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This repository has been archived by the owner on Feb 23, 2024. It is now read-only.
Describe the bug
Testing on the Oculus Quest, everything works mostly fine for the first 20-30 seconds of usage, after which the map stops updating and resolving as new locations are visited. This behavior only happens when viewing 3D map, if 2D map is started from beginning, there are no issues.
To Reproduce
Steps to reproduce the behavior:
open sample project and setup for quest development
Expected behavior
3D map to continue rendering properly indefinitely for the life-cycle of app usage.
Environment (please complete the following information):
Unity version: 2019.2 & 2019.3
Maps SDK NuGet Package version: 0.5.1
Additional context
The log at runtime spews out this warning every frame only while 3D maps are displayed in headset and are being rendered properly. But when the map stops updating and resolving, the warning messages each frame also stop.
WARNING: RGB Compressed DXT1 UNorm format is not supported, decompressing texture 'DXT1' is not supported on this platform. Decompressing texture. Use 'SystemInfo.SupportsTextureFormat' C# API to check format support.
Could the log be overloaded by the warnings and trigger a halt somewhere?
The text was updated successfully, but these errors were encountered:
This may actually be an out-of-memory issue. I've seen this behave like the app has locked up before, although typically it simply crashes the application.
We will be addressing memory and GC usage over the next couple of versions so stay tuned for that as it should significantly reduce overall app memory usage and help avoid OOM conditions. In the meantime, you can try lowering the Quality setting to the minimum value. If the app runs longer without locking up, it's almost certainly a memory usage problem.
For the warning message, this is currently expected on Android. We will be bringing support though for platform specific GPU texture formats (like ETC and ASTC) which will remove this warning message and sidestep the additional work Unity is doing to decode this to a larger RGB format. In general, I'm using #18 to track this.
0.7.0 is out now and will help further reduce memory usage.
If you still run into these OOM-esque lockups, try lowering the maximum cache size to something smaller.
It is possible to query memory limits for an Android application and then compute a cache size for the map based on some smaller factor of that. See here. For setting the cache size programmatically, just be sure it's applied to the MapRenderer component before it has been enabled, as after that, cache size changes won't have an affect.
Describe the bug
Testing on the Oculus Quest, everything works mostly fine for the first 20-30 seconds of usage, after which the map stops updating and resolving as new locations are visited. This behavior only happens when viewing 3D map, if 2D map is started from beginning, there are no issues.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
3D map to continue rendering properly indefinitely for the life-cycle of app usage.
Environment (please complete the following information):
Additional context
The log at runtime spews out this warning every frame only while 3D maps are displayed in headset and are being rendered properly. But when the map stops updating and resolving, the warning messages each frame also stop.
WARNING: RGB Compressed DXT1 UNorm format is not supported, decompressing texture 'DXT1' is not supported on this platform. Decompressing texture. Use 'SystemInfo.SupportsTextureFormat' C# API to check format support.
Could the log be overloaded by the warnings and trigger a halt somewhere?
The text was updated successfully, but these errors were encountered: