2 weeks ago
Viveport SDK for Unity crashes Viveport. Steps to reproduce:
Sometimes it survives first play, but once the game is paused and played again it crashes for certain.
Unable to develop further as the very fist example code snippet causes meltdown of the SDK. Please advise.
2 weeks ago
Thank you for the quick reply.
Here's the editor log (it's more executions, not all result in a Viveport crash, latest one did): https://drive.google.com/open?id=1NOKjmOoSOlhVIkgiY7oNAw7IyVGZl7gL
Here's a screenshot, I was checking the Task manager, in general Viveport seems to take immense amount of CPU when the snippet is executed (even leaping over 50%) and not decrease once the Unity execution stops.
Let me know if I can provide something else.
a week ago
The logs have been submitted, also available to download here: https://drive.google.com/file/d/1NURcKc0tWLqmEXkJhUeFi9QVP4euiN_4/view?usp=sharing
After checking the log, Viveport was OOM at that moment, It seems that you were kept calliing APIs in every frame, Could you provide your unity project for us to check? or do not call the api in every frame.
The code is literally just the first API example thrown on a single gameobject with the AppID changed.
From what I can see there's no continuous calling of the API here:
I'll be able to bundle and upload the project later today.
Friday - last edited Friday by VibrantNebula
I've bundled the failing code : https://drive.google.com/file/d/1jVHmvvv4P0NVxvjNf-yhH3scNovwUgy1/view?usp=sharing .
I've made an app just for testing, the AppID points there, you can use it out of the box. To make Viveport crash it usually suffices to start and stop the project 2-3 times and wait for about 15 seconds.
I've updated both Viveport and Unity and the issue persists.
I've checked and at the time of crash Viveport was using 1GB out of 24GB of available memory, so unless it failed on trying to address another 20 at once it should not be a memory issue IMO.
Hi AdamStreck: @AdamStreck
After trying your sample project on our environment, we can not reproduce the symptom on our side.
If you can, please show your screen by TeamViewer or AnyDesktop for us to see the reproduce steps on your computer.
If you can't, could you show more detail in reproduce steps.
Btw, assume that the reproduce steps are as following:
1. Launch Viveport.
2. Launch the sample project from Unity.
3. Press "Play/Stop" button several times.
Then you can see the Viveport crash.
Am I right?
Remote access would be a bit of a problem, I'd try to avoid that if possible.
Your steps are correct. To illustrate I made a screen recording of the process, linked here: https://drive.google.com/file/d/1hpECj43vpgPNs51HcmpPKetTDxY_utSr/view?usp=sharing
If you can't reproduce it I guess it might be a HW/SW config problem? I can run diagnostics if that would help.
I'd like to note that this behaviour is not shared by any other programs or VR experiences on my PC (I've succesfully developed alternate version of the program, that I'm trying to convert to Viveport, for SteamVR with the Steam backend without any similar issue).
Thanks for looking into this.
Could you help us to repoduce this issue again with video and log?
and why do you need to call Api.QueryRuntimeMode? or this sample code is only for testing?
Did you encounter this issue by calling other viveport apis?