Unity 5.2 sudden VR crash - unity3d

All of a sudden, I am getting a full blown crash whenever I run/play my project with the native VR support in Unity 5.2.0f3 and Oculus version 1.7 (SDK 0.6.0.1) which has never happened before, until today out of the blue. No change made to anything to do with VR or Oculus that might have triggered it, hence my confusion...
This is what I get on the log:
Unity Editor [version: Unity 5.2.0f3_e7947df39b5c]
OVRPlugin.dll caused an Access Violation (0xc0000005)
in module OVRPlugin.dll at 0033:eb9a3b9a.
My PC and GC:
- Windows 7
- Nvidia GTX980 Ti
Thanks in advance for your help,

I believe 5.2 requires SDK 0.7.0 for native VR support. Have you tried upgrading?

Got same error with Unity 5.3.3f1. Fixed it by changing Oculus Config Util settings as following:
Open Oculus Config Util App on windows.
Go to Tools->Service->Configure options.
Set the Debug HMD type to DK2.
might be help for new users.

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I am running Unity 5.4.0f3 (64-bit) with Android Studio 2.1.2. I installed all the tools on the Surface Book (Windows 10) on 8/1/2016
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Hi Devs,
Unity released version 5.4 last week. As a result, Tango development is broken. The team is aware of the issue is currenlty working to address the issue this month. In the meantime, the only workaround is to stay on Unity 5.3.
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Ok finally got this to work ... in the instructions I followed it said to place the ovr plugin files in a folder called "unity". I found thisthis thread http://forum.unity3d.com/threads/unity-5-3-vrdevice-initialization-of-device-oculus-failed.372663/ and placed it in a folder called "oculus" and replaced the file in there, now it works

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

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
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#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.

Photon Unity 3D SDK crashes when exporting to WebGL

In Unity 5.3 the Photon-Unity3D-SDK 4.0.0.12 crashes with error CS0246
it cannot find type or namespace name SocketWebTcp.
Do I have to try an older version of Unity or wait for a new version of Photon SDK?
The same error still occurs.
I just comment out the 129 line in the script "Chat Client"
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Unity3D error Fix [duplicate]

I want to use c++ dll on unity android application. To use native dll on a android device, I learn that I should use Unity 5. I download unity5 from here. My application requires vuforia. So I download vuforia package from here.
Unity 5 is 64 bit.
On unity editor, I delete MainCamera and add ARCamera. There is an error message on unity console. The message is below :
Failed to load 'Assets/Plugins/QCARWrapper.dll', expected 64 bit architecture (IMAGE_FILE_MACHINE_AMD64), but was IMAGE_FILE_MACHINE_I386.
Vuforia.WebCamAbstractBehaviour:CheckNativePluginSupport()
There is a solution for this problem on vuforia forum. But I don't find unity editor(32 bit)
To use Vuforia with Unity 64 bit, just move the QCARWrapper DLLs from /Plugins to /Plugins/x86. These are the DLLs:
QCARWrapper.exp
QCARWrapper.lib
QCARWrapper.dll
QCARWrapper.dll.signature
This should solve the problem!
Go to https://unity3d.com/get-unity/update Under there, you will see ADDITIONAL DOWNLOADS Under that you will see FOR WINDOWS. Click it and choose Unity Editor (32-bit).
EDIT:
I see lots of dowvotes. This was the ONLY solution when this question was asked. Unity 5 64bit just got released when this question WAS asked and this was the ONLY solution back then. This answer was changed to the current answer that was provided 5 months later when Vuforia released 64bit version of their plugin.
Vuforia 5.0 supports the 32bit version of the Unity Editor on Windows, and the 64bit version on Mac.
So, There are two possible solutions:
you just need to install and use the Unity 5 32bit Editor, on Windows.
OR
Create a new folder "x86" inside
Assets>>Plugins
inside your unity project structure
Then move the following files from "Plugins" to newely created "x86" folder.
QCARWrapper.lib
QCARWrapper.dll
QCARWrapper.dll.signature
QCARWrapper.exp
After that check log message, If you see the log like:
Setting platform to 'Editor' for plugin: Assets/Plugins/x86/VuforiaWrapper.dll
UnityEngine.Debug:Log(Object)
Vuforia.EditorClasses.ExtensionImport:UpdatePluginSettings() (at Assets/Vuforia/Editor/Scripts/ExtensionImport.cs:43)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Then , Congrats !! You are ready to Go!
I had the same problem /Failed to load 'Assets/Plugins/QCARWrapper.dll'/ with vuforia plugin and latest version of Unity ( currently 5.1.2f 64bits ) and also couldn't get my laptop camera to work.
Everything is fixed with the 32 bit release of Unity, even if my os is 64 bits (Windows 7).
If you are using Unity 5.1, make sure to set the right Graphics API settings in the Player Settings for Android and iOS:
disable the "Automatic Graphics API" checkbox
in the Graphics APIs list, make sure that only OpenGL ES 2.0 is included:
Android: remove OpenGL ES 3.0
iOS: remove OpenGL ES 3.0 and METAL
Important :
1. In your Unity project:
Select the QCARWrapper.bundle in the Unity Project view (located under Assets > Plugins ), so that its settings are shown in the Unity Inspector
Change the settings of QCARWrapper.bundle in the Unity inspector from "Any Platform" to "Standalone + Editor".
Rebuild
​OR:
In the Xcode project generated by Unity:
Go to Build Phases > Copy Bundle Resources
Remove the QCARWrapper.bundle file from the list
Rebuild
My unity3d version is 5 and 64bit
,Os is Windows7 64 bit.
my Problems solved .
Edit :
Unity editor couldn't show laptop camera ,But Rebuild Project , camera work .
for example rebuild Android platform , and install .apk on device => application Ok .
Go to Name_Vuforia_Unity_Project\Assets\Plugins and you will find QCARWrapper.dll.
Delete it and try again (could be necessary to restart unity).
Unity 64 bit