App simulator very unstable, crashes unity, every other start.
Unity sometimes fails to start App Sim Device Agent,
ML2 device reboots, while is connected to App Sim and not in play mode.
Magic Leap OS - 1.1.0-dev1 [B3E.221020.13-R.039]
Unity SDK -1.1.0-dev1
C SDK - 1.1.0-dev1
MRTK - 1.0.0-v1
Unity Editor - 2022.2.0b8
Unity XR Package - 7.0.0-pre.1
Error messages from logs (syntax-highlighting is supported via Markdown):
Hi @istvan Thank you for your post. Please let us know the version of the Magic Leap Hub and App Sim etc. you are using. You can save diagnostic logs directly from Unity, i.e., "Magic Leap > Save Diagostic Logs..." which has this info.
The Unity MLAS is v. 1.1.0-dev1
MLH info:
ML Hub Version 2.0.5.202211031533
Magic Leap Application Simulator Module Version 3.4.0.202211021651
Power and Thermal Profiler Module Version 2.0.0.202211031608
Magic Leap Application Simulator Runtime Version 3.4.0.20221102
Server: 3.4 (built Nov 2 2022), Protocol: 15
ZIF (bundled): Version 0.0.29.20221025
ZIF (runtime): Version 0.0.29.20221025
Hi @istvan, apologies I should have also asked you for your diagnostic logs so our engineers can look over. Can you also attach them here? Here's a guide if you need. Thank you for your patience.
We're not sure this captures evidence of the device rebooting. Perhaps we’d need adb bugreport data to see those cases. (The “Save Diagnostic Logs” doesn’t include that yet, since it takes a really long time.)
We do see one host-side crash (from inside ml_sdk_loader.dll, as a Unity crash, but am not sure if that’s what you're is seeing.
Otherwise the only real potential error we see here is:
11-16 20:14:27.725 10100 25157 25239 E VDS : [MLxGraphicsAPI.cpp:95] Failed to call MLGraphicsBeginFrameEx: MLResult_InvalidParam
11-16 20:14:27.725 10100 25157 25239 I VDS : [MLxGraphics.cpp:413] About to initialize the screen blit shader
11-16 20:14:27.828 10100 25157 25239 E VDS : [GraphicsViewSparseDevice.cpp:496] End frame failed.
But we're not certain what the invalid parameter is there. That might offer you an avenue to explore.
It may be good to re-run the failing scene in Unity right before saving logs. It seems like the old logs (Editor-prev.log) are from a different project (Oculus on 2020.0.b25) and the current Unity run (Editor.log) was only launched to gather the report, which is normal but doesn't quite capture everything.