#YARG Portable Crashing Through WinlatorXR On Quest 3
20 messages · Page 1 of 1 (latest)
do you mean the crash handler?
Oh that's what that is hahahaha
I've found that sometimes it will crash and other times it won't, I wonder why that is
This is a recording where I got it got it to not crash, obviously. Not sure if it really helps or not, but it seems to work more often than not if I enter settings immediately
@cosmic dawn the next time it crashes, can you grab your Player.log file?
Log files contain debug information that can be helpful for developers when diagnosing problems or bugs.
Each log in the folder is listed with a date. Please send the relevant log, which in many cases will be the most recent one.
Accessing Logs From In-Game
- Go to YARG's settings menu
- Click on "All Settings" on the top
- Scroll down to "File Management" and click it
- Click on "Open Persistent Data Path"
- Navigate into the
logsfolder
Accessing Logs Without the Game
If for whatever reason you cannot open the game, here's how you can access the log folder:
- Windows:
C:\Users\<you>\AppData\LocalLow\YARC\YARG\release\logs- You can get here quickly by pressing
Windows Key + Rthen typing in exactly:%userprofile%\AppData\LocalLow\YARC\YARG\release\logs
- You can get here quickly by pressing
- Mac:
~/Library/Application Support/YARC/YARG/release/logs - Linux:
~/.config/unity3d/YARC/YARG/release/logs
(if you're playing on a dev build, it may be in thedevfolder instead of thereleaseone)
okay not quite the right path lol, but it's close enough
you'll need to navigate up out of release/logs or nightly/logs to get to just the YARC/YARG folder
Would you like logs from a fresh Winlator container where it was crashing more consistently? Ever since adding a music path, it seems to be more stable for some reason
Also, is there any way to get YARG to save all of its information into the same folder as the portable exe? That would make it easier for ms to get the logs your way
any player log from a session where it crashed will do
YARG itself isn't directly responsible for the Player.log unfortunately, Unity always writes it to the AppData/LocalLow folder
unsure if that can be changed
Of course now that we want it to crash, it won't
I tried in the existing container and a new one, and it's been running fine for probably 45 minutes while I went through settings and re-set my presets. I set up a bot and had it play a few songs even and the only issue is a bit of audio crackling
rip
I'll keep testing with it over the next few days/weeks and post the logs if it ever does crash again