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Different bloom behaviour in different Unity versions

I created new project in each of these versions of Unity:

  • Unity 5.5.0f3
  • Unity 5.5.2f1
  • Unity 5.6.0f3

After building and deploying on device, I tried using bloom on each of these versions.

When bloom is used on 5.5.0 application, application will NOT quit, and when clicking on white screen of application, application will resume.

When bloom is used on 5.5.2 and 5.6.0 application, application WILL QUIT and when I click on white screen it will start over (with "Made with unity" splash)

Can someone do the same to confirm this behaviour.

(This application is just plain scene that you get when creating new project, I only changed:

  • camera to Solid color and background color to 0,0,0,0 and near clip plane to 0.85
  • added simple 3D object to the scene
  • in Edit -> Project settings -> quality to fastest
  • in Edit -> Project Settings -> Player -> Other Settings checked virtual reality supported)
Tagged:

Answers

  • I am struggling with that as well and just now did a test with a similar empty scene.

    I can confirm this behaviour for Unity 5.5.0f3 (resuming works) and Unity 5.6.0f3 (resuming does NOT work, the app is started fresh with splash screen and blank state).

    This is pretty unfortunate. Is there a way to force resuming with 5.6.0? "Run in Background" in Player Settings does not do the trick.

  • This is likely not from a change in unity, but instead in a change in the Windows SDK. You should be able to implement the UWP Application Suspension stuff to handle this. https://docs.microsoft.com/en-us/windows/uwp/launch-resume/suspend-an-app

  • mbbmbbmmmbbmbbmm
    edited April 2017

    Aren't the different Unity versions targeting the same Windows SDK?
    If the supspend / resume functionality is not totally automatic but has to be implemented somewhere, shouldn't the old Unity version be broken because of some change in the current SDK instead of the new one?

  • @mbbmbbmm said:
    Aren't the different Unity versions targeting the same Windows SDK?
    If the supspend / resume functionality is not totally automatic but has to be implemented somewhere, shouldn't the old Unity version be broken because of some change in the current SDK instead of the new one?

    There are now so far four SDK that could be used, each represents a milestone in Windows 10 updates
    10.10240 No, please don't use this
    10.10586 Well suppose this is the lowest and was Unity default for .Net 3.5
    10.14393 Anniversary many if not all apps support this
    The latest is 10.15063 Creators SDK and Visual Studio 2017. This is the Unity 5.6f3 default, if Visual Studio 2017 is loaded. The default for the Unity 5.6F3 loader is to install all these, if available.

    When using Windows Store player in Unity 5.6F3 you must therefore select the device target "HoloLens" and you must select target SDK "10586" or "14393" or Unity 5.6 will automatically select the latest SDK which could be "10.15063".

    Lots of work is being done by Windows 10 Insiders and Windows Engineering which will inevitably cause small changes in the defaults.

    If you fell you have found a problem report it on Windows Feedback, or if you want to discuss it use Microsoft Answers forum or the Unity Forums.

  • Peter_NZPeter_NZ ✭✭✭

    @Xarthisius Thanks for sharing this.

    We had an issue with our Unity application that it didn't come out of sleep that well (it was stuck on 'Trying to map your surroundings') and we wanted the application to exit rather than sleep. So we got this by accident with the latest Unity version - and you post explained the versions in which this occurred.

  • thebanjomaticthebanjomatic ✭✭✭
    edited April 2017

    I wonder if this is the same as the Unity bug for UWP apps on desktop where minimizing / alt-tabbing away from the application will crash?

    There is a fix for it in the current 2017.1 beta, and (hopefully) more patches coming soon to the affected 5.6 and 5.5 versions:

    https://issuetracker.unity3d.com/issues/wsa-player-crashes-on-exit-when-built-with-d3d-build-type

    The workaround there is to use the XAML option instead of D3D when building the player.

  • @Jimbohalo10 said:

    When using Windows Store player in Unity 5.6F3 you must therefore select the device target "HoloLens" and you must select target SDK "10586" or "14393" or Unity 5.6 will automatically select the latest SDK which could be "10.15063".

    That makes sense, thank you!
    @thebanjomatic : interesting, thanks!

  • jtthjtth
    edited December 2017

    It would appear that on Unity 5.6.1f1 when bloom is used, application will NOT quit, and when clicking on white screen of application, application will resume (on SDK 10.586).

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