Comments (7)
I will have a look at this in a week. Can you copy the logcat log?
from godot_oculus_mobile.
OK, I figured out how to get the logs. Here's the crash log:
10-11 21:55:38.300 22625 22640 I godot : Godot Engine v3.2.alpha2.mono.official - https://godotengine.org
10-11 21:55:38.324 22625 22640 I godot : OpenGL ES 2.0 Renderer: Adreno (TM) 540
10-11 21:55:38.360 22625 22640 I godot :
10-11 21:55:39.210 22625 22640 V GodotOVRMobile: Creating OVR Mobile session.
10-11 21:55:39.236 22625 22640 E godot : **ERROR**: Mono: Core API hash mismatch.
10-11 21:55:39.236 22625 22640 E godot : At: modules/mono/mono_gd/gd_mono.cpp:436:_initialize_and_check_api_hashes() - Mono: Core API hash mismatch.
10-11 21:55:39.237 22625 22640 I godot : Mono: Logfile is: /data/data/com.godot.game/files/mono/mono_logs/2019_10_11 21.55.39 (22625).txt
and here's the Godot log:
10-11 21:55:39.678 22706 22706 F DEBUG : x0 00000000000001c0 x1 0000007f73e142a4 x2 0000000000000000 x3 0000000000000047
10-11 21:55:39.678 22706 22706 F DEBUG : x4 00000000ffffffff x5 0000007f97080400 x6 0000000080808080 x7 0000007f8b716ac8
10-11 21:55:39.678 22706 22706 F DEBUG : x8 00000000000001c0 x9 0000000000000018 x10 0000007f8e7c7450 x11 0000000000000003
10-11 21:55:39.678 22706 22706 F DEBUG : x12 0000007f8b716498 x13 0000007f9707fc80 x14 89aa04541b37693d x15 ffffffffffffffff
10-11 21:55:39.678 22706 22706 F DEBUG : x16 0000007f7a255fc8 x17 0000007f970387bc x18 0000000000000084 x19 00000000000001c0
10-11 21:55:39.678 22706 22706 F DEBUG : x20 0000000000000000 x21 0000007f73e0feb0 x22 0000000000000000 x23 0000000000000000
10-11 21:55:39.678 22706 22706 F DEBUG : x24 0000007f7413cf20 x25 0000000000000000 x26 0000007f8e7c74e8 x27 0000007f8e7c5a90
10-11 21:55:39.678 22706 22706 F DEBUG : x28 0000007f8e7c74e8 x29 0000007f8e7c5a00 x30 0000007f7a0414cc
10-11 21:55:39.678 22706 22706 F DEBUG : sp 0000007f8e7c5920 pc 0000007f970387c0 pstate 0000000000000000
10-11 21:55:39.680 22706 22706 F DEBUG :
10-11 21:55:39.680 22706 22706 F DEBUG : backtrace:
10-11 21:55:39.680 22706 22706 F DEBUG : #00 pc 00000000000767c0 /system/lib64/libc.so (pthread_mutex_lock+4)
10-11 21:55:39.680 22706 22706 F DEBUG : #01 pc 00000000001324c8 /data/app/com.godot.game-1/lib/arm64/libmonosgen-2.0.so
from godot_oculus_mobile.
I should point out that I do not think the "Mono Core API mismatch" issue is actually what's crashing it, because I get that same message when I build a non-Oculus C# Android "Hello world" app and yet it runs just fine.
from godot_oculus_mobile.
Please don't forget! :) I could really use some help. I could set up a screen share to get this solved if it would help :)
from godot_oculus_mobile.
It would still be nice to get this to work, but don't stress out about it.
I seem to be the only developer in the entire world who wants to use C# with Godot on the Oculus Quest. I'm not devoted enough to being a trailblazer to deal with that, so I'm switching to Unity.
If you come up with a solution, I'll try it out though and maybe switch back to Godot if I find everything just works, but I think porting the little I've done so far over to Unity is going to be easier than investigating this when I seem to be the only one even trying anything like this.
from godot_oculus_mobile.
@BenMcLean Have you opened an issue against godotengine with the mono
label?
Based on your description, the issue seems to be with the mono implementation since this is just a plugin like any other and thus shouldn't impact how the engine run.
The mono
maintainers should be in a better position to provide assistance since most of the contributors for this plugin do not use or have experience with the mono
codebase.
from godot_oculus_mobile.
Godot 3.2 Mono Alpha 3 fixes this problem.
from godot_oculus_mobile.
Related Issues (20)
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