How to reproduce:
- Open the "IN-138314" project
- Open Edit > Project Settings > Player > Android > Other Settings
- Ensure "GameActivity" is selected under Application Entry Point
- Build and deploy to a Meta Quest device
- Launch the built Player on the device
- Pause or exit the Player (press the Oculus button or remove the headset)
- Observe the device screen
Actual result: Game freezes and an ANR (Application Not Responding) error is thrown during lifecycle transitions (onPauseNative, onResumeNative, or onSurfaceDestroyedNative)
Expected result: The built Player pauses and resumes without freezing
Reproducible with: 1.10.0 (6000.0.2f1), 1.17.0-pre.2 (6000.0.71f1, 6000.3.11f1, 6000.4.0b12, 6000.5.0a9)
Reproducible on: Windows 11 AMD64
Not reproducible on: No other environments tested
Reproducible on devices:
Meta Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650
Meta Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno (TM) 740
Notes:
- The ANR is intermittent, occurring at approximately 3.6%–5.45% of sessions based on user-provided analytics data
- The freeze has been observed on multiple native lifecycle callbacks: onPauseNative, onResumeNative, and onSurfaceDestroyedNative
- The user reports the ANR typically occurs ~30 seconds after a "Session End" event in Unity Diagnostics
- The following OpenXR Feature Groups are enabled: Automatic Viewport Dynamic Resolution, Composition Layers Support, Foveated Rendering, Meta Quest Support, Palm Pose, and a custom OpenXR Utility Feature