Errors on every Unity VisionOS App when run on device

With every startup of a Unity app for Vision OS regardless of the type (Mixed, Fully Immersive), I see several errors logged in the Xcode console. Are these known issues that are being fixed in a future release or do I have something misconfigured?

ERROR #1

Main Thread Checker: UI API called on a background thread: -[UIView traitCollection]
PID: 1720, TID: 5780887, Thread name: UnityGfxDeviceWorker, Queue name: com.apple.root.default-qos.overcommit, QoS: 0
Backtrace:
4 UnityFramework 0x000000010c31bdf4 UnityDeviceCanShowWideColor + 32
5 UnityFramework 0x000000010cafc7a8 UnityIsWideColorSupported + 24
6 UnityFramework 0x00000001107cfa2c _ZN23VisionOSDisplayProvider31GfxThread_PopulateNextFrameDescERK22UnityXRFrameSetupHintsR20UnityXRNextFrameDesc + 872
7 UnityFramework 0x000000010c7da294 _ZN18XRDisplaySubsystem9GfxThread13FrameBoundaryEv + 584
8 UnityFramework 0x000000010c9270b0 _ZN9GfxDevice42InsertCustomMarkerCallbackAndDataWithFlagsEPFviPvEi25CustomMarkerCallbackFlagsS0_m + 40
9 UnityFramework 0x000000010ca51130 _ZN15GfxDeviceWorker10RunCommandER20ThreadedStreamBuffer + 32300
10 UnityFramework 0x000000010cad8be8 GfxDeviceWorkerAutoreleasePoolProxy + 68
11 UnityFramework 0x000000010ca492a4 _ZN15GfxDeviceWorker6RunExtER20ThreadedStreamBuffer + 216
12 UnityFramework 0x000000010ca48eec _ZN15GfxDeviceWorker18RunGfxDeviceWorkerEPv + 12
13 UnityFramework 0x000000010c54c18c _ZN6Thread16RunThreadWrapperEPv + 184
14 libsystem_pthread.dylib 0x0000000240c13190 _pthread_start + 136
15 libsystem_pthread.dylib 0x0000000240c1c5cc thread_start + 8

ERROR #2

CCPipelineWrapper.mm(109):CreatePipeline:
Pipeline (render) binary archive lookup failed for ‘CC_ApplyStencilVertexFunction’: Error Domain=AGXMetalG14G Code=3 “Failed to find binary in binary archives” UserInfo={NSLocalizedDescription=Failed to find binary in binary archives}

ERROR #3

CCPipelineWrapper.mm(109):CreatePipeline:
Pipeline (render) binary archive lookup failed for ‘CC_ApplyZoomAreaStencilVertexFunction’: Error Domain=AGXMetalG14G Code=3 “Failed to find binary in binary archives” UserInfo={NSLocalizedDescription=Failed to find binary in binary archives}

ERROR #4

CCPipelineWrapper.mm(109):CreatePipeline:
Pipeline (render) binary archive lookup failed for ‘CC_ZoomBorderVertexFunction’: Error Domain=AGXMetalG14G Code=3 “Failed to find binary in binary archives” UserInfo={NSLocalizedDescription=Failed to find binary in binary archives}

Error #5

CCPipelineWrapper.mm(109):CreatePipeline:
Pipeline (render) binary archive lookup failed for ‘CC_VFWVertexFunctionIndirect’: Error Domain=AGXMetalG14G Code=3 “Failed to find binary in binary archives” UserInfo={NSLocalizedDescription=Failed to find binary in binary archives}

Error #6

CCPipelineWrapper.mm(109):CreatePipeline:
Pipeline (render) binary archive lookup failed for ‘CC_VS_TAA_Backward’: Error Domain=AGXMetalG14G Code=3 “Failed to find binary in binary archives” UserInfo={NSLocalizedDescription=Failed to find binary in binary archives}

Error #7

Presenting a drawable without a device anchor. This drawable won’t be presented.

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I see a ton of errors too, but my game seems to run fine.
You noticing any problems in your game/app?

The app does seem to run ok even with these errors but it does make it exceedingly difficult to recognize impactful errors since there are so many of them.

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Hi there! Thanks for raising these issues. As you say, the app will still run with these messages in the console. I understand that this can be annoying, and I often end up needing to use the filtering capabilities of the Xcode log viewer to find what I’m looking for. We are chipping away at the warnings here, but some of them need to be solved on Apple’s end. For example, if you build the basic Xcode template for fully immersive Metal rendering, you will also see the Presenting a drawable without a device anchor warning for a few frames here and there.

If you would like to track these issues, please submit a bug report and we will update it when we are able to address these issues.

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I filed incident report IN-68478 to track status of these errors.

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Note that “CCPipelineWrapper.mm” is not a Unity source file – are you using a native plugin or anything similar? These could also be coming from the OS/RealityKit/etc.

I’m not using a native plugins. I’m seeing these errors building the samples in the Apple VisionPro Plugin v1.0.3.

That’s even stranger. It must be an OS issue, but I don’t know what it could be. That file is not anything that’s part of Unity source. Does it persist after a device reboot? Or is this in simulator; if so, does it persist in a new simulator device?

I also recommend you submit a feedback ticket to apple with your details. This can be done in the Feedback Assistant app.

After some digging – all of these messages are coming from the OS, and all are safe to ignore.