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GlennHVR

Vive Focus Plus runs out of memory on Android build in Unity

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I'm working in unity and I am currently trying to port my application to the Vive Focus Plus. But i'm running into a rather difficulty issue. After starting the application the memory usage starts to ramp up even though there isn't much going on in the scene. I'm using Unity 2019.3.14 with the wave SDK 3.1.6 along with the Vive Input Utility v1.10.6.0. Android logcat shows OpenGL out of memory errors. I will add the some logs in the attatched files. I've also made a build for the oculus quest with the same project without any issues.

Some thoughts or hints would be appreciated.

CallStack 1.png

CallStack 2.PNG

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2 minutes ago, Beta_Tester said:

Hi - I'd suggest you post into the Wave SDK forum below:-

https://forum.vive.com/forum/34-vive-wave-sdk/

I think this forum is normally mean for end-users! 😀

Hi there, yes you are right. I will post there for future cases. In case anyone was wondering, it was probably a Unity Issue since everything works fine in version 2019.2.11

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