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Fixed
Fixed in 6000.0.73f1, 6000.3.13f1, 6000.4.3f1, 6000.5.0b4, 6000.6.0a2
Votes
0
Found in
6000.0.65f1
6000.3.3f1
6000.4.0b3
6000.5.0a4
6000.6.0a2
Issue ID
UUM-131974
Regression
No
Meta Quest Player stuck at splashscreen when Build App Bundle and Split Application Binary are enabled with multiple texture compression formats
Reproduction steps:
1. Create a new project using VR Template
2. Switch to the Android platform in Build Profiles (File → Build Profiles → Select Android, press “Switch Profile”)
3. Ensure that Split Application Binary is enabled in the Edit → Player → Publishing Settings - Split Application Binary (at the end of the list)
4. Add more than one compression setting for textures to the list supported in Player Settings. For example, add ETC (option located at Edit → Project Settings → Player → Other Settings → Text Compression Formats)
5. Check the "Build App Bundle" checkbox in the Build Profile settings
6. Build the Player
7. Launch the Player on the device
8. Observe the result on the device
Actual result: The Player is stuck at the splashcreen, loading forever
Expected result: The Player launches and loads into the scene successfully
Reproducible in: 2023.1.0a26, 6000.0.65f1, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4
Could not test with: 2023.1.0a1, 2023.1.0a15 (unsolvable Input System package errors, Editor freezes/crashes)
Reproducible on devices:
- Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno (TM) 740
- Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650
Notes:
- Reproduces with OpenXR and OculusXR
- Doesn’t reproduce in an empty project that is not configured for VR (for example, the issue was tested in a project created from 3D URP template)
- Bug was originally opened against AndroidXR
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Resolution Note:
Fixed in 6000.6.0a2
Resolution Note (fix version 6000.6.0a2):
Fixed in 6000.6.0a2
Resolution Note (fix version 6000.3.13f1):
Fixed in 6000.3.13f1
Resolution Note (fix version 6000.0.73f1):
Fixed in 6000.0.73f1