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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

1

Found in

2018.1.0f2

Issue ID

1035951

Regression

No

[VR]OpenGL initialization is slow, resulting in a crash due to SteamVR overlay initializing before GLCore drivers

XR SDK

-

Steps to reproduce:
1. Create a new project
2. Download the SteamVR package
3. Set Graphics API to OpenGLCore
4. Open scene "example"
5. Enter playmode

Result: crash

Reproduced on 2017.2.3f1, 2017.4.5f1, 2018.1.4f1, 2018.2.0b8, 2018.3.0a1

Notes:
- D3D11 works just fine
- Adjusting code so there is a delay before initialization of the overlay "fixes" the issue
- Workaround is to disable [Stats] Gameobject and/or any OnGUI calls

Comments (2)

  1. DrummerB

    Jun 29, 2018 13:57

    The crash seems to be caused by the overlay system. If line SteamVR_Render.cs:165 (overlay.UpdateOverlay()) is commented out (and the enclosing if statement), the editor no longer crashes on play. I'm not exactly sure which part of the UpdateOverlay() function is causing the crash, since the function can be stepped through without an immediate crash. However, this function sets up a texture for the overlay system to use, including information about the texture type (OpenGL, DirectX etc), so I assume that in the case of an OpenGL texture, something unexpected happens with the overlay texture in the openvr lib.

    I'm not sure if this is up to Unity or Valve to fix (or both). Here is a related bug report on the SteamVR plugin:
    https://github.com/ValveSoftware/steamvr_unity_plugin/issues/89

  2. evie_makes_games1

    Jun 14, 2018 19:06

    I tried delaying init in editor to see if that would work and it only delayed the crash. I'll continue to investigate this path, but let me know if there is a part 2 to this fix!

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