#I believe this is the right place...? URP Error on runtime only.

1 messages · Page 1 of 1 (latest)

hearty wedge
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My editor works fine and everything, the project builds okay, and when I put it on my device to test, the logcat gives this error which crashes the program. I've tried multiple things online to fix it but I can't seem to figure it out.

lusty knoll
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First of all, I'd check if you're using the same quality settings on the device as in editor.

hearty wedge
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I turned off post processing on the camera and that only remedied the crash, it still doesn't display anything on screen.

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I also tried changing the asset for the quality settings to no avail.

lusty knoll
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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.

hearty wedge
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I looked around all of the logs and didn't see anything in relation to it.

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I'll take some screenshots of the quality settings.

hearty wedge
lusty knoll
hearty wedge
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Oh! My bad.

lusty knoll
hearty wedge
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As remarked previously, I couldn't spot any. But, I'll run logcat real quick to doublecheck.

lusty knoll
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Also, now that it doesn't crash, I'd try attaching the frame debugger to see what's going on in the frame.

lusty knoll
hearty wedge
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I'm not entirely sure how to do that.

lusty knoll
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Is it Android build?

hearty wedge
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I see it, but when I select it, nothing happens.

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Yeah, android.

lusty knoll
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Can you take a screenshot?

hearty wedge
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Well, when I select the connected device, it just closes the dropdown and remains on Editor.

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What do you need me to screenshot specifically?

lusty knoll
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Of the frame debugger with the device selected

hearty wedge
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It won't even select the device.

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It appears but won't select.

hearty wedge
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Is there something I may be missing?

lusty knoll
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Is there anything appearing in the logcat or the unity console at that moment?

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My guess is something went wrong during the build process.

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I'd try rebuilding and pay attention to errors and warnings

hearty wedge
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Okay.

hearty wedge
lusty knoll
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Ah, is that VR..? Are you using the correct build target platform? I thought it was different from regular android builds.

hearty wedge
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Yeah, Android is its build target.

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Unity 6 at some point introduced a unique build profile named Meta Quest but it is identical to Android

lusty knoll
hearty wedge
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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.

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For better context on that remark, I'm on Unity 6.0 LTS

lusty knoll
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Oh, it did work? What changed between then and now?

lusty knoll
hearty wedge
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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.

lusty knoll
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At this point, I'd try deleting the Library folder and letting unity reimport. Then making a new clean build.

hearty wedge
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Surely, because it happened after lol

lusty knoll
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Hmm... Maybe try creating a new project, copying the assets folder into it, then building again.

hearty wedge
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Asides the asset folder, what else do I need to copy over for that?

lusty knoll
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Assuming you did remove anything related to the Mfuscator from your assets.

hearty wedge
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Yeah, I did.

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Made sure to uninstall through package manager then remove any remainders of it within the project files.

lusty knoll
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Assets should be enough, though you might need to configure project settings again.

hearty wedge
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Alright, I don't believe I did anything too major that'd make that a pain.

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Your help is definitely appreciated so far.

hearty wedge