#I believe this is the right place...? URP Error on runtime only.
1 messages · Page 1 of 1 (latest)
First of all, I'd check if you're using the same quality settings on the device as in editor.
Yeah, I did check that and even made sure there weren't any others that'd hurt it.
I turned off post processing on the camera and that only remedied the crash, it still doesn't display anything on screen.
I also tried changing the asset for the quality settings to no avail.
Can you provide some screenshots? Of the quality settings.
Also, perhaps there are better clues as to what's going on earlier in the logs.
I looked around all of the logs and didn't see anything in relation to it.
I'll take some screenshots of the quality settings.
After disabling post processing on the camera, there was also no errors whatsoever. Just a blank screen, but the games sounds still played
I mean in project settings - quality.
Hmmm... Okay. Probably unrelated to quality settings.
Do any errors appear with post processing disabled?
As remarked previously, I couldn't spot any. But, I'll run logcat real quick to doublecheck.
Also, now that it doesn't crash, I'd try attaching the frame debugger to see what's going on in the frame.
No errors.
To the device?
Yep
I'm not entirely sure how to do that.
While the device is attached to your pc(usb cable, possibly wifi), in the frame debugger click the "player"/"editor" dropdown and your device should be there to attach to.
Is it Android build?
Can you take a screenshot?
Well, when I select the connected device, it just closes the dropdown and remains on Editor.
What do you need me to screenshot specifically?
Of the frame debugger with the device selected
That doesn't sound normal
Is there something I may be missing?
Is there anything appearing in the logcat or the unity console at that moment?
My guess is something went wrong during the build process.
I'd try rebuilding and pay attention to errors and warnings
Okay.
Neither.
I forgot to do Build and Run, but now I am hooked up to it and everything. Frame debugger is entirely empty. Same with the profiler itself? Says it failed to connect. But, I have developer mode on. The device (Meta Quest 3) is in its loading realm when its attempting to open an app, but never actually accessing it.
Ah, is that VR..? Are you using the correct build target platform? I thought it was different from regular android builds.
Yeah, Android is its build target.
Unity 6 at some point introduced a unique build profile named Meta Quest but it is identical to Android
Did you go through the instructions on this page to build the app?
https://docs.unity3d.com/6000.3/Documentation/Manual/xr-meta-quest-build-profile.html
That is for Unity 6.1. So I couldn't follow that. But, this was working mere hours ago. Only now did it start doing this with my URP.
For better context on that remark, I'm on Unity 6.0 LTS
Oh, it did work? What changed between then and now?
Okay, then this page?
https://docs.unity3d.com/6000.0/Documentation/Manual/xr-meta-quest-develop.html
Do you have all the dependencies installed?
As far as I know, nothing. But, I had a slew of issues when I attempted to use Mfuscator and it "jacked up my project." I ended up resolving what it had done, and it left me with URP not working.
It gave me build errors, like trying to access memory it didn't have permissions for.
Yeah, I do
I see. That might have messed something up.🤔
At this point, I'd try deleting the Library folder and letting unity reimport. Then making a new clean build.
Surely, because it happened after lol
Tried that 3 times now.
Hmm... Maybe try creating a new project, copying the assets folder into it, then building again.
Asides the asset folder, what else do I need to copy over for that?
Assuming you did remove anything related to the Mfuscator from your assets.
Yeah, I did.
Made sure to uninstall through package manager then remove any remainders of it within the project files.
Project settings, though, there's a chance the issue is in them
Assets should be enough, though you might need to configure project settings again.
Alright, I don't believe I did anything too major that'd make that a pain.
Your help is definitely appreciated so far.
Seemed to have worked. Many many thanks. Now I just have to redo project settings and find anything else that may be missing.