QUEST 2 specific : app freeze

I’m experiencing an issue with the Quest 2, while the same build works fine in the Quest 1.
The app is starting fine but freezes(crashes) in a given context, then restart after the headset is woken up from sleep mode.

I’m actually trying to track the progress leading to the issue, and I’ve been able to gather this from the logcat :

10-21 14:10:32.237  7986  8031 E CRASH   : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
10-21 14:10:32.237  7986  8031 E CRASH   : Version '2019.4.12f1 (225e826a680e)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
10-21 14:10:32.237  7986  8031 E CRASH   : Build fingerprint: 'oculus/hollywood/hollywood:10/xxx:user/release-keys'
10-21 14:10:32.237  7986  8031 E CRASH   : Revision: '0'
10-21 14:10:32.237  7986  8031 E CRASH   : ABI: 'arm64'
10-21 14:10:32.237  7986  8031 E CRASH   : Timestamp: 2020-10-21 14:10:32+0200
10-21 14:10:32.237  7986  8031 E CRASH   : pid: 7986, tid: 8031, name: Thread-3  >>> com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081 <<<
10-21 14:10:32.237  7986  8031 E CRASH   : uid: 10083
10-21 14:10:32.237  7986  8031 E CRASH   : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x4c
10-21 14:10:32.237  7986  8031 E CRASH   : Cause: null pointer dereference
10-21 14:10:32.237  7986  8031 E CRASH   :     x0  0000007a3f7bc980  x1  0000000000000000  x2  0000000000000040  x3  0000007a5436c300
10-21 14:10:32.237  7986  8031 E CRASH   :     x4  0000007a3f7bc9c0  x5  0000000000000004  x6  0000007a53a10b20  x7  0000000000000020
10-21 14:10:32.237  7986  8031 E CRASH   :     x8  0000000000000007  x9  0000000000000000  x10 0000007a544c4c20  x11 0000007b34b72b08
10-21 14:10:32.237  7986  8031 E CRASH   :     x12 0000000000000000  x13 0000007ad55bb000  x14 0000007b34d9c098  x15 0000007a53b4be00
10-21 14:10:32.237  7986  8031 E CRASH   :     x16 0000007bc7eca3e8  x17 0000007bc7e595c0  x18 00000000dc7ffec2  x19 0000007a3f4b6800
10-21 14:10:32.237  7986  8031 E CRASH   :     x20 0000007b3a58c7c0  x21 0000007a5436c100  x22 0000000000000000  x23 00000000000000a2
10-21 14:10:32.237  7986  8031 E CRASH   :     x24 0000007b34c59348  x25 0000007a3f7bc980  x26 0000007a544c4c20  x27 0000000000000002
10-21 14:10:32.237  7986  8031 E CRASH   :     x28 0000007b2e5551e0  x29 0000007a5ddfb120
10-21 14:10:32.237  7986  8031 E CRASH   :     sp  0000007a5ddfb000  lr  0000007b34c59300  pc  0000007b2e3bb46c
10-21 14:10:32.237  7986  8031 E CRASH   :
10-21 14:10:32.237  7986  8031 E CRASH   : backtrace:
10-21 14:10:32.237  7986  8031 E CRASH   :       #00 pc 000000000027b46c  /vendor/lib64/egl/libGLESv2_adreno.so (BuildId: bc7923f3dd27db2f48da3ae9d1be4232)
10-21 14:10:32.237  7986  8031 E CRASH   :       #01 pc 0000000000179e9c  /vendor/lib64/egl/libGLESv2_adreno.so (BuildId: bc7923f3dd27db2f48da3ae9d1be4232)
10-21 14:10:32.237  7986  8031 E CRASH   :       #02 pc 0000000000258ecc  /vendor/lib64/egl/libGLESv2_adreno.so (BuildId: bc7923f3dd27db2f48da3ae9d1be4232)
10-21 14:10:32.237  7986  8031 E CRASH   :       #03 pc 000000000017d108  /vendor/lib64/egl/libGLESv2_adreno.so (BuildId: bc7923f3dd27db2f48da3ae9d1be4232)
10-21 14:10:32.237  7986  8031 E CRASH   :       #04 pc 000000000040ca60  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #05 pc 000000000040b0ec  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #06 pc 000000000040a580  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #07 pc 000000000056b8b8  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #08 pc 00000000008e01b4  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #09 pc 00000000008f79d8  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #10 pc 00000000008fdc8c  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #11 pc 00000000008f5088  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #12 pc 00000000002f8e8c  /data/app/com.xxxxxxxxx.Xxxxxxxxxx_beta_multi081-ZEgqzoauHqzQT6JkMgpTDw==/lib/arm64/libunity.so (BuildId: 68bee081e8e4f481d38a2fbc42045b9382e88016)
10-21 14:10:32.237  7986  8031 E CRASH   :       #13 pc 00000000000e15b8  /apex/com.android.runtime/lib64/bionic/libc.so (pthread_getattr_np+584) (BuildId: abefa14f5d7899bdbb702b6b0e3579d0)
10-21 14:10:32.237  7986  8031 E CRASH   :       #14 pc 0000000000081ccc  /apex/com.android.runtime/lib64/bionic/libc.so (NetlinkConnection::ReadResponses(void (*)(void*, nlmsghdr*), void*)+140) (BuildId: abefa14f5d7899bdbb702b6b0e3579d0)

Latest 2019.4.12f1 LTS, latest Oculus integration, Legacy XR, URP

An interesting thing to note, a ‘not so old’ previous version is working fine so I’m now in the process of downgrading things

Hi - did you manage to solve this issue? Seeing the same on my Quest 2 at the moment, only appears in il2cpp, ARM64 builds.

@sfaok if I remember well it was a custom shader+lighting issue

edit : I confirm, just found an old note :
“URP Additional pixel lights (+ shaders) = CRASH”

@Gruguir I’m experiencing this problem - can you provide a reference? or some more info on this?

nothing much, it’s old. It involved enabling/disabling a light at runtime (on a firearm) in conjunction with a custom shader.