I was upgrading my project from 2019.1.5f1 to version 2019.3.14f1 and whilst in the middle of converting the project Unity crashed. Now I can not open the project at all if I try to open in 2019.3.14f1, and if I try to downgrade back to 2019.1.5f1 Unity throws every Error you can imagine.
No I did not have a backup. Yes I am dumb.
I have tried Reimporting, didn't help.
Pic attached for reference.
alt text
// EDIT---//
Below I have copy/pasted the error message I receive upon trying to open the project.
An error occurred while resolving packages:
Project has invalid dependencies:
com.unity.2d.sprite: Package [com.unity.2d.sprite@1.0.0] cannot be found
com.unity.2d.tilemap: Package [com.unity.2d.tilemap@1.0.0] cannot be found
com.unity.modules.androidjni: Package [com.unity.modules.androidjni@1.0.0] cannot be found
A re-import of the project may be required to fix the issue or a manual modification of /Users/ryanpearson/Unity Projects/MilSpec/Packages/manifest.json file.
Click on Retry to relaunch Unity and reopen your project.
Click on Continue to launch Unity. Some or all packages may not be imported which may cause compilation errors.
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Unity Crash during upgrade and now Project won't open.
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signal 5 (SIGTRAP), code 1 (TRAP_BRKPT)
Hello folks,
My application is getting libunity.so fatal crash with high impacted users. On Google console we are getting following logs which are not sufficient to trace the crash. Can someone help me to understand the crash and how to fix it ?
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
pid: 0, tid: 0 >>> com.jetplay.sachinsagacc <<<
backtrace:
#00 pc 000000000024d6f0 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#01 pc 0000000000250830 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#02 pc 0000000000253c30 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#03 pc 000000000088c098 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#04 pc 000000000088cbe0 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#05 pc 000000000088cd68 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#06 pc 0000000000872620 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#07 pc 0000000000873c58 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#08 pc 0000000000873a4c /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#09 pc 00000000008739dc /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#10 pc 00000000008f6028 /data/app/com.jetplay.sachinsagacc-WyUPIAeRQMNI8Woslgkpag==/lib/arm64/libunity.so
#11 pc 00000000000e68e0 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+36)
#12 pc 0000000000084c54 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64)
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Unity crash on build to Windows
I have Unity 2020.1.0 and I have problem with building my game to Windows 10 (this is one of the my first builds). Every time when I'm trying to build my game, Unity crash and I get this window:
![alt text][1]
I have tried to restart my computer many times but still I get same problem. I have also tried to build 64bit and 32bit. Unity crash always just when I see this window:
![alt text][2]
[1]: /storage/temp/161532-reportti.jpg
[2]: /storage/temp/161534-crashed.jpg
Two times it didn't crash and then I got "Build completed with a result of "Cancelled"" text in console. Have I problem with PostProcessing or is this bug in this Unity version?
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iOS - Video Player component crashes app!!
I've been trying to create an iOS app which will play a video on a plane surface. However for some reason ever since I added the video player component so that it would render a video onto a wall; my app crashes as soon as it plays.
I'm not sure why this bug occurs and I need a way to resolve it ASAP.
I've tried changing the "Render Mode" from the video player component to both "Render Texture" and "Material Override" however both of which does not fix the issue.
![alt text][1]
![alt text][2]
Does anyone have any idea why this happens, and if there is a work around to it??
Much appreciated!
[1]: /storage/temp/161397-screenshot-2020-06-07-at-225640-min-min.png
[2]: /storage/temp/161398-screenshot-2020-06-07-at-225710-min.png
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All versions of Unity don't launch since catalina
Hi,
I have tried installing multiple Unity versions from the hub, even the newest, but all versions crash.
When loading an old, or creating a new project Unity launches with this unity icon for a few seconds, and crashes. ![alt text][1]
When manually launching the Unity editor from applications/unity/hub/editor/version/Unity/Unity
The icon is at least normal, and mac starts verifying it. Once that completes, it opens unity hub and crashes as well.
I've tried restarting my mac, re-installing unity-hub, and am now out of ideas.
Any help?
[1]: /storage/temp/161600-screenshot.png
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Raycasting doesn't work after 'fatal error'
Hello. After I've got a fatal error message, the raycasting in my project stopped working properly. The error message was: "Could not allocate memory: System out of memory" and it said, that the allocation happened at line 405 in C:\buildslave\unity\build\Runtime\Allocator\ThreadsafeLinearAllocator.cpp ( maybe that's good to know).
The raycast mostly detects nothing, but sometimes it detects an object when I'm right in front of it - and it also happened that it detected an object when there was actually none in front of it. Does someone know, how I can fix this?
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Can not open unity project 2019.3 or 2019.4,Just can't open unity.
### Dear all Master of Unity CODERS:
I'm a new game developer from China, I have to said I like unity very much, unity make things much easiler and more effective. And I paid for the plus license(Cost me a lot T_T)
But now I meet some huge problem during the month. Please help!!
### 1. can't open unity project.Edior Version:Both 2019.3.15 or 2019.4.0
First I can not open my project in my PC-A( call it computer A) ,but it works well in my laptopB(computer B). When I try to open a blank project it just flash the unity editor logo and back to unity hub's project list. Editor can be opened by create a new project (2019.3 or 2019.4) ,but I can not open the project again after first time open. And I found I can not Switch platform to Androdi ,it shows "Your License does not cover Android Publishing"
### I found the logs in AppData\Local\Unity\Editor\Editor.log
[LicensingClient] ERROR Failed to connect to local IPC
[Licensing::Module] Failed to connect to channel: LicenseClient-Felix
[Licensing::Module] Successfully launched the LicensingClient
[Licensing::Module] Successfully connected to LicensingClient on channel: LicenseClient-Felix
[Licensing::Module] Successfully launched and connected to LicensingClient
Entitlement-based licensing initiated
[LicensingClient] Licenses Updated successfully in LicensingClient
LICENSE SYSTEM [2020613 1:45:46] Next license update check is after 2020-06-13T17:28:03
Built from '2019.4/release' branch; Version is '2019.4.0f1 (0af376155913) revision 717686'; Using compiler version '191627012'
OS: 'Windows 10 (10.0.0) 64bit' Language: 'en' Physical Memory: 65197 MB
[Licensing::Module] License is not active (com.unity.editor.ui). HasEntitlements will fail.
BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1, IsPro: 0
No valid Unity Editor license found. Please activate your license.
[Package Manager] Server::Start -- Port 52232 was selected
COMMAND LINE ARGUMENTS: C:\Program Files\Unity\Editor\Unity.exe
-projectpath
E:\svn\test\New Unity Project
-useHub
-hubIPC
-cloudEnvironment
production
-hubSessionId
0080d9b0-acd4-5555-bb5f-6b05cbaa275d
-accessToken
aAFsZhRhZUdw6GFCskFNgIoSNcQvCFF9SKgM5W8fycc00bf
Exiting without the bug reporter. Application will terminate with return code 0
### And I hate chinese version of unity ,just feel strange, and i try to use oversea IP, but still get Chinese version (same issue) installed by hub.
### List what I tried: * -Turn off the firewall
* -Install the unity by hub (always get Chinese version ,I hate that)(something like 2019.4/china_unity/release)
* -Install the unity by download form https://unity3d.com/unity/qa/lts-releases , and get UnitySetup-Android-Support-for-Editor-2019.4.0f1.exe installed - not working ,some issue * -Try to use reinstall hub or higher version of hub, which is 2.3.3 not working
* -Try to use some proxy to run unity ,not working
* -Try to fix "ERROR Failed to connect to local IPC" - I DON'T KNOW HOW TO DO
### 2. Problem - the unity asset store is really slow]
HTTP_proxy environment verable is looks like not working very well - especially china version's editor. Is their any other way can use proxy in unity editor?
But now I meet some huge problem during the month. Please help!!
### 1. can't open unity project.Edior Version:Both 2019.3.15 or 2019.4.0
First I can not open my project in my PC-A( call it computer A) ,but it works well in my laptopB(computer B). When I try to open a blank project it just flash the unity editor logo and back to unity hub's project list. Editor can be opened by create a new project (2019.3 or 2019.4) ,but I can not open the project again after first time open. And I found I can not Switch platform to Androdi ,it shows "Your License does not cover Android Publishing"
### I found the logs in AppData\Local\Unity\Editor\Editor.log
[LicensingClient] ERROR Failed to connect to local IPC
[Licensing::Module] Failed to connect to channel: LicenseClient-Felix
[Licensing::Module] Successfully launched the LicensingClient
[Licensing::Module] Successfully connected to LicensingClient on channel: LicenseClient-Felix
[Licensing::Module] Successfully launched and connected to LicensingClient
Entitlement-based licensing initiated
[LicensingClient] Licenses Updated successfully in LicensingClient
LICENSE SYSTEM [2020613 1:45:46] Next license update check is after 2020-06-13T17:28:03
Built from '2019.4/release' branch; Version is '2019.4.0f1 (0af376155913) revision 717686'; Using compiler version '191627012'
OS: 'Windows 10 (10.0.0) 64bit' Language: 'en' Physical Memory: 65197 MB
[Licensing::Module] License is not active (com.unity.editor.ui). HasEntitlements will fail.
BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1, IsPro: 0
No valid Unity Editor license found. Please activate your license.
[Package Manager] Server::Start -- Port 52232 was selected
COMMAND LINE ARGUMENTS: C:\Program Files\Unity\Editor\Unity.exe
-projectpath
E:\svn\test\New Unity Project
-useHub
-hubIPC
-cloudEnvironment
production
-hubSessionId
0080d9b0-acd4-5555-bb5f-6b05cbaa275d
-accessToken
aAFsZhRhZUdw6GFCskFNgIoSNcQvCFF9SKgM5W8fycc00bf
Exiting without the bug reporter. Application will terminate with return code 0
### And I hate chinese version of unity ,just feel strange, and i try to use oversea IP, but still get Chinese version (same issue) installed by hub.
### List what I tried: * -Turn off the firewall
* -Install the unity by hub (always get Chinese version ,I hate that)(something like 2019.4/china_unity/release)
* -Install the unity by download form https://unity3d.com/unity/qa/lts-releases , and get UnitySetup-Android-Support-for-Editor-2019.4.0f1.exe installed - not working ,some issue * -Try to use reinstall hub or higher version of hub, which is 2.3.3 not working
* -Try to use some proxy to run unity ,not working
* -Try to fix "ERROR Failed to connect to local IPC" - I DON'T KNOW HOW TO DO
### 2. Problem - the unity asset store is really slow]
HTTP_proxy environment verable is looks like not working very well - especially china version's editor. Is their any other way can use proxy in unity editor?
↧
,FPS tutorial - 1st step: Playtest consistently freezes after around half a minute of playing
Steps to reproduce:
1. Open Unity Hub
2. Learn -> FPS Microgame -> Open Project
3.Get Started -> Playtest
4. Start -> Play button
Expected: Editor doesn't freeze/lag after around half a minute and then crashes/closes the window without any error message
Actual: Editor freezes/lags after around half a minute and then crashes/closes the window without any error message
Notes: I monitored Task Manager's numbers for the editor and it showed 'Very High' for its Power Usage and Power Usage Trend columns
,Steps to reproduce:
1. Open Unity Hub
2. Learn -> FPS Microgame -> Open Project
3.Get Started -> Playtest
4. Start -> Play button
Expected: Editor doesn't freeze/lag after around half a minute and then crashe/closes the window without any error message
Actual: Editor freezes/lags after around half a minute and then crashes/closes the window without any error message
Notes: I monitored Task Manager's numbers for the editor and it showed 'Very High' for its Power Usage and Power Usage Trend columns
↧
Editor crashes importing image files
My colleague is using Unity 2019.2.13f1 on a Linux machine. I imported a large texture png on Windows (same Unity version) and it works, but when he tries to import that same texture on his end, it does not work. A "default asset" is created for it because the asset importer crashed on it last time. If he tries to "reimport" it, the editor instantly crashes.
I tried sending the file separately from github for him to manually add, and it still happens. Also tried a jpg instead of a png, same issue. Any insight?
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Game crashes during IAPs only on iPad (Unity 2018.4.19)
Hi all, Upon in app purchase completion my iOS build crashes with a EXC_CRASH (SIGABRT) exception. It seems to work fine on iPhone, it only crashes on iPads. I am using the in app purchasing package from unity (2.0.6). I've pasted some of the more relevant parts of the symbolicated crash log below. I am new to looking at crash logs so if I accidentally cut off any important information I please let me know so I can provide it. Thanks
Incident Identifier: 7FF06644-43F8-4BB7-A2B9-5C56EC3DBF75
CrashReporter Key: baf592829a54e674fd15498935fe71044883e677
Hardware Model: iPad5,4
Process: AppName[808]
Path: /private/var/containers/Bundle/Application/9A1A4AA3-9468-430D-92F8-271A1904D6DB/AppName.app/AppName
Identifier: com.CompanyName.AppName
Version: 0 (1.4.2)
Code Type: ARM-64 (Native)
Role: Foreground
Parent Process: launchd [1]
Coalition: com.CompanyName.AppName [667]
Date/Time: 2020-06-18 09:11:44.2493 -0500
Launch Time: 2020-06-18 09:11:06.8179 -0500
OS Version: iPhone OS 13.5.1 (17F80)
Release Type: User
Baseband Version: 9.60.01
Report Version: 104
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Triggered by Thread: 0
Last Exception Backtrace:
0 CoreFoundation 0x19b14a794 __exceptionPreprocess + 224
1 libobjc.A.dylib 0x19ae6cbcc objc_exception_throw + 55
2 CoreFoundation 0x19b1a02dc _CFThrowFormattedException + 111
3 CoreFoundation 0x19b1a3368 -[__NSPlaceholderArray initWithObjects:count:].cold.3 + 47
4 CoreFoundation 0x19b02bea8 -[__NSPlaceholderArray initWithObjects:count:] + 183
5 CoreFoundation 0x19b0261c8 +[NSArray arrayWithObjects:count:] + 43
6 AppName 0x101389728 +[USRVBannerBridge loadBannerPlacement:bannerAdId:size:] + 271
7 AppName 0x101387f2c -[UADSBannerView bridgeLoad] + 119
8 AppName 0x10138701c -[UADSBannerAdRefreshView reload] + 47
9 AppName 0x1013876d4 -[UADSBannerAdRefreshView startTimer] + 387
10 CoreFoundation 0x19b0a6644 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 19
11 CoreFoundation 0x19b0a668c ___CFXRegistrationPost1_block_invoke + 63
12 CoreFoundation 0x19b0a59e4 _CFXRegistrationPost1 + 367
13 CoreFoundation 0x19b0a56bc ___CFXNotificationPost_block_invoke + 87
14 CoreFoundation 0x19b022414 -[_CFXNotificationRegistrar find:object:observer:enumerator:] + 1411
15 CoreFoundation 0x19b0a501c _CFXNotificationPost + 1235
16 Foundation 0x19b404974 -[NSNotificationCenter postNotificationName:object:userInfo:] + 59
17 UIKitCore 0x19f1e6818 -[UIApplication _stopDeactivatingForReason:] + 1215
18 UIKitCore 0x19e99475c __101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke_2 + 107
19 UIKitCore 0x19ee442dc _UIScenePerformActionsWithLifecycleActionMask + 99
20 UIKitCore 0x19e994654 __101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke + 195
21 UIKitCore 0x19e9940a8 -[_UISceneLifecycleMultiplexer _performBlock:withApplicationOfDeactivationReasons:fromReasons:] + 287
22 UIKitCore 0x19e994480 -[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:] + 739
23 UIKitCore 0x19e993d40 -[_UISceneLifecycleMultiplexer uiScene:transitionedFromState:withTransitionContext:] + 335
24 UIKitCore 0x19e9981dc __186-[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:]_block_invoke_2 + 187
25 UIKitCore 0x19ed683a0 +[BSAnimationSettings+ 5919648 (UIKit) tryAnimatingWithSettings:actions:completion:] + 811
26 UIKitCore 0x19ee5d720 _UISceneSettingsDiffActionPerformChangesWithTransitionContext + 243
27 UIKitCore 0x19e997f38 __186-[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:]_block_invoke + 139
28 UIKitCore 0x19ee5d61c _UISceneSettingsDiffActionPerformActionsWithDelayForTransitionContext + 99
29 UIKitCore 0x19e997da0 -[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:] + 375
30 UIKitCore 0x19e807f74 __64-[UIScene scene:didUpdateWithDiff:transitionContext:completion:]_block_invoke + 635
31 UIKitCore 0x19e806b14 -[UIScene _emitSceneSettingsUpdateResponseForCompletion:afterSceneUpdateWork:] + 247
32 UIKitCore 0x19e807cac -[UIScene scene:didUpdateWithDiff:transitionContext:completion:] + 219
33 UIKitCore 0x19ed8dafc -[UIApplicationSceneClientAgent scene:handleEvent:withCompletion:] + 463
34 FrontBoardServices 0x1a02c20a8 -[FBSSceneImpl updater:didUpdateSettings:withDiff:transitionContext:completion:] + 527
35 FrontBoardServices 0x1a02e6684 __88-[FBSWorkspaceScenesClient sceneID:updateWithSettingsDiff:transitionContext:completion:]_block_invoke_2 + 119
36 FrontBoardServices 0x1a02cbbfc -[FBSWorkspace _calloutQueue_executeCalloutFromSource:withBlock:] + 231
37 FrontBoardServices 0x1a02e65b8 __88-[FBSWorkspaceScenesClient sceneID:updateWithSettingsDiff:transitionContext:completion:]_block_invoke + 183
38 libdispatch.dylib 0x19ae10524 _dispatch_client_callout + 15
39 libdispatch.dylib 0x19adb9434 _dispatch_block_invoke_direct$VARIANT$mp + 223
40 FrontBoardServices 0x1a030a850 __FBSSERIALQUEUE_IS_CALLING_OUT_TO_A_BLOCK__ + 39
41 FrontBoardServices 0x1a030a51c -[FBSSerialQueue _queue_performNextIfPossible] + 403
42 FrontBoardServices 0x1a030aa44 -[FBSSerialQueue _performNextFromRunLoopSource] + 27
43 CoreFoundation 0x19b0c8c18 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 23
44 CoreFoundation 0x19b0c8b70 __CFRunLoopDoSource0 + 79
45 CoreFoundation 0x19b0c82f8 __CFRunLoopDoSources0 + 183
46 CoreFoundation 0x19b0c3328 __CFRunLoopRun + 787
47 CoreFoundation 0x19b0c2ce8 CFRunLoopRunSpecific + 423
48 GraphicsServices 0x1a520d38c GSEventRunModal + 159
49 UIKitCore 0x19f1f1444 UIApplicationMain + 1931
50 FingerBlade 0x1007eb4d0 main + 29904 (main.mm:41)
51 libdyld.dylib 0x19af4a8f0 start + 3
Thread 0 name: Dispatch queue: com.apple.main-thread
Thread 0 Crashed:
0 libsystem_kernel.dylib 0x000000019af3fd88 __pthread_kill + 8
1 libsystem_pthread.dylib 0x000000019ae581e8 pthread_kill$VARIANT$mp + 136
2 libsystem_c.dylib 0x000000019adab934 abort + 100
3 AppName 0x00000001012c8384 -[UnityPLCrashReporter generateLiveReportWithThread:] + 0
4 AppName 0x00000001007fd454 UncaughtExceptionHandler(NSException*) + 103508 (CrashReporter.mm:95)
5 CoreFoundation 0x000000019b14aa9c __handleUncaughtException + 636
6 libobjc.A.dylib 0x000000019ae6ce74 _objc_terminate+ 24180 () + 112
7 libc++abi.dylib 0x000000019af1314c std::__terminate(void (*)+ 74060 ()) + 16
8 libc++abi.dylib 0x000000019af130e4 std::terminate+ 73956 () + 44
9 libdispatch.dylib 0x000000019ae10538 _dispatch_client_callout + 36
10 libdispatch.dylib 0x000000019adb9434 _dispatch_block_invoke_direct$VARIANT$mp + 224
11 FrontBoardServices 0x00000001a030a850 __FBSSERIALQUEUE_IS_CALLING_OUT_TO_A_BLOCK__ + 40
12 FrontBoardServices 0x00000001a030a51c -[FBSSerialQueue _queue_performNextIfPossible] + 404
13 FrontBoardServices 0x00000001a030aa44 -[FBSSerialQueue _performNextFromRunLoopSource] + 28
14 CoreFoundation 0x000000019b0c8c18 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 24
15 CoreFoundation 0x000000019b0c8b70 __CFRunLoopDoSource0 + 80
16 CoreFoundation 0x000000019b0c82f8 __CFRunLoopDoSources0 + 184
17 CoreFoundation 0x000000019b0c3328 __CFRunLoopRun + 788
18 CoreFoundation 0x000000019b0c2ce8 CFRunLoopRunSpecific + 424
19 GraphicsServices 0x00000001a520d38c GSEventRunModal + 160
20 UIKitCore 0x000000019f1f1444 UIApplicationMain + 1932
21 AppName 0x00000001007eb4d0 main + 29904 (main.mm:41)
22 libdyld.dylib 0x000000019af4a8f0 start + 4
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Unity apps on Ubuntu cannot be launched with administrative privileges
I want to run an Unity app on Linux with administrative privileges. But when I try to run an executable from Terminal as an administrator using the **sudo** command, the app shows "中止" and then crashes. "中止" means "Interrupted" or "Abort".
@:~$ sudo //path/to/project/Build/Test.x86_64
Found path: //path/to/project/Build/Test.x86_64中止
What's the problem? Or is there another way to run an Unity app on Ubuntu with administrative privileges? As long as I can run it with admin privileges, it doesn't matter if it's from an Editor or a built app.
**Environments:**
・Unity Hub 2.3.2
・Unity 2019.3.15f1
・Ubuntu 20.04 LTS
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Unity 2019.03 crashes when launched
I've been having this problem ever since installing 2019.03.15f1. I can open projects in 2019.02 fine, but starting with 03 that's installed modules Macs and Windows(IL2CPP) Build Support, the editor has been crashing on launch. Basically, when I create and launch a completely new project, the editor window wouls should big blocks of pink, black or white, usually in places of where the inspector window would be. It would then crash after a few seconds or if I try to open any new window like project settings. Attached is an instance of this. ![alt text][1]
I'm currently running a Windows 10 laptop with an integrated Graphics card and a discrete GeForce 940 MX. I've gone to the system graphics settings and set 2019.03 to run on high performance, but when opening a 2019.03 project, the task manager shows the integrated graphics card being used. I don't run (I believe) any VPN or framerate monitoring apps when I open the project, and my laptop is always plugged in for max power.
Someone please help me!
[1]: /storage/temp/162213-screenshot-56.png
↧
Unity Project closes immediately after opening, without any errors - What could be the cause?
I open Unity Hub, select the project, it launches the splash screen, then begins to load the editor, the loading bar appears and starts filling, and then Unity just closes. No error messages appear at all.
The project is collab enabled.
It consists of only scripts and a few standard materials and simple GameObject prefabs (just sprite renderers with default tile textures).
Some Hub processes are still running in task manager after the close.
So far I've tried:
- Deleting the project's Lock file and attempting a restart - issue persisted.
- Restarting my PC - issue persisted.
- Ending processes in task manager and restarting - issue persisted.
- Building the project solution in visual studio to check for errors - no errors found, build successful
- Upgrading the project to the latest version of Unity (from 2019.3.12f1 to 2019.4.1f1) - issue persisted.
- Backing up my changes, removing the project from the list in Hub, re-downloading from collab and re-importing my changes - the project opened, until i tried to open one of my custom editor windows and then the issue re-occurred
- Revoking and re-allocating my unity teams seat on the project in the project Dashboard - issue persisted.
- Copying my scripts across into a blank project to check for compiler errors - no errors found, the issue hasn't yet re-occurred.
I'm writing this post because i'm dreading the issue continuing in a fresh project, and ideally i would like to not keep creating brand new projects and setting up collab and re-allocating seats every time this happens.
It's entirely unclear to me as to whether the issue is with my code, or with the project, or some licensing error, or something else.
Can anybody shed some light? Happy to post more info, but not sure what would be relevant.
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↧
unity creashes when using a pinvoke with input string
hi,
I'm using unity 2019.2.13f1
I have created a c++ dll that I'm using in my unity project.
I've created a method that has const char* (string) as input in the c++:
extern "C" { __declspec(dllexport) double __stdcall get_au(const char* au) { for (auto reg : *au_reg1) { if (reg.first.compare(au) == 0) return reg.second; } return -1; } } when I'm sending it from my test c# project it is working fine.
but when I'm trying to send from my unity project, the process crashes.
this is my c# declaration:
[DllImport("au_FeatureExtraction.dll", EntryPoint = "get_au", CallingConvention = CallingConvention.Cdecl)] static extern double get_au(string au); I have other functions that uses the **same DLL** with\without in parameters and it works fine for that. (example for other method that works):
c++: extern "C" { __declspec(dllexport) int __stdcall getdetection_success() { return detection_success; } } c#: [DllImport("FeatureExtraction.dll", EntryPoint = "getdetection_success", CallingConvention = CallingConvention.Cdecl)] static extern int getdetection_success();
I'm using unity 2019.2.13f1
I have created a c++ dll that I'm using in my unity project.
I've created a method that has const char* (string) as input in the c++:
extern "C" { __declspec(dllexport) double __stdcall get_au(const char* au) { for (auto reg : *au_reg1) { if (reg.first.compare(au) == 0) return reg.second; } return -1; } } when I'm sending it from my test c# project it is working fine.
but when I'm trying to send from my unity project, the process crashes.
this is my c# declaration:
[DllImport("au_FeatureExtraction.dll", EntryPoint = "get_au", CallingConvention = CallingConvention.Cdecl)] static extern double get_au(string au); I have other functions that uses the **same DLL** with\without in parameters and it works fine for that. (example for other method that works):
c++: extern "C" { __declspec(dllexport) int __stdcall getdetection_success() { return detection_success; } } c#: [DllImport("FeatureExtraction.dll", EntryPoint = "getdetection_success", CallingConvention = CallingConvention.Cdecl)] static extern int getdetection_success();
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My android game keeps crashing after implementing test ads ,My android App keeps stopping after implementing test ads with admob
I wanted to implement rewarded test ads but when I open my app, after building it, it says ESCAPE(My app's name) keeps stopping. there is no errors in unity itself except when I build it says Warning! Using more than 1 pixel lights on a mobile device may decrease performance severely. You can change the mobile quality settings in 'Project Settings -> Quality Settings'
I followed this thread https://answers.unity.com/questions/49982/why-do-i-get-a-lights-warning-when-i-am-using-no-l.html and lowered down he default quiality but it still doesnt work please help
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Android Build Crashing on some of the devices, Error: Animator::Transfer(SafeBinaryRead&)
Hello Everyone,
We are facing a crash on our android build on **Samsung devices mostly**. We weren't able to repro it in house. 58 % of the crashes happening from **Android 9 devices**. We use various libraries such as
1. IronSource
2. AppsFlyer
3. Facebook
4. Firebase (Core, analytics, Crashlytics messaging etc)
Also, we have asset bundle enabled. Our Unity version is **2019.2.21f**. The error message we are getting in crashlytics is a symbol file name. Upon symbolicate we get this stack trace:
YGNodelayoutImpl(YGNode*, float, float, YGDirection, YGMeasureMode,
YGMeasureMode, float, float, = bool,
YGConfig*)
AudioSource_Get_Custom_PropIsVirtual(ScriptingBackendNativeObjectPtrOpaque*)
void Animator::Transfer(SafeBinaryRead&)
Any help will be truly appreciated.
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Unity Build crashes on startup (HDRP2019.3.6f1)
I've been working on this project for a while not, (about 3 months) and wanted to build the game to see how much space it took up but when the game is built (which takes a long time to do) and then I click to open the application, the unity icon appears, at the pin start, and then after a few seconds a unity pop up window appears with the red exclamation point and unity icon appears for about 1 second. the one that looks like this... ![alt text][1]
[1]: https://forum.unity.com/threads/2018-3-0f2-crashes-every-time-on-startup.599650/
and then it just closes. To give you more information to possibly help you with solving this issue, I am using Unity HDRP 2019.3.6f1 to built the project. I checked online for the solution to fix this and tried some of the things they said to do but got no solution. I have screenshots of my build settings on a reddit post for anyone who cares enough to help or knows how to fix it here is the link to the post...
https://www.reddit.com/r/Unity3D/comments/hfnluy/need_help_my_hdrp_unity_game_build_always_crashes/
This project has taken about 3 months of my life and I would hate for it to not work, I would appreciate someone's help to fix this.
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Where can I find the crash log of my built game or he editor
My game keeps on crashing whether it's playing in the editor or a standalone build, where can I find the crash log?
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unity editor does not respond
i am trying to make a game but every time i start unity and try to test play unity does not respond. starting unity editor can take 20 minutes and sometimes test playing my game is an unlimited error. how can i fix this because now i am on a point where the whole test play does not work.
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Carcassonne Epic Crash!
Initialize engine version: 2017.4.32f1 (4da3ed968770)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1080 (ID=0x1b80)
Vendor: NVIDIA
VRAM: 8079 MB
Driver: 26.21.14.4614
Begin MonoManager ReloadAssembly
- Completed reload, in 0.083 seconds
Initializing input. Input initialized. Initialized touch support.The referenced script on this Behaviour is missing!
(Filename: Line: 1515)
The referenced script on this Behaviour (Game Object 'SteamStoreManager') is missing!
(Filename: Line: 1758)
UnloadTime: 20.858200 ms
[Crashlytics] Did not register exception handlers: Crashlytics SDK was not initialized
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
BaseTransitionScreen::OnAwake AnimatorTranistion is empty
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
Setting up 1 worker threads for Enlighten.
Thread -> id: 382c -> priority: 1
Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 96271.
Total: 61.783000 ms (FindLiveObjects: 11.613900 ms CreateObjectMapping: 11.846200 ms MarkObjects: 38.186700 ms DeleteObjects: 0.136000 ms)
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