XR Interaction Toolkit 2.0.X Freezing when pressing Quest home button

Was using version 1.0.0pre3 for the last year but recently updated to 2.0.X and noticed when running on the headset when you click the Oculus home button to bring up the system tray the app freezes in place in the background. This wasn’t the case when using the earlier release.

Not sure if this is a bug or if I am missing an additional configuration added with the newer release.

Any suggestions?

Yes I’m seeing this same issue, also everyone on the team has experienced this using various editor versions. They’ve found an old pre-release version of XR interaction toolkit that doesn’t exhibit this problem, but it only works in Unity 2020 so if you’re on 2021 I don’t know if there’s a fix.

This is a serious bug since you can’t submit it to app labs or similar with this, it will make everyone sick as soon as you pause the game. Is this a tracked bug now that it’s been around for so long perhaps?

Edit: Running 2021.3.10f1 and Oculus XR Plugin 3.0.2 with XR Interaction Toolkit 2.1.1 - although I’ve tried a bunch of combinations and editor version and can’t get rid of this issue.

We’re having the same issue.
Using: Unity 2020.3.24f1, XR Interaction Toolkit 2.0.2 and Oculus XR plugin 1.11.0.

@nate_unity207 maybe you should change the tag from Question to Bug? Maybe with that change people from this plugin will give it more attention.

I just noticed the bug is more severe than I thought, since if you press the ‘Resume’ button from the Oculus pop up menu the rendered image is still frozen and head-locked. So you need to press Oculus button again to actually resume.

Although the changelog doesn’t mention it, I’ve tried updating XR Interaction Toolkit to 2.0.3 to see if it’s fixed, but it is not.

Hey everyone ! I wanted to tell that we fixed it doing this simple script. Is a walkaround and probably we will make some refactoring to not have it in an update, but at least it works :slight_smile:

private void Update()
{
    Application.runInBackground = true;
}

Hope it helps !

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Awesome. Not sure what’s really going on, but I removed XRI package and that didn’t fix it. I noticed there was an error thrown by Universal Additional Camera Data component so I removed and it was re-added automatically but this time without throwing errors every time it was inspected. This fixed issue for us it seems.

But then I dug deeper with your info and it turns out you can just go into the windows/standalone player settings tab → Resolution and Presentation → Run In Background.

I just confirmed this fixes it on Android builds as well. Even though documentation clearly states this flag has no effect on android builds:

Unity - Scripting API: Application.runInBackground (unity3d.com)

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The solution of swedishfish works very well, amazing, thank you very much. I’ve test with XR Interaction Toolkit to 2.3.0-pre.1 and unity 2021.3.16f1

Hello everyone. Yes @swedishfisk has the right solution for the time being. The Input team is currently investigating why this flag is being considered as a part of the Android processing stack. I believe this was exposed specifically to allow for VR headsets to update when not in focus. In the meantime, enabling the Run In Background flag under the PC settings is the easiest workaround for this.

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