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iOS crash while selecting text within an InputFied

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Hello everyone. Just having a consistent crash in **iOS (iPhone)** built with **Unity 2019.3.9f1** Repro steps: - Tap on an **InputField** (**Touchkeyboard** shows up) - Type something - Try selecting the entire text or just a letter by touching/holding/dragging over the InputField This is the crash message: ArgumentOutOfRangeException: Selection is out of range. Parameter name: selection at UnityEngine.TouchScreenKeyboard.set_selection (UnityEngine.RangeInt value) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.UI.InputField.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.UnhandledExceptionHandler:PrintException(String, Exception) UnityEngine.UnhandledExceptionHandler:HandleUnhandledException(Object, UnhandledExceptionEventArgs) System.UnhandledExceptionEventHandler:Invoke(Object, UnhandledExceptionEventArgs) (Filename: currently not available on il2cpp Line: -1) I read about a similar crash while using TMP here: [https://issuetracker.unity3d.com/issues/textmeshpro-inputfield-throws-argumentoutofrangeexception-when-emptied-with-hide-mobile-input-enabled][1] But I'm using **UnityEngine.UI.InputField** and not TMP. I am using the InputField property *Hide Mobile Input = true* The crash only happens in an iOS device, not in the Editor Any help would be useful, thanks! [1]: https://issuetracker.unity3d.com/issues/textmeshpro-inputfield-throws-argumentoutofrangeexception-when-emptied-with-hide-mobile-input-enabled

My app crash after spalsh screen when i change the packagename

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Hi As montioned in the title my app crash when i change the packagename. Note that i worked with the code before and didnt had any problem and there is no errors in the console. Any suggestions please!

[Unity 2019.2] iOS build crashes 5 seconds after the application is killed by the user

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---------- ### Description The application presents a crash 2~5 seconds after it's terminated by the user (i.e. force kill the app). This happens only on iOS builds on multiple unity versions (see details below). Most of the crashes reports are not arriving on Crashlytics. There are very few crashes on the console, even though we're consistently reproducing this error on a daily basis. The Android builds don't present the same error. ---------- ###Steps to reproduce 1. Open the game 2. Wait until the loading scene is about to finish or until the game scene is fully loaded 3. Kill the application 4. Wait 2~5 seconds and see the crash report window - Reproduction rate: 80% - Devices used to test: iPhone SE, iPhone 7, iPhone 8, iPad Mini 4 - Also observed the crash on: iPhone XS, iPhone XR ---------- ###Additional information - The issue is iOS specific. We have the same build on Android working without issues. - Crash reports are not being captured by Crashlytics on most cases (see some of the crashes below). - Crashes happen only on the final steps of the loading, where the external SDKs are being initialized. - On TestFlight, the crash count is 0 for almost all builds, including the ones the users are reporting the crashes. - Using a debug button that calls the Application.Quit() method of Unity doesn't cause the application to crash, even though it takes a while to close. - The crash seems to be invariante to OS version and iOS device. ---------- ###Technical information - Unity version: 2019.2.17f1. Also reproduced with 2019.2.0f1 and 2019.3.10f1. - External plugins are [listed here][1]. - Crash reports - [GUID.cpp line 108][2] - [libc++abi.dylib][3] - [String.h line 195][4] - [AudioToolbox][5] ---------- ###Explorations Here's a list of all solution attempts without success so far: - Remove GameAnalytics plugin - Remove IronSource plugin - Remove UnityIAP plugin - [Workaround][6] on PostProcess iOS - Set minimum OS version to 9.0 - Comment all OnApplicationPause/Quit implementations (plugins included) - Enable Bitcode [1]: https://www.notion.so/External-Plugins-list-e249761fc2ae42e69791099562d51bd2 [2]: https://www.notion.so/GUID-cpp-line-108-ece73160d4c948a3b0595a3f35bd7231 [3]: https://www.notion.so/libc-abi-dylib-24ec855a778a4c5f9967494784568435 [4]: https://www.notion.so/String-h-line-195-cad3171a0d0043cca220782c1d36410b [5]: https://www.notion.so/AudioToolbox-2a058a052995473292ab3109efb3d53d [6]: https://discuss.cocos2d-x.org/t/libc-abi-dylib-crash/48756

Native Crashes at Google play developer console,Native Focus Crashes

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Hello, i have created a multiplayer racing game with socket.io I have increased of crash rate at google play console but can't produce on my device. The error stacks are java.lang.Error com.unity3d.player.UnityPlayer.nativeFocusChanged java.lang.Error: FATAL EXCEPTION [UnityMain] Unity version : 2018.4.21f1 Device model : samsung SM-J730F Device fingerprint: samsung/j7y17ltexx/j7y17lte:9/PPR1.180610.011/J730FXWU6CTA2:user/release-keys Caused by at com.unity3d.player.UnityPlayer.nativeFocusChanged (Native Method) at com.unity3d.player.UnityPlayer.a (Unknown Source) at com.unity3d.player.UnityPlayer$e$1.handleMessage (Unknown Source:85) at android.os.Handler.dispatchMessage (Handler.java:102) at android.os.Looper.loop (Looper.java:214) at com.unity3d.player.UnityPlayer$e.run (Unknown Source:32) java.lang.Error com.unity3d.player.UnityPlayer.nativeRecreateGfxState java.lang.Error: FATAL EXCEPTION [UnityMain] Unity version : 2018.4.21f1 Device model : samsung SM-G600FY Device fingerprint: samsung/o7ltedd/o7lte:6.0.1/MMB29M/G600FYXXU1BRD2:user/release-keys Caused by at com.unity3d.player.UnityPlayer.nativeRecreateGfxState (Native Method) at com.unity3d.player.UnityPlayer.a (Unknown Source) at com.unity3d.player.UnityPlayer$19.run (Unknown Source) at android.os.Handler.handleCallback (Handler.java:739) at android.os.Handler.dispatchMessage (Handler.java:95) at android.os.Looper.loop (Looper.java:148) at com.unity3d.player.UnityPlayer$e.run (Unknown Source) java.lang.Error com.unity3d.player.UnityPlayer.nativeInjectEvent java.lang.Error: FATAL EXCEPTION [main] Unity version : 2018.4.21f1 Device model : Xiaomi Redmi Note 8 Device fingerprint: xiaomi/ginkgo/ginkgo:9/PKQ1.190616.001/V11.0.4.0.PCOINXM:user/release-keys Caused by at com.unity3d.player.UnityPlayer.nativeInjectEvent (Native Method) at com.unity3d.player.UnityPlayer.injectEvent (Unknown Source:8) at com.unity3d.player.UnityPlayer.onTouchEvent (Unknown Source) at android.view.View.dispatchTouchEvent (View.java:12527) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3026) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2705) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3032) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2719) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3032) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2719) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3032) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2719) at com.android.internal.policy.DecorView.superDispatchTouchEvent (DecorView.java:444) at com.android.internal.policy.PhoneWindow.superDispatchTouchEvent (PhoneWindow.java:1830) at android.app.Activity.dispatchTouchEvent (Activity.java:3466) at com.android.internal.policy.DecorView.dispatchTouchEvent (DecorView.java:402) at android.view.View.dispatchPointerEvent (View.java:12768) at android.view.ViewRootImpl$ViewPostImeInputStage.processPointerEvent (ViewRootImpl.java:5271) at android.view.ViewRootImpl$ViewPostImeInputStage.onProcess (ViewRootImpl.java:5071) at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4586) at android.view.ViewRootImpl$InputStage.onDeliverToNext (ViewRootImpl.java:4639) at android.view.ViewRootImpl$InputStage.forward (ViewRootImpl.java:4605) at android.view.ViewRootImpl$AsyncInputStage.forward (ViewRootImpl.java:4745) at android.view.ViewRootImpl$InputStage.apply (ViewRootImpl.java:4613) at android.view.ViewRootImpl$AsyncInputStage.apply (ViewRootImpl.java:4802) at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4586) at android.view.ViewRootImpl$InputStage.onDeliverToNext (ViewRootImpl.java:4639) at android.view.ViewRootImpl$InputStage.forward (ViewRootImpl.java:4605) at android.view.ViewRootImpl$InputStage.apply (ViewRootImpl.java:4613) at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4586) at android.view.ViewRootImpl.deliverInputEvent (ViewRootImpl.java:7314) at android.view.ViewRootImpl.doProcessInputEvents (ViewRootImpl.java:7283) at android.view.ViewRootImpl.enqueueInputEvent (ViewRootImpl.java:7244) at android.view.ViewRootImpl$WindowInputEventReceiver.onInputEvent (ViewRootImpl.java:7420) at android.view.InputEventReceiver.dispatchInputEvent (InputEventReceiver.java:249) at android.view.InputEventReceiver.nativeConsumeBatchedInputEvents (Native Method) at android.view.InputEventReceiver.consumeBatchedInputEvents (InputEventReceiver.java:212) at android.view.ViewRootImpl.doConsumeBatchedInput (ViewRootImpl.java:7388) at android.view.ViewRootImpl$ConsumeBatchedInputRunnable.run (ViewRootImpl.java:7443) at android.view.Choreographer$CallbackRecord.run (Choreographer.java:1044) at android.view.Choreographer.doCallbacks (Choreographer.java:839) at android.view.Choreographer.doFrame (Choreographer.java:768) at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:1030) at android.os.Handler.handleCallback (Handler.java:873) at android.os.Handler.dispatchMessage (Handler.java:99) at android.os.Looper.loop (Looper.java:201) at android.app.ActivityThread.main (ActivityThread.java:6864) at java.lang.reflect.Method.invoke (Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:547) at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:873),Hello, i have created a multiplayer racing game with socket.io I have increased of crash rate at google play console but can't produce on my device. The error stacks are java.lang.Error com.unity3d.player.UnityPlayer.nativeFocusChanged java.lang.Error: FATAL EXCEPTION [UnityMain] Unity version : 2018.4.21f1 Device model : samsung SM-J730F Device fingerprint: samsung/j7y17ltexx/j7y17lte:9/PPR1.180610.011/J730FXWU6CTA2:user/release-keys Caused by at com.unity3d.player.UnityPlayer.nativeFocusChanged (Native Method) at com.unity3d.player.UnityPlayer.a (Unknown Source) at com.unity3d.player.UnityPlayer$e$1.handleMessage (Unknown Source:85) at android.os.Handler.dispatchMessage (Handler.java:102) at android.os.Looper.loop (Looper.java:214) at com.unity3d.player.UnityPlayer$e.run (Unknown Source:32) java.lang.Error com.unity3d.player.UnityPlayer.nativeRecreateGfxState java.lang.Error: FATAL EXCEPTION [UnityMain] Unity version : 2018.4.21f1 Device model : samsung SM-G600FY Device fingerprint: samsung/o7ltedd/o7lte:6.0.1/MMB29M/G600FYXXU1BRD2:user/release-keys Caused by at com.unity3d.player.UnityPlayer.nativeRecreateGfxState (Native Method) at com.unity3d.player.UnityPlayer.a (Unknown Source) at com.unity3d.player.UnityPlayer$19.run (Unknown Source) at android.os.Handler.handleCallback (Handler.java:739) at android.os.Handler.dispatchMessage (Handler.java:95) at android.os.Looper.loop (Looper.java:148) at com.unity3d.player.UnityPlayer$e.run (Unknown Source) java.lang.Error com.unity3d.player.UnityPlayer.nativeInjectEvent java.lang.Error: FATAL EXCEPTION [main] Unity version : 2018.4.21f1 Device model : Xiaomi Redmi Note 8 Device fingerprint: xiaomi/ginkgo/ginkgo:9/PKQ1.190616.001/V11.0.4.0.PCOINXM:user/release-keys Caused by at com.unity3d.player.UnityPlayer.nativeInjectEvent (Native Method) at com.unity3d.player.UnityPlayer.injectEvent (Unknown Source:8) at com.unity3d.player.UnityPlayer.onTouchEvent (Unknown Source) at android.view.View.dispatchTouchEvent (View.java:12527) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3026) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2705) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3032) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2719) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3032) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2719) at android.view.ViewGroup.dispatchTransformedTouchEvent (ViewGroup.java:3032) at android.view.ViewGroup.dispatchTouchEvent (ViewGroup.java:2719) at com.android.internal.policy.DecorView.superDispatchTouchEvent (DecorView.java:444) at com.android.internal.policy.PhoneWindow.superDispatchTouchEvent (PhoneWindow.java:1830) at android.app.Activity.dispatchTouchEvent (Activity.java:3466) at com.android.internal.policy.DecorView.dispatchTouchEvent (DecorView.java:402) at android.view.View.dispatchPointerEvent (View.java:12768) at android.view.ViewRootImpl$ViewPostImeInputStage.processPointerEvent (ViewRootImpl.java:5271) at android.view.ViewRootImpl$ViewPostImeInputStage.onProcess (ViewRootImpl.java:5071) at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4586) at android.view.ViewRootImpl$InputStage.onDeliverToNext (ViewRootImpl.java:4639) at android.view.ViewRootImpl$InputStage.forward (ViewRootImpl.java:4605) at android.view.ViewRootImpl$AsyncInputStage.forward (ViewRootImpl.java:4745) at android.view.ViewRootImpl$InputStage.apply (ViewRootImpl.java:4613) at android.view.ViewRootImpl$AsyncInputStage.apply (ViewRootImpl.java:4802) at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4586) at android.view.ViewRootImpl$InputStage.onDeliverToNext (ViewRootImpl.java:4639) at android.view.ViewRootImpl$InputStage.forward (ViewRootImpl.java:4605) at android.view.ViewRootImpl$InputStage.apply (ViewRootImpl.java:4613) at android.view.ViewRootImpl$InputStage.deliver (ViewRootImpl.java:4586) at android.view.ViewRootImpl.deliverInputEvent (ViewRootImpl.java:7314) at android.view.ViewRootImpl.doProcessInputEvents (ViewRootImpl.java:7283) at android.view.ViewRootImpl.enqueueInputEvent (ViewRootImpl.java:7244) at android.view.ViewRootImpl$WindowInputEventReceiver.onInputEvent (ViewRootImpl.java:7420) at android.view.InputEventReceiver.dispatchInputEvent (InputEventReceiver.java:249) at android.view.InputEventReceiver.nativeConsumeBatchedInputEvents (Native Method) at android.view.InputEventReceiver.consumeBatchedInputEvents (InputEventReceiver.java:212) at android.view.ViewRootImpl.doConsumeBatchedInput (ViewRootImpl.java:7388) at android.view.ViewRootImpl$ConsumeBatchedInputRunnable.run (ViewRootImpl.java:7443) at android.view.Choreographer$CallbackRecord.run (Choreographer.java:1044) at android.view.Choreographer.doCallbacks (Choreographer.java:839) at android.view.Choreographer.doFrame (Choreographer.java:768) at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:1030) at android.os.Handler.handleCallback (Handler.java:873) at android.os.Handler.dispatchMessage (Handler.java:99) at android.os.Looper.loop (Looper.java:201) at android.app.ActivityThread.main (ActivityThread.java:6864) at java.lang.reflect.Method.invoke (Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:547) at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:873)

IOS Build works on iPod but not on iPhone?!

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When I build my IOS game from unity to Xcode everything works .And when I build it on any device the app goes to the screen. But when trying to open app on iPhone 10 it crashes at start. Just so you know: It works on my iPod touch. Its not the game because even empty project doesn't work. I have no idea what to do please help. Thank you...

Crash when Switching Build Platform to MacOS

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We've been developing a project with Unity 2019.2.10f1 and everything has been going great until today. I tried to switch the Builder Settings to MacOS and as soon as it finishes "Determining assets that need to be reimported for target platform" it crashes: ![alt text][1] I checked the editor log and this is the output: Determining assets that need to be reimported for target platform ... 21.733512 seconds. Hashing assets (4526 files)... 1.320 seconds file read: 0.336 seconds (966.962 MB) wait for write: 0.408 seconds (I/O thread blocked by consumer, aka CPU bound) wait for read: 0.019 seconds (CPUT thread waiting for I/O thread, aka disk bound) hash: 1.210 seconds Hashing assets (13 files)... 0.003 seconds file read: 0.001 seconds (0.073 MB) wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound) wait for read: 0.002 seconds (CPUT thread waiting for I/O thread, aka disk bound) hash: 0.000 seconds Updating Packages/com.unity.postprocessing/PostProcessing/Shaders/Debug/Histogram.compute - GUID: 18183ebfeeab97749b43e38b928604a7... DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 6020836937801926408. DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 6020836937801926408. DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 6020836937801926408. DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 6020836937801926408. DynamicHeapAllocator out of memory - Could not get memory for large allocation 6020836937801926408! Could not allocate memory: System out of memory! Trying to allocate: 6020836937801926408B with 16 alignment. MemoryLabel: DynamicArray Allocation happened at: Line:77 in C:\buildslave\unity\build\Runtime/Utilities/dynamic_array.h Memory overview [ ALLOC_DEFAULT ] used: 250674813B | peak: 0B | reserved: 311589109B [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_4_FRAMES ] used: 1953866B | peak: 0B | reserved: 4194304B [ ALLOC_TEMP_JOB_ASYNC ] used: 0B | peak: 0B | reserved: 2097152B [ ALLOC_GFX ] used: 83060947B | peak: 0B | reserved: 91495211B [ ALLOC_CACHEOBJECTS ] used: 556351632B | peak: 0B | reserved: 615514112B [ ALLOC_TYPETREE ] used: 515027360B | peak: 0B | reserved: 538968064B [ ALLOC_PROFILER ] used: 8230456B | peak: 8231048B | reserved: 16777216B [ ALLOC_PROFILER_EDITOR ] used: 200040456B | peak: 201437176B | reserved: 207618048B [ ALLOC_TEMP_THREAD ] used: 11930420B | peak: 0B | reserved: 21561344B Could not allocate memory: System out of memory! Trying to allocate: 6020836937801926408B with 16 alignment. MemoryLabel: DynamicArray Allocation happened at: Line:77 in C:\buildslave\unity\build\Runtime/Utilities/dynamic_array.h Memory overview [ ALLOC_DEFAULT ] used: 250674813B | peak: 0B | reserved: 311589109B [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_4_FRAMES ] used: 1953866B | peak: 0B | reserved: 4194304B [ ALLOC_TEMP_JOB_ASYNC ] used: 0B | peak: 0B | reserved: 2097152B [ ALLOC_GFX ] used: 83060947B | peak: 0B | reserved: 91495211B [ ALLOC_CACHEOBJECTS ] used: 556351632B | peak: 0B | reserved: 615514112B [ ALLOC_TYPETREE ] used: 515027360B | peak: 0B | reserved: 538968064B [ ALLOC_PROFILER ] used: 8230456B | peak: 8231048B | reserved: 16777216B [ ALLOC_PROFILER_EDITOR ] used: 200040456B | peak: 201437176B | reserved: 207618048B [ ALLOC_TEMP_THREAD ] used: 11930420B | peak: 0B | reserved: 21561344B (Filename: C:\buildslave\unity\build\Runtime/Allocator/MemoryManager.cpp Line: 1175) Any idea what the heck is going on? It just started happening suddenly, does not happen when I try to switch to Linux, and does not happen with _other_ unity projects? I already tried deleting the GI cache and Library inside our project folder but no dice :/ [1]: https://i.imgur.com/CniX8nO.jpg

Editor deletes Layout when pausing after maximise on play

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For some reason, if I run my game in Maximise on Play, pause it, disable my UI and Player, unpause, then wait a bit, unity says it has to delete current layout and reset to default, after which I can continue (at which point it reverts the panel layout to the default state) or quit (the editor just closes). There is nothing in the profiler to indicate why this is happening, I get a consistent 200FPS and GC allocation never goes beyond 45 MB. This was just while not doing anything, so there were no scripts running apart from a shader graph shader.

I'm running Unity 2019.3.6f1 in 2D with URP, DX11. System is an Acer Predator Helios 300, Intel i5 8300H, Nvidia GeForce GTX 1050 Ti on Windows 10 home, version 10.0.18362 build 18362.

Any help is appreciated. As you can imagine, its annoying having to redo my layout every time I want to see how my shader looks

Possible Infinite Loop Freezing Game

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I think this script "Card" is freezing my game every time I hit play by getting stuck in an infinite loop. I can't figure out why this is the case (if it is) as it seems like the loop should close. Maybe I just need a fresh set of eyes to look at it since I have been staring at it too long. using System.Collections; using System.Collections.Generic; using UnityEngine; public class Card : MonoBehaviour { public float cardValue; public string suit; public GameObject cardAvailability; void Start() { Debug.Log("Instantiating Card"); cardAvailability = GameObject.FindGameObjectWithTag("CardAvailability"); bool searching = true; while (searching) { cardValue = (int)(Random.Range(2, 15)); float randomSuit = (int)(Random.Range(0, 4)); if (cardAvailability.GetComponent().CheckCard(suit, cardValue) == true) { cardAvailability.GetComponent().disableCard(suit, cardValue); searching = false; } } Debug.Log("Card Instantiated: " + cardValue + suit); } public override string ToString() { string output = ""; switch (cardValue) { case 2: output += "Two"; break; case 3: output += "Three"; break; case 4: output += "Four"; break; case 5: output += "Five"; break; case 6: output += "Six"; break; case 7: output += "Seven"; break; case 8: output += "Eight"; break; case 9: output += "Nine"; break; case 10: output += "Ten"; break; case 11: output += "Jack"; break; case 12: output += "Queen"; break; case 13: output += "King"; break; case 14: output += "Ace"; break; default: output += "Error"; break; } output += " of " + suit + "s"; return output; } } public class CardAvailability : MonoBehaviour { //True means the card is available, false means it is unavailable public bool[] hearts; public bool[] diamonds; public bool[] clubs; public bool[] spades; void Start() { for(int i = 0; i <= 12; i++) { hearts[i] = true; diamonds[i] = true; clubs[i] = true; spades[i] = true; } } public bool CheckCard(string suit, float cardValue) { switch (suit) { case "hearts": if(hearts[(int)(cardValue - 2f)] == true) { return true; } else { return false; } case "diamonds": if (diamonds[(int)(cardValue - 2f)] == true) { return true; } else { return false; } case "clubs": if (clubs[(int)(cardValue - 2f)] == true) { return true; } else { return false; } case "spades": if (spades[(int)(cardValue - 2f)] == true) { return true; } else { return false; } } Debug.Log("No cases hit"); return false; } public void disableCard(string suit, float cardValue) { if(suit == "hearts") { hearts[(int)(cardValue - 2.0f)] = false; } if (suit == "diamonds") { diamonds[(int)(cardValue - 2.0f)] = false; } if (suit == "clubs") { clubs[(int)(cardValue - 2.0f)] = false; } if (suit == "spades") { spades[(int)(cardValue - 2.0f)] = false; } } }

Crash after build, how to debug?

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I have a program that runs fine in the Editor, but crashes after build and play with after a brief window with an exclamation mark. ![unity crash screenshot][1] After producing a debug build, I can see the stack trace, which indicates it might be an error with serialization/loading a scene. Is there a way to find out using the minidump or other techniques which object is being loaded/causing this fault? I've tried removing many objects from the scene, removing scripts from objects etc, but no luck. I looked into tools like windbg but quickly got lost. Unity Version: 2019.3.0f3 (issue persists in 2020 beta too) Stack Trace of Crashed Thread 21512: 0x63D2F1C5 (UnityPlayer) DebugStringToFilePostprocessedStacktrace 0x63D2ECF6 (UnityPlayer) DebugStringToFile 0x63469395 (UnityPlayer) CachedReader::OutOfBoundsError 0x6346AFA2 (UnityPlayer) CachedReader::UpdateReadCache 0x62A35EAF (UnityPlayer) StreamedBinaryRead::Transfer>> 0x636CDB92 (UnityPlayer) TransferField_NonArray 0x636DC0A3 (UnityPlayer) Transfer_String 0x62ABFE05 (UnityPlayer) ExecuteSerializationCommands 0x636DB719 (UnityPlayer) Transfer_ManagedObject 0x62ABFE05 (UnityPlayer) ExecuteSerializationCommands 0x636D1126 (UnityPlayer) TransferScriptingObject 0x636D11AE (UnityPlayer) TransferScriptingObject 0x636E15E3 (UnityPlayer) SerializableManagedRefTransfer::TransferEngineAndMonoInstance 0x636E28D8 (UnityPlayer) SerializableManagedRefTransfer::Transfer 0x636ACE47 (UnityPlayer) MonoBehaviour::VirtualRedirectTransfer 0x636F7C35 (UnityPlayer) SerializedFile::ReadObject 0x636EB7BC (UnityPlayer) PersistentManager::ReadAndActivateObjectThreaded 0x636EA0E6 (UnityPlayer) PersistentManager::LoadFileCompletelyThreaded 0x63439384 (UnityPlayer) LoadSceneOperation::Perform 0x63439C94 (UnityPlayer) PreloadManager::ProcessSingleOperation 0x63439F96 (UnityPlayer) PreloadManager::Run 0x635F8FB8 (UnityPlayer) Thread::RunThreadWrapper 0x76F16359 (KERNEL32) BaseThreadInitThunk 0x773A7C14 (ntdll) RtlGetAppContainerNamedObjectPath 0x773A7BE4 (ntdll) RtlGetAppContainerNamedObjectPath [link text][2] [1]: /storage/temp/158360-unitycrash.jpg [2]: /storage/temp/158361-unity-crash-logs.zip

Infinite loop might be freezing game

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I think this script "Card" is instantly freezing my game every time I hit play by getting stuck in an infinite loop. I can't figure out why this is the case (if it is) as it seems like the loop should close. Maybe I just need a fresh set of eyes to look at it since I have been staring at it too long. using System.Collections; using System.Collections.Generic; using UnityEngine; public class Card : MonoBehaviour { public float cardValue; public string suit; public GameObject cardAvailability; void Start() { Debug.Log("Instantiating Card"); cardAvailability = GameObject.FindGameObjectWithTag("CardAvailability"); bool searching = true; while (searching) { cardValue = (int)(Random.Range(2, 15)); float randomSuit = (int)(Random.Range(0, 4)); if (cardAvailability.GetComponent().CheckCard(suit, cardValue) == true) { cardAvailability.GetComponent().disableCard(suit, cardValue); searching = false; } } Debug.Log("Card Instantiated: " + cardValue + suit); } public override string ToString() { string output = ""; switch (cardValue) { case 2: output += "Two"; break; case 3: output += "Three"; break; case 4: output += "Four"; break; case 5: output += "Five"; break; case 6: output += "Six"; break; case 7: output += "Seven"; break; case 8: output += "Eight"; break; case 9: output += "Nine"; break; case 10: output += "Ten"; break; case 11: output += "Jack"; break; case 12: output += "Queen"; break; case 13: output += "King"; break; case 14: output += "Ace"; break; default: output += "Error"; break; } output += " of " + suit + "s"; return output; } } public class CardAvailability : MonoBehaviour { //True means the card is available, false means it is unavailable public bool[] hearts; public bool[] diamonds; public bool[] clubs; public bool[] spades; void Start() { for(int i = 0; i <= 12; i++) { hearts[i] = true; diamonds[i] = true; clubs[i] = true; spades[i] = true; } } public bool CheckCard(string suit, float cardValue) { switch (suit) { case "hearts": if(hearts[(int)(cardValue - 2f)] == true) { return true; } else { return false; } case "diamonds": if (diamonds[(int)(cardValue - 2f)] == true) { return true; } else { return false; } case "clubs": if (clubs[(int)(cardValue - 2f)] == true) { return true; } else { return false; } case "spades": if (spades[(int)(cardValue - 2f)] == true) { return true; } else { return false; } } Debug.Log("No cases hit"); return false; } public void disableCard(string suit, float cardValue) { if(suit == "hearts") { hearts[(int)(cardValue - 2.0f)] = false; } if (suit == "diamonds") { diamonds[(int)(cardValue - 2.0f)] = false; } if (suit == "clubs") { clubs[(int)(cardValue - 2.0f)] = false; } if (suit == "spades") { spades[(int)(cardValue - 2.0f)] = false; } } }

Unity HDRP Crashing/Freezing during asset store import

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Importing assets from the in Engine Unity Store under HDRP projects causes the engine to crash/freeze. The way that i managed to release the freeze was to open task manager and End Task all the duplicate Console Window Host and Unity Shader Compiler and Setting the Priority of the remaining processes to Realtime. Seems the crash comes from the duplicate execution of processes on resources within the engine itself since there is only a 4% draw on CPU, 55% MEM and 50% Disk. Using Unity 2019.3.12f1 [1]: /storage/temp/158729-capture.png

Light bake artifacts 19.3

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Hi, who among you knows the Unity bake ?, I already come across this many times, but every time I ask myself what is wrong with Light bake in Unity ???, I really want to figure it out if anyone knows which tambourine knock, so that it turns out to bake normal shadows, but not here? my sets: all geometry static, all point,spot,direct light are baked parameters. geometry unwraped for light. have a 3-5 scale in lightmap how to configure adequately baking and light for architecture? ![alt text][1] [1]: /storage/temp/158673-bake.jpg

Sometimes the editor crashes when starting the playback mode or compiling scripts after editing

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here is one of the dumps Dump file: Unity.exe.10368.dmp: C: \ Users \ arper \ AppData \ Local \ CrashDumps \ Unity.exe.10368.dmp      Last record time: 05/11/2020 6:30:11 p.m.      Process Name: Unity.exe: G: \ Unity Engine \ 2019.2.0f1 \ Editor \ Unity.exe      Process Architecture: x64      Exception Code: 0xC0000409      Exception Details:      Heap Details: Missing           System Information      ------------------      OS Version: 10.0.14393      CLR Versions:           Modules      ------      Module Name Module Path Module Version ---------- ------------- ------------- Unity.exe G:\Unity Engine\2019.2.0f1\Editor\Unity.exe 2019.2.0.49510 ntdll.dll C:\Windows\System32\ntdll.dll 10.0.14393.2312 kernel32.dll C:\Windows\System32\kernel32.dll 10.0.14393.2214 KERNELBASE.dll C:\Windows\System32\KERNELBASE.dll 10.0.14393.2312 crypt32.dll C:\Windows\System32\crypt32.dll 10.0.14393.2214 ucrtbase.dll C:\Windows\System32\ucrtbase.dll 10.0.14393.2097 msasn1.dll C:\Windows\System32\msasn1.dll 10.0.14393.0 user32.dll C:\Windows\System32\user32.dll 10.0.14393.2273 win32u.dll C:\Windows\System32\win32u.dll 10.0.14393.51 gdi32.dll C:\Windows\System32\gdi32.dll 10.0.14393.2312 gdi32full.dll C:\Windows\System32\gdi32full.dll 10.0.14393.2312 advapi32.dll C:\Windows\System32\advapi32.dll 10.0.14393.2248 msvcrt.dll C:\Windows\System32\msvcrt.dll 7.0.14393.0 sechost.dll C:\Windows\System32\sechost.dll 10.0.14393.1613 libfbxsdk.dll G:\Unity Engine\2019.2.0f1\Editor\libfbxsdk.dll 2018.1.1.0 rpcrt4.dll C:\Windows\System32\rpcrt4.dll 10.0.14393.2312 shell32.dll C:\Windows\System32\shell32.dll 10.0.14393.2312 optix.6.0.0.dll G:\Unity Engine\2019.2.0f1\Editor\optix.6.0.0.dll 6.0.0.0 cfgmgr32.dll C:\Windows\System32\cfgmgr32.dll 10.0.14393.0 windows.storage.dll C:\Windows\System32\windows.storage.dll 10.0.14393.2273 combase.dll C:\Windows\System32\combase.dll 10.0.14393.2312 bcryptPrimitives.dll C:\Windows\System32\bcryptPrimitives.dll 10.0.14393.2156 powrprof.dll C:\Windows\System32\powrprof.dll 10.0.14393.0 OpenImageDenoise.dll G:\Unity Engine\2019.2.0f1\Editor\OpenImageDenoise.dll 0.0.0.0 shlwapi.dll C:\Windows\System32\shlwapi.dll 10.0.14393.0 kernel.appcore.dll C:\Windows\System32\kernel.appcore.dll 10.0.14393.2312 SHCore.dll C:\Windows\System32\SHCore.dll 10.0.14393.2312 OpenRL.dll G:\Unity Engine\2019.2.0f1\Editor\OpenRL.dll 1.5.100.0 profapi.dll C:\Windows\System32\profapi.dll 10.0.14393.0 setupapi.dll C:\Windows\System32\setupapi.dll 10.0.14393.0 ole32.dll C:\Windows\System32\ole32.dll 10.0.14393.2312 umbraoptimizer64.dll G:\Unity Engine\2019.2.0f1\Editor\umbraoptimizer64.dll 0.0.0.0 libcef.dll G:\Unity Engine\2019.2.0f1\Editor\libcef.dll 3.2062.1930.0 imm32.dll C:\Windows\System32\imm32.dll 10.0.14393.0 FreeImage.dll G:\Unity Engine\2019.2.0f1\Editor\FreeImage.dll 3.11.0.0 ws2_32.dll C:\Windows\System32\ws2_32.dll 10.0.14393.206 oleaut32.dll C:\Windows\System32\oleaut32.dll 10.0.14393.2273 msvcp_win.dll C:\Windows\System32\msvcp_win.dll 10.0.14393.2097 Wldap32.dll C:\Windows\System32\Wldap32.dll 10.0.14393.2273 wintrust.dll C:\Windows\System32\wintrust.dll 10.0.14393.2273 normaliz.dll C:\Windows\System32\normaliz.dll 10.0.14393.0 hid.dll C:\Windows\System32\hid.dll 10.0.14393.0 ispc_texcomp.dll G:\Unity Engine\2019.2.0f1\Editor\ispc_texcomp.dll 0.0.0.0 WinPixEventRuntime.dll G:\Unity Engine\2019.2.0f1\Editor\WinPixEventRuntime.dll 1.0.1812.6001 version.dll C:\Windows\System32\version.dll 10.0.14393.0 OpenRL_pthread.dll G:\Unity Engine\2019.2.0f1\Editor\OpenRL_pthread.dll 2.9.0.0 tbb.dll G:\Unity Engine\2019.2.0f1\Editor\tbb.dll 2017.0.2016.1004 msvcp100.dll C:\Windows\System32\msvcp100.dll 10.0.40219.473 embree.dll G:\Unity Engine\2019.2.0f1\Editor\embree.dll 2.14.0.0 msvcr100.dll C:\Windows\System32\msvcr100.dll 10.0.40219.473 opengl32.dll C:\Windows\System32\opengl32.dll 10.0.14393.0 glu32.dll C:\Windows\System32\glu32.dll 10.0.14393.0 VCRUNTIME140.dll C:\Windows\System32\VCRUNTIME140.dll 14.24.28127.4 IPHLPAPI.DLL C:\Windows\System32\IPHLPAPI.DLL 10.0.14393.953 winhttp.dll C:\Windows\System32\winhttp.dll 10.0.14393.2155 winmm.dll C:\Windows\System32\winmm.dll 10.0.14393.0 bcrypt.dll C:\Windows\System32\bcrypt.dll 10.0.14393.2312 SketchUpAPI.dll G:\Unity Engine\2019.2.0f1\Editor\SketchUpAPI.dll 19.0.753.0 mswsock.dll C:\Windows\System32\mswsock.dll 10.0.14393.0 msvcp140.dll C:\Windows\System32\msvcp140.dll 14.24.28127.4 CRYPTBASE.DLL C:\Windows\System32\CRYPTBASE.DLL 10.0.14393.0 msvcp120.dll C:\Windows\System32\msvcp120.dll 12.0.40664.0 msvcr120.dll C:\Windows\System32\msvcr120.dll 12.0.40664.0 ddraw.dll C:\Windows\System32\ddraw.dll 10.0.14393.953 WINMMBASE.dll C:\Windows\System32\WINMMBASE.dll 10.0.14393.0 SketchUpCommonPreferences.dll G:\Unity Engine\2019.2.0f1\Editor\SketchUpCommonPreferences.dll 19.0.753.20342 secur32.dll C:\Windows\System32\secur32.dll 10.0.14393.2273 dciman32.dll C:\Windows\System32\dciman32.dll 10.0.14393.0 sspicli.dll C:\Windows\System32\sspicli.dll 10.0.14393.1770 psapi.dll C:\Windows\System32\psapi.dll 10.0.14393.0 comdlg32.dll C:\Windows\System32\comdlg32.dll 10.0.14393.2312 winspool.drv C:\Windows\System32\winspool.drv 10.0.14393.2097 urlmon.dll C:\Windows\System32\urlmon.dll 11.0.14393.2273 comctl32.dll C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.14393.2273_none_7de240fc83403786\comctl32.dll 6.10.14393.2273 userenv.dll C:\Windows\System32\userenv.dll 10.0.14393.0 dhcpcsvc.dll C:\Windows\System32\dhcpcsvc.dll 10.0.14393.0 wtsapi32.dll C:\Windows\System32\wtsapi32.dll 10.0.14393.0 oleacc.dll C:\Windows\System32\oleacc.dll 7.2.14393.2312 nsi.dll C:\Windows\System32\nsi.dll 10.0.14393.0 usp10.dll C:\Windows\System32\usp10.dll 10.0.14393.0 iertutil.dll C:\Windows\System32\iertutil.dll 11.0.14393.2273 uxtheme.dll C:\Windows\System32\uxtheme.dll 10.0.14393.2248 clbcatq.dll C:\Windows\System32\clbcatq.dll 2001.12.10941.16384 wbemprox.dll C:\Windows\System32\wbem\wbemprox.dll 10.0.14393.0 wbemcomn.dll C:\Windows\System32\wbemcomn.dll 10.0.14393.0 wbemsvc.dll C:\Windows\System32\wbem\wbemsvc.dll 10.0.14393.0 fastprox.dll C:\Windows\System32\wbem\fastprox.dll 10.0.14393.0 dhcpcsvc6.DLL C:\Windows\System32\dhcpcsvc6.DLL 10.0.14393.0 msctf.dll C:\Windows\System32\msctf.dll 10.0.14393.2273 netprofm.dll C:\Windows\System32\netprofm.dll 10.0.14393.1770 npmproxy.dll C:\Windows\System32\npmproxy.dll 10.0.14393.0 ntmarta.dll C:\Windows\System32\ntmarta.dll 10.0.14393.0 PrxerNsp.dll C:\Windows\System32\PrxerNsp.dll 3.31.0.1 dnsapi.dll C:\Windows\System32\dnsapi.dll 10.0.14393.2155 nimdnsNSP.dll C:\Program Files\National Instruments\Shared\mDNS Responder\nimdnsNSP.dll 215.0.0.49152 nimdnsResponder.dll C:\Windows\System32\nimdnsResponder.dll 215.0.0.49152 msvcr90.dll C:\Windows\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9247_none_08e394a1a83e212f\msvcr90.dll 9.0.30729.9247 FWPUCLNT.DLL C:\Windows\System32\FWPUCLNT.DLL 10.0.14393.0 rasadhlp.dll C:\Windows\System32\rasadhlp.dll 10.0.14393.0 dwmapi.dll C:\Windows\System32\dwmapi.dll 10.0.14393.206 explorerframe.dll C:\Windows\System32\explorerframe.dll 10.0.14393.2273 cryptsp.dll C:\Windows\System32\cryptsp.dll 10.0.14393.0 rsaenh.dll C:\Windows\System32\rsaenh.dll 10.0.14393.0 MMDevAPI.dll C:\Windows\System32\MMDevAPI.dll 10.0.14393.2273 devobj.dll C:\Windows\System32\devobj.dll 10.0.14393.0 propsys.dll C:\Windows\System32\propsys.dll 7.0.14393.2155 AudioSes.dll C:\Windows\System32\AudioSes.dll 10.0.14393.2312 WinTypes.dll C:\Windows\System32\WinTypes.dll 10.0.14393.2312 d3d11.dll C:\Windows\System32\d3d11.dll 10.0.14393.953 dxgi.dll C:\Windows\System32\dxgi.dll 10.0.14393.953 nvldumdx.dll C:\Windows\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll 23.21.13.8813 imagehlp.dll C:\Windows\System32\imagehlp.dll 10.0.14393.0 nvwgf2umx.dll C:\Windows\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvwgf2umx.dll 23.21.13.8813 nvspcap64.dll C:\Windows\System32\nvspcap64.dll 3.9.0.61 nvapi64.dll C:\Windows\System32\nvapi64.dll 23.21.13.8813 dbghelp.dll C:\Windows\System32\dbghelp.dll 10.0.14321.1024 tbbmalloc.dll G:\Unity Engine\2019.2.0f1\Editor\tbbmalloc.dll 2017.0.2016.1004 OpenCL.DLL C:\Windows\System32\OpenCL.DLL 2.1.1.0 radeonrays.dll G:\Unity Engine\2019.2.0f1\Editor\radeonrays.dll 0.0.0.0 mono-2.0-bdwgc.dll G:\Unity Engine\2019.2.0f1\Editor\Data\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll 0.0.0.0 Microsoft.VisualStudio.Setup.Configuration.Native.dll C:\ProgramData\Microsoft\VisualStudio\Setup\x64\Microsoft.VisualStudio.Setup.Configuration.Native.dll 2.3.2200.14893 WindowsCodecs.dll C:\Windows\System32\WindowsCodecs.dll 10.0.14393.2312 thumbcache.dll C:\Windows\System32\thumbcache.dll 10.0.14393.2312 policymanager.dll C:\Windows\System32\policymanager.dll 10.0.14393.2035 msvcp110_win.dll C:\Windows\System32\msvcp110_win.dll 10.0.14393.2007 apphelp.dll C:\Windows\System32\apphelp.dll 10.0.14393.0 MSOXEV.DLL C:\Program Files\Common Files\Microsoft Shared\OFFICE15\MSOXEV.DLL 15.0.4420.1017 burst-llvm-8.dll G:\Unity projects\PAGA\PAGA_02_SLOTS\Library\PackageCache\com.unity.burst@1.2.2\.Runtime\burst-llvm-8.dll 0.0.0.0 NapiNSP.dll C:\Windows\System32\NapiNSP.dll 10.0.14393.0 pnrpnsp.dll C:\Windows\System32\pnrpnsp.dll 10.0.14393.0 nlaapi.dll C:\Windows\System32\nlaapi.dll 10.0.14393.2007 winrnr.dll C:\Windows\System32\winrnr.dll 10.0.14393.0 dlnashext.dll C:\Windows\System32\dlnashext.dll 10.0.14393.1670 DevDispItemProvider.dll C:\Windows\System32\DevDispItemProvider.dll 10.0.14393.0 wpdshext.dll C:\Windows\System32\wpdshext.dll 10.0.14393.2273 GdiPlus.dll C:\Windows\WinSxS\amd64_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.14393.2273_none_aecd33e1ddd2b154\GdiPlus.dll 10.0.14393.2273 actxprxy.dll C:\Windows\System32\actxprxy.dll 10.0.14393.2214 edputil.dll C:\Windows\System32\edputil.dll 10.0.14393.1358 dataexchange.dll C:\Windows\System32\dataexchange.dll 10.0.14393.206 dcomp.dll C:\Windows\System32\dcomp.dll 10.0.14393.1378 twinapi.appcore.dll C:\Windows\System32\twinapi.appcore.dll 10.0.14393.2312 xinput1_3.dll C:\Windows\System32\xinput1_3.dll 9.18.944.0 coml2.dll C:\Windows\System32\coml2.dll 10.0.14393.0 sxs.dll C:\Windows\System32\sxs.dll 10.0.14393.0

Apk crashed on launch

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Bonjour a tous, je suis nouvelle dans Unity, j'ai un soucis quand j'essaie de lancer mon apk sur la shield, j'ai le logo de Unity et puis ca crash et revient sur l'écran de menu principal. Mais quand je vide le cache de l'apk il se lance. Merci pour votre aide.

I am making a mobile game with unity and the app crashes with the message " keeps stopping"

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I ran logcat command: adb logcat -s Unity ActivityManager PackageManager dalvikvm DEBUG and it gives me the following error: 05-20 18:51:56.106 1218 1516 I ActivityManager: Start proc 32208:com.google.firebase.ludoprime/u0a134 for activity com.google.firebase.ludoprime/com.unity3d.player.UnityPlayerActivity 05-20 18:51:56.234 1218 1453 D ActivityManager: [process suppression] broadcastIntentInPackage : allow sending broadcast by pendingintent 05-20 18:51:56.291 1218 4659 W ActivityManager: Force finishing activity com.google.firebase.ludoprime/com.unity3d.player.UnityPlayerActivity 05-20 18:51:56.300 1218 1234 I ActivityManager: Showing crash dialog for package com.google.firebase.ludoprime u0 05-20 18:51:56.795 1218 1233 W ActivityManager: Activity pause timeout for ActivityRecord{4ef9c15 u0 com.google.firebase.ludoprime/com.unity3d.player.UnityPlayerActivity t412 f} 05-20 18:51:56.874 1218 1233 I ActivityManager: moveHomeStack, setupComplete:true 05-20 18:51:59.828 1218 4659 W ActivityManager: Force finishing activity com.google.firebase.ludoprime/com.unity3d.player.UnityPlayerActivity 05-20 18:51:59.829 1218 4659 I ActivityManager: Killing 32208:com.google.firebase.ludoprime/u0a134 (adj 900): crash 05-20 18:52:00.000 1218 1351 D ActivityManager: [process suppression] broadcastIntentInPackage : allow sending broadcast by pendingintent Please help i am stuck here for 4 days. I also have firebase and facebook sdk in my game.

IL2CPP Google AdMob problem

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Hello everyone! Well I create a game with Unity 2019.2.17f1 and with AdMob. I had Scripting Backend to mono. It worked fine with no problems and the advs were right. I decided to upload it to Google Play but i got an error for x64. So x64 is only available with IL2CPP Scripting Backend. So that's what i did. The game still works fine till the time that an adv appear (rewardedVideoAdv). So when you watch the whole adv, and press the X button, sometimes the game crashes, and other times a gameObject (that should leave with the touch of the screen) remains there. I tested without advs and IT WORKS FINE. So the problem is there, on the ads. What's wrong with the ads??? Anyone with some help? What should I do? Thank you in advance

Unity crashes after I change 1 symbol in code!

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using System.Collections; using System.Collections.Generic; using UnityEngine; public class FlorScript : MonoBehaviour { public int size, sizeleft; public int[] sizeX; public int a,b,c; public GameObject[] objts; // public GameObject lastspwnd; public GameObject pos1; public bool isSpace; private void Start() { sizeleft = size; a = Random.Range(0, 3); Instantiate(objts[a], pos1.transform.position, pos1.transform.rotation); sizeleft -= sizeX[a]; pos1.transform.position -= new Vector3(-3f, 0, 0); isSpace = false; Log(a," <-- First random"); for(int i = 0; i <= 10; i++) //How many objects we can spawn; { for(int k = 0; k <= 3; k++) //Check if there are object that can fill empty space; { isSpace = false; // isSpace set to false to avoid issues; if(sizeleft >= sizeX[k]) // If Yes than stop check; { isSpace = true; Log(k, " break"); break; } } if (!isSpace) // If ther is not empty space than STOP { break; } if (isSpace) // Start searching desired object; { while (isSpace) //repeat cheking until the desired object is found; { a = Random.Range(0, 3); **if (sizeleft >= size[a]) { Instantiate(objts[a], pos1.transform.position, pos1.transform.rotation); sizeleft -= sizeX[a]; isSpace = false; break; }** } } } } public void Log(int value, string massage) { Debug.Log(value + " || " + massage); } } When I change ">=" to "<=" **in last if** it work but on the other wrong way. But if I left everything without changes then Unity crashes and i need to restart it; What's wrong? Thanks) P.S. I'm not a native English speaker)

Unity craches inconsistently on Android during rendering in GfxDeviceGLES::DrawBufferRanges function

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I have an app which uses AR Core + imported FBX model from my asset bundle. When I use the app and manipulate the model on my Android devices I often have a crash with the following tombstone: 2020-05-28 22:51:24.896 19364-19418/? E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000000000000000 2020-05-28 22:51:24.896 19364-19418/? E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 2020-05-28 22:51:24.896 19364-19418/? E/CRASH: Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 2020-05-28 22:51:24.896 19364-19418/? E/CRASH: Build fingerprint: 'google/marlin/marlin:10/QP1A.191005.007.A3/5972272:user/release-keys' 2020-05-28 22:51:24.896 19364-19418/? E/CRASH: Revision: '0' 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: pid: 19364, tid: 19418, name: Thread-3 >>> au.com.arvix <<< 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x0 0000000000000001 x1 0000000000000000 x2 0000000000000000 x3 0000000000000000 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x4 0000000503503000 x5 000000000000a000 x6 0000000023800813 x7 0000000503500000 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x8 00000071240aeea0 x9 0000000000000002 x10 00000071241491a8 x11 0000000000000000 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x12 0000000000000002 x13 0000000500000004 x14 0000000023800013 x15 00000000ffffff93 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x16 0000000000000000 x17 0000000000000010 x18 00000000000000a0 x19 00000071c00f9248 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x20 0000000000020005 x21 00000070a5c1a280 x22 0000000503500000 x23 0000000000000001 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x24 00000070ce236e80 x25 0000000000000000 x26 000000002380a813 x27 0000000003500000 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: x28 000000002003c000 x29 00000070b5f042c0 x30 00000000021c0780 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: sp 00000070b5f041b0 pc 00000071243d991c pstate 0000000060000000 2020-05-28 22:51:24.897 19364-19418/? E/CRASH: backtrace: 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #00 pc 000000000000086c [vdso] () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #01 pc 00000000002a1918 /vendor/lib64/egl/libGLESv2_adreno.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #02 pc 0000000000283268 /vendor/lib64/egl/libGLESv2_adreno.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #03 pc 0000000000274834 /vendor/lib64/egl/libGLESv2_adreno.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #04 pc 0000000000040db8 /vendor/lib64/egl/libGLESv2_adreno.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #05 pc 000000000003a2b0 /vendor/lib64/egl/libGLESv2_adreno.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #06 pc 00000000007590bc /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #07 pc 000000000085fea0 /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #08 pc 000000000075e554 /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #09 pc 0000000000879228 /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #10 pc 000000000044548c /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.054 19364-19418/? E/CRASH: #11 pc 0000000000447130 /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.055 19364-19418/? E/CRASH: #12 pc 000000000043fbc4 /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.055 19364-19418/? E/CRASH: #13 pc 000000000060e028 /data/app/au.com.arvix-PGUeRtIHSBEh2Ycmu3nNIg==/lib/arm64/libunity.so () 2020-05-28 22:51:25.055 19364-19418/? E/CRASH: #14 pc 00000000000a372c /apex/com.android.runtime/lib64/bionic/libc.so () 2020-05-28 22:51:25.055 19364-19418/? E/CRASH: #15 pc 0000000000044004 /apex/com.android.runtime/lib64/bionic/libc.so () Where unity code decodes to: #06 pc 00000000007590bc /libunity.so GfxDeviceGLES::DrawBufferRanges(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*, unsigned long, bool) #07 pc 000000000085fea0 /libunity.so SinglePassStereoSupportExt::DrawBuffersStereo(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*, unsigned long) #08 pc 000000000075e554 /libunity.so GfxDeviceGLES::DrawBuffers(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*) #09 pc 0000000000879228 /libunity.so DynamicVBO::DrawChunk(VertexDeclaration*) #10 pc 000000000044548c /libunity.so GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) #11 pc 0000000000447130 /libunity.so GfxDeviceWorker::RunExt(ThreadedStreamBuffer&) #12 pc 000000000043fbc4 /libunity.so GfxDeviceWorker::RunGfxDeviceWorker(void*) #13 pc 000000000060e028 /libunity.so Thread::RunThreadWrapper(void*) The issue is flaky and not reproduced on every run. However it was noticed at least on two different devices. Reproduced on the following Unity versions: * 2019.2.9f1 * 2019.3.11f1 I am wondering if anybody experienced anything similar. Have anybody faced similar issue?

Unity Player crashes on a scene with Video Player.

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Hi, I just launched a game several days ago on Windows. The game uses the VideoPlayer to play some videos that are transcoded with Unity in H264 codec, 1920x1080, and 10 seconds long each. However, a portion of the players reported that the game crashed on a particular scene (which has the videos). So, I requested the error log from them to investigate the problem. However, I cannot make much sense from the error log as it is a bit too deep for my expertise. So, I attached the player log, error log, and crash dump [here][1]. Can anyone point to what the problem really is? [1]: /storage/temp/160753-crashinfo.zip

Unity Editor crashes from a seemingly trivial piece of knockback code?

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else { Debug.Log("Started attack"); if (setDirection == false) { coll.attachedRigidbody.velocity = new Vector2(coll.transform.position.x - transform.position.x, coll.transform.position.y - transform.position.y).normalized * knockback; } else { coll.attachedRigidbody.velocity = direction.normalized * knockback; } usedColls.Add(coll); Debug.Log("Finished Dealdamage function"); } Hey, so, my unity editor crashes whenever this piece of code gets executed. The weird thing is, when it's executed, it does not execute the first Debug.Log,but then DOES execute the knockback function once before crashing the game entirely. The other code gets run through fine. I already debugged those parts. But once it hits this part, the entire editor freezes, sucks up 4g of ram, and then either I end it through task manager or I wait a few minutes and the editor ends itself.
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