Unity 5.1 - Oculus - Error 1006

When I try to use the Oculus in a clean project with only a cube on a floor, I get this every frame:

OVR Error:
OVRTime: 3409.908571
Time: 2015-06-09 17:15:28 [176:313:600]
Code: -1006 – ovrError_ServiceError
Description: SubmitLayers failed
Context: SubmitLayers failed
File/Line: SubmitLayers failed:0

I can rotate the Oculus and the Camera will follow, but there is nothing displayed in the Oculus. The Oculus demo scene stays black as well.

I have the SDK Runtime 0.6
I have checked Virtual Reality Supported in the Project Settings
I’m in Direct Mode

Spec :
i5 2320 3.0 GHz
8 go ram
AMD Radeon 6770
Catalyst Driver 14.12 (up to date)

Is there something I’m not doing correctly?

I am having the exact same problem.

Spec:
Win 8.1 Pro
i7-2600 @3.4GHz
8GB RAM
NVIDIA GeForce GTX 560 Ti
Display driver v353.06
Oculus Runtime 0.6

Chipping in with the exact same issue. Oculus Runtime 0.5.0.1 works without issues but with 0.6.0.0 the Demo Scene remains black, the orange LED is on and the Oculus screen is off.

Specs (according to DirectX Diagnostic Tool):
Win 7 Pro x64
AMD FX-6100 Six-Core
8GB RAM
NVIDIA GeForce GTX 550 TI
Display Driver 353.06
Occulus Runtime 0.6.0.0

We have a bug in 5.1.0f3 when using Linear Lighting that will cause your scene to render Black. Try switching to Gamma. This issue is fixed in the first patch that will be coming out soon.

I am already using Gamma lighting. And the stereo rendering is unchecked as well.

Pretty sure you also have to get rid of the old Unity OVR classes and stuff that came with the Unity 4 Integration package. Not sure if that can cause your problems but it’s something to check.

Like I said, I started from a clean project in Unity 5.1 to be sure that the problem wasn’t from previous Oculus integration.

@pltremblay Could you submit a bug report and post the bug report number here. We haven’t seen this error on our side and would like to investigate more. Also, just as a preemptive measure, could you get the error to show up and then save the Editor Log and send that with the report. Thanks.

I’m having the same issue as pltremblay - I went ahead and submitted a bug report as well (Case 703797).

I am also having this problem and submitted a bug report ( I dont have a case number yet)

Hi folks. “SubmitLayers failed” error is not linked with Unity. It’s Oculus Runtime problem, you can check it by starting Demo Scene from Oculus Config Util. This is per PC problem, not per Device. Bug thread https://forums.oculus.com/viewtopic.php?f=37&t=24131

I submitted a bug report. Waiting for the case #.

I indeed read the thread there too. I tried on another computer at our studio and we had the same issue.

Hope you guys can reproduce the bug. It is easier to fix that way :stuck_out_tongue:

EDIT: Case # 703943

Running into the same issue.

Windows 8.1 64-Bit
i7-2600K CPU @ 3.40 GHz
8G Ram
x2 GTX 570

I’ve received information from Oculus that this issue is likely due to using Intel Hardware over the supported hardware. They are working on confirming this is the issue and newer runtimes should provide more information with this error.

Same problem.

Windows 7 64-bit
Core2 Quad Q8200
8 GB Ram
GeForce GTX 460

Thank you for keeping us informed.

Yes, thank you! hoping this issue can be resolved soon.

There’s a new thread in the Oculus boards to sum this cases up. Latest statement from Oculus: Buy a new Graphics Card or use an older runtime.
But there’s also a workaround described which is working nearly perfect for me.

Until now it seemed that only nVidia Cards are affected by this. Interesting, that the opener is using an AMD.

I emailed a guy at Oculus and he told me that this should be fixed with the runtime 0.6.0.1 which just came out yesterday I think. I will try this out now, with Unity 5.1.1 and tell you guys if it worked for me.

EDIT: I just tried the Runtime 0.6.0.1 and I still get a black screen when running the Demo Scene and no video signal to the Oculus. No video signal either in Unity.