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Unable to submit eye texture #713

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mattiasbrand opened this issue May 5, 2020 · 10 comments
Open

Unable to submit eye texture #713

mattiasbrand opened this issue May 5, 2020 · 10 comments
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Fixed in next release Fix coming in next release

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@mattiasbrand
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I've followed the guide to install and use the OpenVR XR Plugin for Unity 2019.3 and 2020.1. In both cases it works great when running from the editor but when I make a standalone build for Windows I get a black screen (even with mirror set to None) and the log says:
Unable to submit eye texture

Log for Unity 2020.1 Standard pipeline attached (but the error looks the same with the other configurations mentioned).

Player.log
SteamVR-2020-05-06-AM_12_12_11.txt

I get the same error in both Unity versions and also for both URP and Standard pipeline. Bitness is x64. Graphics api DX11.

@1runeberg 1runeberg self-assigned this May 7, 2020
@1runeberg
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Hi @mattiasbrand - is it possible to get a copy of the build? runeb@valvesoftware.com

@1runeberg
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and can you double check that you have Open VR Settings.asset in your StreamingAssets in your build please?

@mattiasbrand
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I have Open VR Settings.asset, but it's located under
Assets\XR\Settings

@mattiasbrand
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TestOpenVRStd.zip

Here's a build with standard pipeline

@1runeberg
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Thanks @mattiasbrand - yeah, the "Open VR Settings.asset" file should've been automatically copied to StreamingAssets\SteamVR by the SettingsCopier.cs

Can you try adding the file in to streamingassets\steamvr and run the build?

Without this, the steamvr session will be initialized by the plugin as "Other" iirc by default instead of a Scene app, hence the 103 error from the compositor ("Not a Scene App" error).

@mattiasbrand
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This line:
SettingsCopier
OnPostprocessBuild
31: if (target != BuildTarget.StandaloneLinux64 && target != BuildTarget.StandaloneWindows) return;

Don't you support 64 bit builds for Windows? That's what I was building so it hits this early return.

@mattiasbrand
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Changed it to
if (target != BuildTarget.StandaloneLinux64 && target != BuildTarget.StandaloneWindows && target != BuildTarget.StandaloneWindows64)
return;
and now it works!

@1runeberg
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Thanks for the update @mattiasbrand - that code looks like an old internal version of the .cs file, it should certainly do 64bit builds. We'll fix the GitHub copy.

Thanks again for the report! Will keep this open for now.

@1runeberg 1runeberg added Fixed in next release Fix coming in next release and removed Assessing labels May 8, 2020
@jeffrey97
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Changed it to
if (target != BuildTarget.StandaloneLinux64 && target != BuildTarget.StandaloneWindows && target != BuildTarget.StandaloneWindows64)
return;
and now it works!

Thanks a lot @mattiasbrand for pointing out this code fix... I ran into the exact same issue while building my VR game using this new OpenVR XR plugin and my build executable always ran into a black screen.

On checking the Player logs, I found the same 'Unable to submit eye texture' error, that's when I stumbled upon this issue in the tracker.

On making this code change and rebuilding the Player, it works perfectly on my Vive now...

Request the team to please fix this bug in the plugin code as many users may face this issue while building their project... 👍

@ericvanderwal
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@jeffrey97 , @mattiasbrand , dudes. I would kiss you, but I am social distancing ;)

That worked for me. It also solved the issue of unity crashing suddenly if a VR device is not plugged into the computer while loading the player/game. Thank you very much. Hopefully Steam can push out the change sooner rather than later (as this seems to be effecting lots of people).

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