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Switching scenes not working in Unity Editor #4
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Switching scenes still an issue when direct mode is enabled. |
Seems to be a race condition. It doesn't always crash when switching scenes. @russell-taylor any idea why GetRenderInfo could be causing issues during a scene switch in Unity? Sometimes the stack trace looks like: ========== OUTPUTING STACK TRACE ================== 0x00007FF9F5FA6AC2 (osvrRenderManager) [c:\users\greg\documents\osvr\osvr-rendermanager\osvr\renderkit\rendermanager.h:383] osvr::renderkit::RenderManager::GetRenderInfo ========== END OF STACKTRACE =========== and sometimes it looks like: 0x00007FFA29C3F3A4 (nvwgf2umx) NVAPI_Thunk ========== END OF STACKTRACE =========== |
Jeremy reported occasional issues with 0 eyes being reported from GetRenderInfo. I haven't had time to look into it yet. My guess is that we're seeing a threading issue at work. Otherwise, I don't know how RenderManager would know that there was a scene switch going on. Does Unity register new render buffers during a scene switch? |
It releases the render buffers in the current scene and registers new ones in the new scene, but something might be going wrong there. Will go down that path more carefully. |
This was fixed upstream. |
Get the "Display Startup failed. Check HMD connection." error, only in the editor, and only in the scenes that were converted from the VRSamples project (no issues switching scenes between OSVR demo scenes).
A few times I saw this error:
ObjectDisposedException: The object was used after being disposed.
System.Runtime.InteropServices.SafeHandle.DangerousAddRef (System.Boolean& success) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.InteropServices/SafeHandle.cs:111)
OSVR.ClientKit.DisplayConfig.CheckDisplayStartup () (at z:/jenkins-node/workspace/Managed-OSVR/ClientKit/Display.cs:241)
OSVR.Unity.DisplayController.Update () (at Assets/OSVRUnity/src/DisplayController.cs:311)
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