Feedback about VR Sketch 26

Continuing the discussion started in the post “VR Sketch 25.0”. It is really about VR Sketch 26.0 at that point. Thanks a lot for the feedback! I’ll come back to discuss all the points you mention, but first this one:

VR sketch crashes quite a bit when using the new smoove tool, not sure why. It seems to crash randomly, maybe more often when subdivide is on (but not sure about this).

Can you give us more details about this? How and what exactly crashes? It seems that we’re not getting automated crash reports… Ideally, please give a step-by-step guide that ends up (even if only sometimes) with the crash so that we can reproduce it.

It’s not a specific operation that can be reproduced (AFAIK), it just randomly crash during the session when playing around with smoove tool. It could be related to high strain on the Quest 2, not sure. It happens while moving/releasing the smoove operation, not when just moving around. VR sketch needs to be re-launched within the quest 2 each time, then model re-sent. Are crash logs usually created and saved internally? If so I can find and send them to you.

I’ll try to use the sculpt tool more on Quest standalone (it has been mostly tested on PC) and see if I can get a crash. Does it occur more frequently in large models? Does it only occur with the sculpt tool, or did you also see it somewhere else, which could point to another problem?

It seems no log file is produced on android devices by Unity programs. Instead, you would need to use adb from your computer with a USB cable. It’s a tool that collects log information in real-time which can be captured on the PC/Mac. Some instructions about how to do this is here, although it starts with “how to find the adb.exe that is installed with Unity”, which in your case could be replaced with “how to install adb from the internet” (google “install adb windows” or “install adb mac”). Please note that I’m not asking you to do all that, just pointing out how you’d do it in case you are not afraid of the complicated process :slight_smile: I will try myself to reproduce the crash first.

Hi! I got a “crash”: VR Sketch appears to stop detecting when the controller is over a surface or more generally snapping to anything, even if we try to change to another tool. I guess other things also stop working, but that’s the most immediate thing I noticed. Is that also the effect that you described?

(I would guess it’s because of an infinite loop in the logic that tries to subdivide the faces in the sculpt tool; if so, there wouldn’t be anything in the logs anyway. VR Sketch is simply not starting any other background-processing tasks like snapping detection; it is first waiting for the background-processing task from “sculpt” to finish.)