Search Issue Tracker
Fixed in n/a
Votes
0
Found in [Package]
n/a
Issue ID
1116123
Regression
Yes
[VR][Android] Application.Quit() no longer causes apps to fully terminate the process on Oculus GO
To reproduce:
1. Install attached .apk to your Oculus GO and launch it
2. While in app, press Back button to initialize Platform SDK
3. Click touchpad trigger to quit application (Application.Quit())
4. Launch the application again
5. Click touchpad trigger again to quit application (Application.Quit())
Actual results: application crashes/freezes
Reproduced in: 2018.3.0b4, 2018.3.3f1, 2019.1.0a14
Note1: earlier releases produce broken scene objects, therefore could not be tested
Note2: 2019.2.0a1 produces console error when building:
"FormatException: Input string was not in a correct format.
System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <1aa022ba59ae4cfa86ec80b69d3d4fc2>:0)
System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <1aa022ba59ae4cfa86ec80b69d3d4fc2>:0)
System.Int32.Parse (System.String s, System.IFormatProvider provider) (at <1aa022ba59ae4cfa86ec80b69d3d4fc2>:0)
System.Convert.ToInt32 (System.String value) (at <1aa022ba59ae4cfa86ec80b69d3d4fc2>:0)
UnityEditor.Android.SDKManager.ParseSDKManagerOutput (System.String[] packageList) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.SDKManager.UpdatePackagesList () (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.SDKManager.HighestVersionInstalled (UnityEditor.Android.SDKManager+Component tool) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK+SDKToolsDetector.GetVersion () (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK+SDKComponentDetector.Detect (System.Version minVersion, UnityEditor.Android.PostProcessor.ProgressHandler onProgress) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK.EnsureSDKComponentVersion (System.Version minVersion, UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK+SDKComponentDetector detector) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTarget target) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTarget target) (at <1b1a61ffd3924442960b571323440781>:0)
UnityEditor.PostprocessBuildPlayer.PrepareForBuild (UnityEditor.BuildOptions options, UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:106)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
"
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment