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Reply to visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
SceneComplexityValidationSystem Crash on xrOS - Testing Mesh Limits in Industrial Digital Twin PlayToDeviceHostUnity6-2025-07-08-130455.ips Hi everyone, I’m encountering a crash in my Unity app when running on Vision Pro (xrOS 2.5), specifically when adding a large number of mesh objects to the scene. Here’s what I’ve gathered from the crash log—would appreciate any insights or suggestions! Crash Overview Thread: Main thread (com.apple.main-thread) Exception: EXC_CRASH (SIGABRT) (app terminated by system) Trigger: re::ecs2::SceneComplexityValidationSystem::update(re::ecs2::Scene*, re::ecs2::System::UpdateContext) const This suggests the crash occurred during system-level scene complexity validation, likely due to exceeding hardware limits. Key Details Device: RealityDevice14,1 (Vision Pro) OS: xrOS 2.5 Unity Version: 2.3.1 (Beta) Memory Usage: Virtual: ~3.7GB (857.8MB resident, per vmSummary). Possible Causes Scene Complexity Limits: The SceneComplexityValidationSystem (part of CoreRE.framework) seems to enforce thresholds for: Mesh/polygon counts. Rendering load (e.g., draw calls, lighting). Memory/GPU resource usage. Adding too many meshes may exceed these limits. Beta-Specific Issues: Both Unity 2.3.1 (Beta) and xrOS 2.5 might have unoptimized resource checks. Memory Pressure: The app’s high memory footprint (~3.7GB virtual) could trigger OOM (out-of-memory) safeguards. Debugging Steps Taken Optimizations Attempted: Reduced mesh complexity (LODs, combining meshes). Simplified materials/shaders. Tested with fewer objects → crash disappears. Unity Profiler: No obvious bottlenecks in Editor (non-Vision Pro), suggesting the issue is xrOS-specific. Questions for the Community Has anyone else hit SceneComplexityValidationSystem crashes on Vision Pro? Are there documented limits? Are there known workarounds (e.g., disabling certain features in Unity’s XR Plug-in)? Could this be a bug in Unity’s Vision Pro support or xrOS itself? Next Steps Will file feedback with Apple (xrOS) and Unity (Beta version). Exploring dynamic loading to split scene complexity. Log Snippet: [re::ecs2::SceneComplexityValidationSystem] Abort: Scene complexity threshold exceeded. Thanks in advance for any advice!
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jul ’25