XR Hands freezing when both used at the same time

Hi, I have some really weird issue in my Unity 6 Open XR URP project: since couple of days only one of the hands can move at the same time. Everything was working normally, and than this…

The behavior is like following: when I start the scene via the editor → Run with Oculus Link, and start moving the hands, they appear for a split second and then freeze. Buttons and thumb sticks don’t respond. If I put the controllers down on the desk, after 1-2 seconds I can take one of the controllers and move it normally, the hand/controller is displayed and moved, buttons and thumb stick respond as expected. I can also then put the controller on the desk and get the other one and again the hand is displayed and everything is ok. I can even rotate and move the controller on the desk, while moving the one that I hold, but even the slightest tilt in the one on the desk causes both controllers to freeze.

What I tried so far:

  • Initially thought that I broke something in the scene, so I switched to the Unity scene for VR Multiplayer (BasicScene and SampleScene), never modified those, the freeze is there as well.
  • Reverted with Git my project to the state one week ago, when both hands worked normally for sure. They now do freeze.
  • Deleted the Libraries folder and reimported all assets. No change, freeze.
  • Created brand new project from the VR Multiplayer template. Tried the SampleScene as it is, without any changes/additions from me. Freeze.
  • Reinstalled Unity. Freeze.
  • Updated Unity from a previous 6000 version to 6000.0.29f1. Freeze.
  • Experimented with several other things like renderer settings, disabling occlusion, etc. No effect, freeze.

The setup is:

  • Open XR on Android platform
  • Testing via Oculus Link
  • No errors in XR Plug-In Management → Project Validation, I had one warning that Screen Space Ambient Occlusion will cause performance issues on real device, just in case removed the ambient occlusion from the renderer, no change, freeze again.
  • Both controllers can be used normally at the same time in Oculus Link before the app is started.
  • (edited/added) All drivers are up to date, latest Windows updates, Oculus app and firmware up to date.
  • (edited/added) Games which are already on the headset can be played normally - both controllers perform as expected. Including Unity games.
  • (edited/added) A small CPU spike is observed when I start moving the second controller, just before the freeze, around 5%. CPU is around 30%. Enough free memory. GPU also seems not to be the bottleneck.

Any ideas what might cause such weird behavior? Already getting crazy here…

That does sound odd. If it breaks even after reverting I wonder if it’s a firmware update issue. Can you still play other Unity games? Maybe check if there are any new firmware updates.

I can play games which are already on the VR, including Unity games - both hands are behaving as expected.
Also all drivers are up to date, Windows updated, etc.
Oculus App and firmware are also up to date.
I observe a small CPU spike when I start moving the second controller, then the spike disappears with the freeze. CPU as such is at approximately 30%, the spike is visible on the graph, but small, around 5%.

Any ideas what could cause such an issue?
Seems to be something with Unity or my PC, since everything on the VR headset runs ok. But no idea what or where to start/continue investigating… any help is much appreciated.

Hey!

I had the exact same issue a few days ago. I solved it by rolling back the recent Windows update. As soon as I did that the problem solved itself. Must be an issue with Windows update and Unity.

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Thank you very much!!
Will see if I can revert. Since then there were another 1 or 2 updates…