Unity 5.1.2P2 - VR Crash - 100% Of The Time

Hi all, I just upgraded to Unity 5.1.2P2 and my VR project crashes on play or on build every time. I made a brand new project, didn’t change/add anything and found out that just by checking “VR Supported” in the Player Settings and then hitting play makes Unity crash every time with a “Read from location 00000008 caused an access violation” in the error.log generated.

I tried using Unity 5.1.2 (official, not patch) and did the same, new project, clicked “VR Supported”, hit play and all was good. I did notice something a little odd though, when clicking “VR Supported” in 5.1.2, this dialog popped up:

"Changing editor vr device

Changing active VR API requires reloading all graphics objects, it might take a while"

But this never came up in 5.1.2P2 and both versions of Unity were set to the default PC platform.

Anyone else encountering something like this?

Scott

I should also note that I do not have an Oculus Rift connected, only developing for Gear VR. Also I tried re-installing Unity 5.1.2P2 again. Also 5.1.2P1 worked fine.

Similar errors happening on Mac version (building for Gear VR)

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Hopefully we hear something on this as I’d like to take advantage of the new VR updates.

BUMP I’ve had the same problem when I press play. Without warning Unity will crash and throw the following:

Unity.exe caused an Access Violation (0xc0000005)
in module Unity.exe at 0033:41230586.

I am also using Unity 5.1.2P2

Same here, hard crash when hitting play in editor with VR enabled…5.1.2p2

  • gtx980 -win8

This issue will be fixed in the next patch release. Some changes were make within the Plugin and Editor code that conflicted with each other. They caused Cleanup to be called even though nothing was initialized. So we were trying to cleanup invalid memory.

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Cool, thanks for the update :slight_smile:

Thank you Ed, super appreciate the update… I thought I was doing something wrong! :slight_smile:

Don’t suppose we can get a rough ETA on this?

Need to tell a client whether it’s going to be days, weeks or months ideally :).

@timsk : I’d imagine it would be sometime this week, they tend to do weekly patches from my past experience.

@timsk Check Here Later today. The next patch should be coming out today.

Also, as scottb9239 said, patches come out weekly. Patches are the ones labeled with a p (Example: 5.1.2p1) as opposed to Final release labeled with an f (Example: 5.1.2f1). Patches contain some bug fixes. Final releases contain small features and the patched bug fixes. Each patch contains the previous patch’s fixes as well as additional fixes. (Example: 5.1.2p1 starts the patches for 5.1.2f1 and 5.1.2p2 would contain all of p1’s fixes plus additional ones.) After a few patches have been made to the same final release, we move up to the next final release so 5.1.3f1 will come after a few patches to 5.1.2f1. And then the cycle continues.

Also, please note that the Editor Auto Update feature does not pick up Patch releases. It only sees final releases. And the patch releases are full Editor downloads.

2 Likes

Awesome, thanks for the update!

1 Like

Cool, glad this is getting fixed! Just ran into that problem today.

Also, if you want patch release updates, just subscribe to the RSS feeds. It’s super handy.
http://unity3d.com/unity/qa/patch-releases/latest.xml

Confirming fixed for me in 5.1.2p3 (64 bit windows).

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Yep, 5.1.2P3 is working great, thanks! :slight_smile:

I just upgraded to 5.1.2P3 but it’s still crashing for me. Are you by any chance using version 0.6.0 or older of the runtime?

I’ve just discovered that 0.6.1, which I’m using is supposedly unstable with one of the newer Nvidia drivers. But from what I can gather, it’s been a while since that became apparent so they might have fixed whatever was causing it in a later driver.

Hey, I’m using 0.6.0.1 on the runtime, is that what you meant? I’m only developing on Gear VR, not rift.

Sorry, yes. The current version of the runtime. 0.6.0.1.
As soon as I updated, Unity crashes whenever I start up a scene with VR enabled.
As far as GearVR goes, I figured the root of the problem might lie in a similar area.

Hmm, odd. Are you trying a brand new project to test it out? If not, try making a new project, make sure you’re using 5.1.2P3 and click VR Supported then click play. That “should” work.