimation GL_QCOM_validate_shader_binary GL_QCOM_YUV_texture_gather GL_IMG_texture_filter_cubic
09-28 16:23:40.788 8442 8465 D Unity : OPENGL LOG: Creating OpenGL ES 3.2 graphics device ; Context level ; Context handle -1316614912
09-28 16:23:40.789 8442 8465 D Unity : [EGL] Attaching window :0xd189e008
09-28 16:23:40.789 8442 8465 D Unity : Requested framebuffer: resolution[3664x1920], rgba[8/8/8/8], depth+stencil[on], samples[1]
09-28 16:23:40.789 8442 8465 D Unity : Created framebuffer: resolution[3664x1920], rgba[8/8/8/8], depth+stencil[24/8], samples[0]
09-28 16:23:40.797 8442 8465 D Unity : [EGL] Attaching window :0xd189e008
09-28 16:23:40.797 8442 8465 D Unity : Initialize engine version: 2020.3.15f2 (6cf78cb77498)
09-28 16:23:40.816 8442 8465 D Unity : Begin MonoManager ReloadAssembly
09-28 16:23:40.816 8442 8465 D Unity : Script Patching: Patch files are not available, '/storage/emulated/0/Android/data/com.ExtraNice.Backlash/cache/ScriptOnly/2020.3.15f2/mono/patch.config' is missing.
09-28 16:23:41.102 8442 8465 D Unity : - Completed reload, in 0.286 seconds
09-28 16:23:41.272 8442 8465 I Unity : XRGeneral Settings awakening...
09-28 16:23:41.272 8442 8465 I Unity : UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
09-28 16:23:41.272 8442 8465 I Unity : UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
09-28 16:23:41.272 8442 8465 I Unity : UnityEngine.Logger:Log (UnityEngine.LogType,object)
09-28 16:23:41.272 8442 8465 I Unity : UnityEngine.Debug:Log (object)
09-28 16:23:41.272 8442 8465 I Unity : UnityEngine.XR.Management.XRGeneralSettings:Awake () (at C:/Projects/Backlash/Unity/Backlash/Library/PackageCache/com.unity.xr.management@4.0.1/Runtime/XRGeneralSettings.cs:91)
09-28 16:23:41.272 8442 8465 I Unity :
09-28 16:23:41.280 8442 8465 D Unity : [XR] OculusXRPlugin: registering subsystems
09-28 16:23:41.280 8442 8465 D Unity : [Subsystems] OculusXRPlugin successfully registered Provider for oculus display
09-28 16:23:41.280 8442 8465 D Unity : [XR] Oculus Input lifecycle provider registered.
09-28 16:23:41.280 8442 8465 D Unity : [Subsystems] OculusXRPlugin successfully registered Provider for oculus input
09-28 16:23:41.280 8442 8465 D Unity : [Subsystems] OculusXRPlugin successfully registered Provider for oculus display
09-28 16:23:41.582 8442 8465 D Unity : [XR] Oculus settings :
09-28 16:23:41.582 8442 8465 D Unity : Shared Depth Buffer: Yes
09-28 16:23:41.582 8442 8465 D Unity : Dash Support: Yes
09-28 16:23:41.582 8442 8465 D Unity : Requested Stereo Rendering Mode Multi Pass
09-28 16:23:41.582 8442 8465 D Unity : Color Space: Linear
09-28 16:23:41.582 8442 8465 D Unity : Low Overhead Mode: No
09-28 16:23:41.582 8442 8465 D Unity : Optimize Buffer Discards: Yes
09-28 16:23:41.582 8442 8465 D Unity : Phase Sync: No
09-28 16:23:41.586 8442 8465 D Unity : [Subsystems] Loading plugin OculusXRPlugin for subsystem oculus display...
09-28 16:23:41.602 8442 8465 D Unity : [Subsystems] Loading plugin OculusXRPlugin for subsystem oculus input...
09-28 16:23:41.605 8442 8465 D Unity : PlayerInitEngineGraphics OK
09-28 16:23:41.606 8442 8465 D Unity : New input system (experimental) initialized
09-28 16:23:41.611 8442 8465 W Unity : Orientation Listener cannot detect orientation.
09-28 16:23:41.627 8442 8465 D Unity : [XR] Oculus XR Plugin Display Start
09-28 16:23:41.627 8442 8465 D Unity : initOculus Java!
09-28 16:23:41.627 8442 8442 D Unity : Oculus UI thread done.
09-28 16:23:41.627 8442 8541 D Unity : [XR] Unity will render to eye texture(s) of format: Separate
09-28 16:23:41.627 8442 8541 D Unity : [XR] The Oculus eye layer has texture(s) of format: Separate
09-28 16:23:41.627 8442 8442 D Unity : [XR] Init Oculus Context complete
09-28 16:23:41.627 8442 8442 D Unity : [XR] Oculus XR Plugin Window d189e008
09-28 16:23:41.627 8442 8541 D Unity : [XR] EGL successfully loaded.
09-28 16:23:41.634 8442 8465 D Unity : Choreographer available: Enabling VSYNC timing
09-28 16:23:42.877 8442 8541 D Unity : [XR] Oculus Context Setup for GLES: 1 b1860d00 d189e008 0
09-28 16:23:42.877 8442 8541 D Unity : [XR] Rendering directly to eye textures.
09-28 16:23:42.929 8442 8541 D Unity : RequestCreateTexture
09-28 16:23:42.929 8442 8541 D Unity : RequestCreateTexture
09-28 16:23:42.933 8442 8541 D Unity : [XR] Failed to get occlusion mesh
09-28 16:23:42.933 8442 8541 D Unity : [XR] Failed to get occlusion mesh
09-28 16:23:42.942 8442 8465 D Unity : SetupRenderTextureFromXRRequest (id: 1 col: 0x18 d: 0x0)
09-28 16:23:42.942 8442 8465 D Unity : RenderTexture::Create (id: 1)
09-28 16:23:42.942 8442 8541 D Unity : IVRDeviceCallback_CreateEyeTextureResources 0x18
09-28 16:23:42.943 8442 8465 D Unity : SetupRenderTextureFromXRRequest (id: 2 col: 0x1b d: 0x0)
09-28 16:23:42.943 8442 8465 D Unity : RenderTexture::Create (id: 2)
09-28 16:23:42.943 8442 8541 D Unity : IVRDeviceCallback_CreateEyeTextureResources 0x1b
09-28 16:23:42.943 8442 8465 D Unity : SetupRenderTextureFromXRRequest (id: 3 col: 0x19 d: 0x0)
09-28 16:23:42.943 8442 8465 D Unity : RenderTexture::Create (id: 3)
09-28 16:23:42.943 8442 8541 D Unity : IVRDeviceCallback_CreateEyeTextureResources 0x19
09-28 16:23:42.944 8442 8465 D Unity : SetupRenderTextureFromXRRequest (id: 4 col: 0x1c d: 0x0)
09-28 16:23:42.944 8442 8465 D Unity : RenderTexture::Create (id: 4)
09-28 16:23:42.944 8442 8541 D Unity : IVRDeviceCallback_CreateEyeTextureResources 0x1c
09-28 16:23:42.944 8442 8465 D Unity : SetupRenderTextureFromXRRequest (id: 5 col: 0x1a d: 0x0)
09-28 16:23:42.944 8442 8465 D Unity : RenderTexture::Create (id: 5)
09-28 16:23:42.944 8442 8541 D Unity : IVRDeviceCallback_CreateEyeTextureResources 0x1a
09-28 16:23:42.944 8442 8465 D Unity : SetupRenderTextureFromXRRequest (id: 6 col: 0x1d d: 0x0)
09-28 16:23:42.945 8442 8465 D Unity : RenderTexture::Create (id: 6)
09-28 16:23:42.945 8442 8541 D Unity : IVRDeviceCallback_CreateEyeTextureResources 0x1d
09-28 16:23:46.157 8442 8465 D Unity : UnloadTime: 2.448959 ms
09-28 16:23:46.161 8442 8465 D Unity : UUID: ba075f06f2137be7 => 5837dfa9e37948f5290b1d252b1c7dcb
09-28 16:23:46.683 8442 8465 I Unity : [AudioManager] Audio Sample Rate: 48000
09-28 16:23:46.683 8442 8465 I Unity : UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
09-28 16:23:46.683 8442 8465 I Unity : UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
09-28 16:23:46.683 8442 8465 I Unity : UnityEngine.Logger:Log (UnityEngine.LogType,object)
09-28 16:23:46.683 8442 8465 I Unity : UnityEngine.Debug:Log (object)
09-28 16:23:46.683 8442 8465 I Unity : OVR.AudioManager:InitializeSoundSystem () (at C:/Projects/Backlash/Unity/Backlash/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager_Sound.cs:80)
09-28 16:23:46.683 8442 8465 I Unity : OVR.AudioManager:Init () (at C:/Projects/Backlash/Unity/Backlash/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager.cs:167)
09-28 16:23:46.683 8442 8465 I Unity : OVR.AudioManager:Awake () (at C:/Projects/Backlash/Unity/Backlash/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager.cs:119)
09-28 16:23:46.683 8442 8465 I Unity :
09-28 16:23:46.684 8442 8465 I Unity : [AudioManager] Audio Buffer Length: 512 Size: 4
09-28 16:23:46.684 8442 8465 I Unity : UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
09-28 16:23:46.684 8442 8465 I Unity : UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
09-28 16:23:46.684 8442 8465 I Unity : UnityEngine.Logger:Log (UnityEngine.LogType,object)
09-28 16:23:46.684 8442 8465 I Unity : UnityEngine.Debug:Log (object)
09-28 16:23:46.684 8442 8465 I Unity : OVR.AudioManager:InitializeSoundSystem () (at C:/Projects/Backlash/Unity/Backlash/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager_Sound.cs:81)
09-28 16:23:46.684 8442 8465 I Unity : OVR.AudioManager:Init () (at C:/Projects/Backlash/Unity/Backlash/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager.cs:167)
09-28 16:23:46.684 8442 8465 I Unity : OVR.AudioManager:Awake () (at C:/Projects/Backlash/Unity/Backlash/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager.cs:119)
09-28 16:23:46.684 8442 8465 I Unity :
09-28 16:23:49.045 8442 8541 E Unity : [XR] Unable to submit Oculus frame
09-28 16:23:49.045 8442 8465 D Unity : Error on graphics thread: 1
09-28 16:23:49.045 8442 8541 D Unity : [XR] Destroying distortion window
[/quote]

I've managed to get it to happen while it runs, by triggering a lot of UI animations at once. This is the log from VrApi: https://pastebin.com/dGth3g7J

From what I can tell, leading up to the crash there is some flickering, and this in the log:
[quote]
09-29 11:36:21.241 4237 4302 W OpenXR_Handle: FromHandle failed. Handle( 864691128455139144, Type: 12, id: 3912 )
09-29 11:36:21.324 4237 4302 W OpenXR_Handle: FromHandle failed. Handle( 864691128455139150, Type: 12, id: 3918 )
09-29 11:36:21.352 4237 4302 W OpenXR_Handle: FromHandle failed. Handle( 864691128455139152, Type: 12, id: 3920 )
09-29 11:36:21.380 4237 4302 W Telemetry: [OpenXR] space handle invalid;
09-29 11:36:21.380 4237 4302 E OVRPlugin: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrEndFrame(m_xrSession, &frameEndInfo), Software/OculusSDK/Integrations/OVRPlugin/Main/Src/Util/CompositorOpenXR.cpp:3187 (Software/OculusSDK/Integrations/OVRPlugin/Main/Src\Util/CompositorOpenXR.h:119)
[/quote]

I have googled the [quote]
[XR] Unable to submit Oculus frame
[/quote] message but to no avail. Does anyone know why this might happen or how I could get closer to finding out what causes it?

I still haven't been able to fix this. It does happen more often with low battery.

I'm running into the same error, just with Oculus integration.

20:36:26.167 15514 16247 W Telemetry: [OpenXR] space handle invalid;

20:36:26.167 15514 16247 E OVRPlugin: [XRCMD][failure][XR_ERROR_HANDLE_INVALID]: xrEndFrame(m_xrSession, &frameEndInfo),Software/OculusSDK/Integrations/OVRPlugin/Main/Src/Util/CompositorOpenXR.cpp:3379(Software/OculusSDK/Integrations/OVRPlugin/Main/Src\Util/CompositorOpenXR.h:125)

20:36:26.167 15514 16247 E Unity: [XR] Unable to submit Oculus frame

Did you find a cause for this issue? Its the same symptons, suddenly complete crash, and the frame is just hanging.

I'm glad to hear I'm not the only one with this issue anymore.

I still haven't figured out what causes it, though.

Update the oculus integration to v34 and oculus xr to the latest pre release, as well as xr integration and try to build again

@DevDunk : I've tried what you've said, and at the very least the weird flickering that often preceded the freeze/crash is gone now. So that's already an improvement. I haven't managed to reproduce the crash so far (but it's pretty random, we'll see).

Thanks!

1 Like

If anyone is struggeling with the same issue. I fixed mine by swtiching to Legacy XR framework instead of OpenXR

[quote=“Joits”, post:7, topic: 856994]
If anyone is struggeling with the same issue. I fixed mine by swtiching to Legacy XR framework instead of OpenXR
[/quote]
That’s really not recommended. Starting a new project using a legacy system is a bad idea

I'm definitely seeing this error on the Quest 2 using Unity 2021.2.12f1 .. a lot, in some instances. I think it's related to slow rendering? I have some things that I haven't threaded yet that may be exceeding frame time. But it'd be nice if it didn't freeze the display.

I find that if I pause and un-pause my headset the rendering restarts. But this is of course unacceptable once this project goes public.

Vulkan or OpenGLES?

i noticed a similar behavior on one of my projects.
to reproduce the problem:
Unity crashes after opening a scene while the OCCLUSION CULLING tab is opened.

workaround:
deleted the occlusion generated file from the Folder of the scene, and regenerated occlusion again after opening ur scene with Inspector TAB Active.

Issue started after upgrading unity project from 2020.2.1f1 to 2020.3.15.f2.
i upgraded all Inbuilt unity packages and i'm not using any 3rd party library.

I have a similar behaviour, my app freezes when I open up the overlay menu by pressing the oculus button. This doesn't always happen, sometimes it takes to open up the menu 3 or 4 times and then it freezes. Btw is really annoying. Any fix for this?

Ooo I should monitor this thread.

I'm in Vulkan right now, but have it in GLES too.

And I get a lot of screen glitching, where the image jumps; this tends to precede the unable to submit (and then the screen freezes; a pause and un-pause on the headset resets it)

Did anyone manage to find a solution/workaround for this? I've had this issue for months, and have spent way too much time for my liking on it.

Hi everyone, I have same problem here any update/solutions ?

I solved it by removing the Oculus package(s) completely from the project and only using OpenXR.. Quite annoying how the Oculus Quest 2 has problems using the Oculus package

Same issue here. Started happening after i added a directional light to my scene.

If you can reproduce the performance issue in the same scene with and without a directional light, could you create two scenes, one with and one without the light source and submit a bug report explaining the issue. If possible, please include some profiler results so that we can confirm we get the same results when testing using the submitted project.

1 Like

I had exactly the same issue here. After removing completely Oculus package and using OpenXR instead for Quest 2, I tested thoroughly and still didn't encounter this problem.

I've never submitted a bug report before and am a bit busy right now, but if i do end up compiling one i'll be sure to link it here. Also, i'm working on a mac so i don't think i can hook my Quest 2 up to the profiler in any way.

I did notice some things though, so i'll share that:
- Pressing the power button twice (sleep -> wake) always fixes the freeze
- The freeze is a lot more likely to happen when getting a quest notification (battery low, controller not connected, no wifi, etc.)
- More stuff in the scene also increases the likelihood of the freeze

I'm pretty sure the freeze happens whenever the Quest just can't keep up performance-wise, no matter what's causing the strain (as long as it's on the GPU.)

Just wanted to also mention that i'm kind of in a tough spot since my project uses hand recognition, so removing the OVR package is out of the question for me. If anyone finds some other consistent workaround, please post it in this thread.