Unity3D is crashing when hitting play – and when Oculus is on - unity3d

I am using Unity 5.2.2f1 with the Oculus Rift and Windows 7. Everything was working well till... one hour ago. I first ran a build that played smoothly. I then moved away from my computer; when I came back, it was shutting down. Upon turning the computer back on, Unity started to crash anytime I hit play and the Oculus is on. If the Oculus is turned off before I start Unity, everything works perfectly. This is the link to the Unity Editor log.
This is part of the log, where the crash happens:
Completed reload, in 0.636 seconds
Initializing Unity.PackageManager (PackageManager) v5.2.2 for Unity v5.2.2f1
(...)
Native extension for OSXStandalone target not found
Native extension for WindowsStandalone target not found
Native extension for LinuxStandalone target not found
Native extension for WebGL target not found
Native extension for SamsungTV target not found
Native extension for Tizen target not found
Native extension for Android target not found
04/22/16 19:07:47: [CAPI] LibOVR module is located at C:\Windows\system32\LibOVRRT64_0_7.dll
(Filename: C:/buildslave/unity/build/Runtime/VR/Oculus/VRDeviceOculus.cpp Line: 46)
Crash!!!
SymInit: Symbol-SearchPath: 'C:/Program Files/Unity/Editor/Data/MonoEmbedRuntime;.;C:\Users\vcladmin\Documents\maze;C:\Program
(...)

#Programmer, I have used System Restore as you suggested.
The suggested restore point was at an install of "Dell update", right at the time of the crash. Proceeding with the restore, I realized that the NVIDIA driver was being restored from an old version (266), to the newer version (358) (that's the version I need to make the Oculus work). After the restore everything went back to normal. Then I tried to install Dropbox. After the install, the computer turned off again and, like before, once restarting, the Oculus was not working anymore. I checked the Oculus setup and it said it needed a new NVIDIA driver. So something is happening that makes the NVIDIA driver go from 358 to the old one. I don't understand why. What would you suggest?
A friend told me that probably the "Dell Command update" thinks that the new NVIDIA driver is the wrong one, so it restores it to the old one every time it updates. We have disabled automatic Dell Command updates.
Thanks for the help.

Related

Unreal Won't Launch To Oculus Quest 2 Without Restart

I'm using Unreal 4.26.0 and I finally got it to launch to my Oculus Quest 2. However, it doesn't always launch the latest version.
So, I might make a change, build the project, then launch the app on the Quest via Launch => Quest 2.
Eventually, it starts running on the headset, but often it doesn't have the latest changes. If I shutdown Unreal, then restart it, it does get the latest version.
How do I consistently have it launch the latest version of the app? Is there some formula for getting it to properly copy over during launch? Thanks in advance.
I did find the solution... just in case someone else has this same problem:
I did not have all the environment variables set correctly for Android/Java. I had to make sure all these were set:
JAVA_HOME
ANDROID_HOME
ANDROID_TOOLS
ANDROID_PLATFORM_TOOLS
ANDROID_NDK_HOME
So, after making sure each of those were specified, I also had to put each into my $PATH.
I should also note that I'm using Unreal 4.26, Android SDK 10, and Android NDK 22.0.7026061. These aren't exactly what the directions call for, but the directions are a bit old. These are (mostly) the newest versions as of this writing.

Freeze on Copying APK file

I created a new empty project, switched platform to Android and started Build and Run. But when it comes to "Copying APK File to device" it just freezes and I have to restart Unity.
I installed Android SDK & NDK tools just before that (through Unity Hub). Android Build Support was installed by me manually a while ago so it was visible as installed in Add Modules window. I did not do any changes to the project. The most interesting thing is that the apk is built in my Builds folder. Not sure if it works though.
I am using Unity 2019.1.0f2. The device Android version is 9.0 (API level 28) and the minimum API set in Player is 16, so the problem should not be with API.
Does anyone know possible reasons for it?
Try to turn off the following setting on your android device.
Settings -> Developer options -> Monitor apps installed by ADB
This setting(if turned on) will ask a verrification if you want to install the app. It feels like this cuts off the connection with unity which causes it to get stuck.
Unplugging and replugging the device seems to work aswell. In case of big projects this is anoying tho since if you are to quick it will just say it lost connection and it will ask if you want to reconnect, which in turn causes the same problem.
This is the only answer that worked for me:
https://answers.unity.com/questions/1248123/build-run-apk-freezes-on-pushing-content-only-one.html
In short, Player settings -> Publishing settings -> Split application binary
First of I would ask you on what computer did you run this on? (performance wise)
Second you can just copy the .apk file to the phone and install it there. If you got to where it prompts for copying to android your apk file is fine and built.

Can't Build a PC StandAlone Unity3D

I'm new to Unity 3D Game Development and I've learned the very first game Roll a Ball by watching tutorials but in the end stuck in a problem that I am not able to Build my Project from the Build Settings PC Standalone Module, Error occurs:
No PC/MAC standalone Module loaded.
I don't understand where would be the problem, I have also attached the screenshot of my question.
As Droppy mentioned, it looks as though you are missing the Windows Build Support module.
However, you don't have to reinstall Unity, you can just run the Download Assistant and just select the Windows Build Module from there. That will install the module, without reinstalling Unity.
Close and reopen Unity, and it should work fine.
As described in the documentation, you can decide what modules to install when you install Unity. It looks like you didn't install the Windows Build Support module.
To rectify, I would recommend re-installing Unity (it's probably been patched since, anyway).

Tizen Shared Object Libraries won't be loaded on Unity

I've been developing an app for the Samsung Gear S2 (which runs Tizen) for a while. I'm using Unity 5.3.5p3, and Tizen 2.4.0rev6 with Tizen Wearable 2.3.1 profile.
And now that I've almost finished, strange bugs appear.
I've made a Shared Object (.so) library, successfully connected it to Unity, successfully installed my app on the device, and everything works.
Everything works until I switch off "Development Build" in Unity build settings. Then, it seems like it can load the library (it gives me no error about missing functions or whatever), but the functions inside my library don't get executed at all, not even half a log.
What's going on here?
(I can publish some code if you want to, but I don't think it would be of any help, since it all works out fine on development build)

Unity apk not working

I made a very simple game, adjusted player settings and external tools. switched platform to android. I can play my game with Unity remote on my phone.
When I build it's installed in phone, but when I launch app to start playing a black screen appears and then closes immediately.
I encountered the same problem as you did with identical logcat message.
If you haven't done so, you should uninstall Unity completely -> restart your computer -> reinstall Unity. That did it for me, hopefully, it works for you as well.