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As per the Issue title. HardwareBuffer mode is not stable when this project is built with Unity 6000.x and deployed to Oculus Quest 2.
I have also verified the apk built with Unity 6000.x on two other Android devices, and it works without any problems.
For the time being, I'm going to recommend using ByteBuffer mode instead of HardwareBuffer mode when building this project with Unity 6000.x.
HardwareBuffer mode has performance advantages, and if possible, I would like to address this so that this project will run stably when built with Unity 6000.x.
However, since I do not know the cause of the instability, I first need to summarize the errors that occurred and the changes from Unity 2022 to Unity 6000.x.
Alternatively, if I'm stuck and don't know the cause, I'll consider starting a discussion about it in the forum or submitting an issue report.