I am experiencing an issue that doesn’t occur on all devices. Most devices work ok, but iPhone XR consistently breaks with AR Foundation. I basically have either AR stop working the second play attempt, and all textures that are loaded at runtime (not included with build) disappear. AR will still show planes, but functionality stops. I can still exit and enter AR mode. I don’t see any errors in console or Unity Analytics. It is not reproducible in editor.
I am currently using ARFoundation 3.0.1 and Unity 2019.4.5f1. Project is set up using URP.
Is anyone aware of something that is unique with the XR model that causes issues with AR?
Update: iPhone 7, XS Max, XR all have this issue after updating to iOS 14.2 or 14.3. It is likely happening on more than these devices, my team just hasn’t tested other hardware yet.
Hi @apiotuch_unity , there could be several factors causing the issue. Can you file a bug with reproducible project so the team can properly track and investigate? Thanks!
@mfuad I haven’t had time to make a sample project, the project I work on is very big. But it seems to now be due to updating iOS to a version 14.2 and up. all test iOS devices now break after updating iOS. 7, XS Max, XR, all have the same issue. There is another thread my team found that seems to be related to this issue. UnityWebRequests on iOS sometimes get stuck indefinitely even with timeout set
We load AR from an addressable scene. I don’t know if that is the issue or not. Can an ARSession/Origin in a scene be loaded as an addressable asset?
@mfuad Unfortunately the log file most of the time doesn’t show any error or exception occurring. I have only be able to produce the timeout error once and I did not save that log file.
I am currently attempting to reproduce the error using the AR Remote extension that is in the asset store, but that hasn’t yet been able to reproduce the error while running in editor with the iOS device acting as the remote.
Sounds great. If you experience a crash again, we’ll at least need a callstack to investigate. You should be able to copy and paste the callstack of the crashed thread from Xcode.
@mfuad It doesn’t fully crash. The app keeps running but all textures that are downloaded at runtime via HTTP or as an addressable disappear. So The call stack doesn’t show any crash log. That is why it is so difficult to troubleshoot. Very rarely xcode shows an error. When that occurs I will post.
Not really a great fix since I have to change the mm file post build. I don’t know if Unity will be investigating further to see if something else is going on under the hood. Seems odd that it only started happening after iOS 14.2.