Since the first release of CloudXR our team has been working with a setup comprised of Unity + CloudXR. To be more exact, we built a Unity wrapper around the CloudXR SDK and where able to develop our CloudXR clients directly in Unity. Technically speaking the wrapper was composed of 2 components: one for Android and one for Windows.
Once the Android wrapper was up and running, we haven’t faced any major issues with it.
Unfortunately the Windows wrapper is a completely different story. With CloudXR 1.2 the wrapper worked perfectly and we were able to set up a sophisticated testing environment inside of Unity on Windows. In CloudXR 2.0 the wrapper was broken and it doesn’t seem that CloudXR 2.1 will solve this issue.
A more detailed explanation of the issue:
Before I describe this issue, please bear in mind that all of this is currently working on Android and this issue is independent of the Unity version. We have tested it on multiple Unity releases and the issue is exactly the same.
The core of the problem is that as soon we call cxrConnect, the engine/windowsBuild simply crashes. A call to cxrCreateReceiver creates a valid handle and once we try to connect using this handle, the system crashes. Looking at Unity’s logs, it seems that the crash happens due to a “null pointer dereference” in the SDK.
We have not been able to work around this issue and rewriting our testing setup in C++ is not an option. It is perplexing that is used to work perfectly fine in CloudXr 1.1 and 1.2, but not in 2.0 and 2.1. We consider this feature critical for our project.
We are ready to offer more information if needed!