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Steam Overlay Crashing Windows

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Hey there. We recently ported our game from WebGL to Windows (on Steam) and we're getting very regular crashes from Steam Overlay. This is a crash log (they're all identical).
*** WARNING ***
Managed call stack frames will be incorrect or missing.
The Mono DLL at 'C:\Program Files (x86)\Steam\steamapps\common\\Mono\EmbedRuntime\mono.dll' does not provide out-of-process stack information support.
Upgrade to a newer version of the Mono Scripting Runtime for more detailed debug information.
Stack Trace of Crashed Thread 15688:
ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 00007FFCF37916F5)
ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 00007FFCF37916F5)
0x00007FFCF37916F5 (()) (function-name not available)
0x00007FFCA87DF5E2 (gameoverlayrenderer64) VulkanSteamOverlayProcessCapturedFrame
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFC83AFF317)
0x00007FFC83AFF317 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFC83AFFE78)
0x00007FFC83AFFE78 (UnityPlayer) (function-name not available)
0x00007FFC840B54D5 (UnityPlayer) UnityMain
0x00007FFC840B3E0F (UnityPlayer) UnityMain
0x00007FFC840B6677 (UnityPlayer) UnityMain
0x00007FFC840B6B26 (UnityPlayer) UnityMain
0x00007FFC840B6386 (UnityPlayer) UnityMain
0x00007FFC840A1356 (UnityPlayer) UnityMain
0x00007FFC8409267E (UnityPlayer) UnityMain
0x00007FFC8409274F (UnityPlayer) UnityMain
0x00007FFC840956F0 (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFC83B0E2F2)
0x00007FFC83B0E2F2 (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFC83B0C96A)
0x00007FFC83B0C96A (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFC83B119C6)
0x00007FFC83B119C6 (UnityPlayer) (function-name not available)
0x00007FFC83B13DBB (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7F72E11FA)
0x00007FF7F72E11FA ()(function-name not available)
0x00007FFCF6BB7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFCF87CCE51 (ntdll) RtlUserThreadStart
This seems to occur fairly consistently when synchronously loading a scene. The only workaround we've found is to run the game in administrator mode, which seems to prevent the crash entirely, but obviously isn't a fix for end-users. If anybody has any insight we'd appreciate it.

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

My game crashes with the following logs,Please help me out.

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java.util.HashMap.hash (HashMap.java:338) java.util.HashMap.put (HashMap.java:611) java.util.HashSet.add (HashSet.java:219) com.unity3d.ads.properties.AdsProperties.getListeners (AdsProperties.java:49) com.unity3d.services.ads.api.Listener$5.run (Listener.java:76) android.os.Handler.handleCallback (Handler.java:794) android.os.Handler.dispatchMessage (Handler.java:99) android.os.Looper.loop (Looper.java:176) android.app.ActivityThread.main (ActivityThread.java:6651) java.lang.reflect.Method.invoke (Method.java) com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:547) com.android.internal.os.ZygoteInit.main (ZygoteInit.java:824)

unity crashes every time when i want to open the editor

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when i open a project/make a new project/open a tutorial project/and just open editor unity crashes. i dont know what to do. please help. oh and unity 2019.4/.3 and 8gb ram windows on laptop acer aspire f5-573g

Game crash when there's no internet connection

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I published the game on the play store and it crashes when there's no internet connection. It looks like that's happening because of google play games Sign In. Also there's "Internet Access" checkbox in unity player settings and I can't uncheck it. It says "Internet Access is Required by performance reporting service" How to fix that or at least make it not just crash but make some warning pop up so players won't just uninstall the game and leave 1 star review. This is the game: https://play.google.com/store/apps/details?id=com.Elucard.HereloneMysteriousAdventure

Getting crashes related to android view layout

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I'm getting a lot of crashes on my android unity game in production. Can someone please help me understanding the following stack trace. I'm unable to reproduce the issue on my test devices.

1. at android.view.View.layout (View.java:21138) 2. at android.view.ViewGroup.layout (ViewGroup.java:6400) 3. at android.view.ViewRootImpl.performLayout (ViewRootImpl.java:3517) 4. at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:2931) 5. at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1931) 6. at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:8377) 7. at android.view.Choreographer$CallbackRecord.run (Choreographer.java:1077) 8. at android.view.Choreographer.doCallbacks (Choreographer.java:889) 9. at android.view.Choreographer.doFrame (Choreographer.java:821) 10. at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:1063) 11. at android.os.Handler.handleCallback (Handler.java:873) 12. at android.os.Handler.dispatchMessage (Handler.java:99)

Unity Version: 2018.4.24f1 Following are the devices getting affected ![alt text][1] [1]: /storage/temp/162907-picturemessage-sxhcnviv23m.png

Asset Store Broke my Game! & All new projects?

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Hi. I am a Sound Designer, building a portfolio, and practicing. My "game is basically just the FPS Microgame, in a map built from "low poly" assets. The majority of the work is scripting the Wwise gamecalls for SFX. For fun, I bought & installed an Asset labeled "Retro Look Pro". This totally broke my game. The included scripts would not compile. After deleting the assets and packages, the 'editor" camera seems to have turned isometric, like a RTS, which looks neat, but isn't actually correct. Hitting "play" seems show everything working perfectly fine ...then any movement input crashes everything. Hitting "undo" a million times fixed nothing. So I figured I'd have to start from scratch. I still have my Wwise project, only would need to redo the scripting (will take hours, better than nothing). I've started a new project. Importing the "MicroFPS" works. Importing "Low Poly Assets" works. The second I put the MicroFPS "Player" in the map and walk around ...crash! Just like the previous borked project. I've been making new little projects all week without issue, now I can't go in-game without crashing! Found [here on Google Drive][1] is a copy of my game. Is there anyone who can provide insight? Thank you. [1]: https://drive.google.com/file/d/19WeQTH5K-R2RH44Amx87KDmxA5TS1U5_/view?usp=sharing ,Hi. I am a Sound Designer, building a portfolio, and practicing. My "game is basically just the FPS Microgame, in a map built from "low poly" assets. The majority of the work is scripting the Wwise gamecalls for SFX. For fun, I bought & installed an Asset labeled "Retro Look Pro". This totally broke my game. The included scripts would not compile. After deleting the assets and packages, the 'editor" camera seems to have turned isometric, like a RTS, which looks neat, but isn't actually correct. Hitting "play" seems show everything working perfectly fine ...then any movement input crashes everything. Hitting "undo" a million times fixed nothing. So I figured I'd have to start from scratch. I still have my Wwise project, only would need to redo the scripting (will take hours, better than nothing). I've started a new project. Importing the "MicroFPS" works. Importing "Low Poly Assets" works. The second I put the MicroFPS "Player" in the map and walk around ...crash! Just like the previous borked project. I've been making new little projects all week without issue, now I can't go in-game without crashing! Found [here on Google Drive][1] is a copy of my game. Is there anyone who can provide insight? Thank you. [1]: https://drive.google.com/file/d/19WeQTH5K-R2RH44Amx87KDmxA5TS1U5_/view?usp=sharing

Android Build Just Closes, No Crash Error

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Hi, we've been developing an Android game using Unity 2019.1.9f1 and we noticed that on most Android 10 devices, after around 4-6 minutes the game just closes. I can't find anything saying about it on Logcat. It just sort of closes and then that's it. Can anyone help please?

Unity crashed, looking to upgrate my PC

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Hi, all! I was working on a larger project than my small games that I used to make. I have Unity 2019.3.1.5f1. For this project, I had three Polygon assets and a couple assets with animations for them. I had a sky box and three characters, each running their own animations during a test when Unity unexpectedly crashed. I have been thinking of upgrading my PC for some time, and was wondering if there was anything in particular I should get to help prevent the crashes? Honestly, I wouldn't expect a few low poly animated characters to make Unity do that. (I did not code anything in the game when it crashed.)

IOS app crashes after splash screen

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Hello, the title is pretty self explanatory. The build is successful, but app crashes after splash screen, and i don't know what to do. The problem might be because of warning: argument unused during compilation '-mno-thumb' but don't know what does it mean. You help would be much appreciated.

Non Supported SDK Warnings

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I got the prelaunch report by google for the my game. Can anyone guide me what How can remove WebView Library. Which is causing the issue. Landroid/view/textclassifier/logging/SmartSelectionEventTracker;->(Landroid/content/Context;I)V One possible root cause for this warning is Google-owned library Android WebView. No action need be taken at this time.

Unity Editor quits silently

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upm file:> {"level":"info","message":"Starting> Server","timestamp":"2020-07-19T05:20:43.236Z"}> {"level":"info","message":"Server> started on port> [60110]","timestamp":"2020-07-19T05:20:43.240Z"}> {"level":"info","message":"Health> Request> received","timestamp":"2020-07-19T05:20:43.396Z"}> {"level":"error","message":"[Unity> Package Manager (Upm)]\nParent process> [21220] was> terminated","timestamp":"2020-07-19T05:20:47.245Z"} Editor file > Initiating legacy licensing module>> LICENSE SYSTEM [2020719 0:20:42] Next> license update check is after> 2020-07-19T21:25:47>>> LICENSE SYSTEM [2020719 0:20:42]> 00330-80000-00000-AA208 !=> 00330-80000-00000-AA261>> Built from '2019.2/staging' branch;> Version is '2019.2.15f1 (dcb72c2e9334)> revision 14464812'; Using compiler> version '191627012' OS: 'Windows 10 > (10.0.0) 64bit' Language: 'en'> Physical Memory: 16324 MB BatchMode:> 0, IsHumanControllingUs: 1,> StartBugReporterOnCrash: 1, Is64bit:> 1, IsPro: 0 [Package Manager]> Server::Start -- Port 60110 was> selected>> COMMAND LINE ARGUMENTS: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Unity.exe> -projectpath C:/repos/The Forest Project/The Forest> -useHub> -hubIPC> -cloudEnvironment production> -hubSessionId d03d9520-c968-11ea-a9e9-9b68ad04160c> Successfully changed project path to:> C:/repos/The Forest Project/The Forest> C:/repos/The Forest Project/The Forest> Using Asset Import Pipeline V1.> Loading GUID <-> Path> mappings...0.000087 seconds Loading> Asset Database...0.012572 seconds> AssetDatabase consistency> checks...0.027815 seconds [Package> Manager] Done resolving packages in> 0.48s seconds [Package Manager] Registered 47 packages: Packages> from [https://packages.unity.com]:> com.unity.ads@3.4.7 (location: C:\repos\The Forest Project\The> Forest\Library\PackageCache\com.unity.ads@3.4.7)> com.unity.analytics@3.3.5 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.analytics@3.3.5)> com.unity.collab-proxy@1.2.16 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.collab-proxy@1.2.16)> com.unity.ext.nunit@1.0.0 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.ext.nunit@1.0.0)> com.unity.ide.rider@1.1.4 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.ide.rider@1.1.4)> com.unity.ide.vscode@1.2.1 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.ide.vscode@1.2.1)> com.unity.multiplayer-hlapi@1.0.6 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.multiplayer-hlapi@1.0.6)> com.unity.purchasing@2.0.6 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.purchasing@2.0.6)> com.unity.test-framework@1.1.14 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.test-framework@1.1.14)> com.unity.textmeshpro@2.0.1 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.textmeshpro@2.0.1)> com.unity.timeline@1.2.6 (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.timeline@1.2.6)> com.unity.xr.legacyinputhelpers@2.1.4> (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\com.unity.xr.legacyinputhelpers@2.1.4)> nuget.mono-cecil@0.1.6-preview (location: C:\repos\The Forest> Project\The> Forest\Library\PackageCache\nuget.mono-cecil@0.1.6-preview)> Built-in packages:> com.unity.2d.sprite@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.2d.sprite)> com.unity.2d.tilemap@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.2d.tilemap)> com.unity.ugui@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui)> com.unity.modules.ai@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.ai)> com.unity.modules.androidjni@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.androidjni)> com.unity.modules.animation@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.animation)> com.unity.modules.assetbundle@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.assetbundle)> com.unity.modules.audio@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.audio)> com.unity.modules.cloth@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.cloth)> com.unity.modules.director@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.director)> com.unity.modules.imageconversion@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.imageconversion)> com.unity.modules.imgui@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.imgui)> com.unity.modules.jsonserialize@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.jsonserialize)> com.unity.modules.particlesystem@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.particlesystem)> com.unity.modules.physics@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.physics)> com.unity.modules.physics2d@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.physics2d)> com.unity.modules.screencapture@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.screencapture)> com.unity.modules.terrain@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.terrain)> com.unity.modules.terrainphysics@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.terrainphysics)> com.unity.modules.tilemap@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.tilemap)> com.unity.modules.ui@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.ui)> com.unity.modules.uielements@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.uielements)> com.unity.modules.umbra@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.umbra)> com.unity.modules.unityanalytics@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.unityanalytics)> com.unity.modules.unitywebrequest@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.unitywebrequest)> com.unity.modules.unitywebrequestassetbundle@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.unitywebrequestassetbundle)> com.unity.modules.unitywebrequestaudio@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.unitywebrequestaudio)> com.unity.modules.unitywebrequesttexture@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.unitywebrequesttexture)> com.unity.modules.unitywebrequestwww@1.0.0> (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.unitywebrequestwww)> com.unity.modules.vehicles@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.vehicles)> com.unity.modules.video@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.video)> com.unity.modules.vr@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.vr)> com.unity.modules.wind@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.wind)> com.unity.modules.xr@1.0.0 (location: C:\Program> Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.modules.xr)>> [XR] No new subsystems found in> resolved package list. [Package> Manager] Done registering packages in> 0.01s seconds Refreshing native plugins compatible for Editor in 5.32> ms, found 0 plugins. Preloading 0> native plugins for Editor in 0.00 ms.> IsTimeToCheckForNewEditor: Update time> 1595033448 current 1595136044> Initialize engine version: 2019.2.15f1> (dcb72c2e9334) [XR] Discovering> subsystems at path C:/Program> Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/Resources/UnitySubsystems> [XR] Discovering subsystems at path> C:/repos/The Forest Project/The> Forest/Assets GfxDevice: creating> device client; threaded=1 Direct3D:> Version: Direct3D 11.0 [level 11.1]> Renderer: NVIDIA GeForce RTX 2070 SUPER (ID=0x1e84)> Vendor: > VRAM: 8011 MB> Driver: 27.21.14.5167 [EnlightenBakeManager] m_Clear => false; Initialize mono Mono path[0] => 'C:/Program> Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/Managed'> Mono path[1] = 'C:/Program> Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit'> Mono config path = 'C:/Program> Files/Unity/Hub/Editor/2019.2.15f1/Editor/Data/MonoBleedingEdge/etc'> Using monoOptions> --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56220> * Assertion: should not be reached at ..\mono\utils\mono-dl-windows.c:179 Not sure what the issue is... I'm running 2019.2.15 I've tried literally everything under the sun. Firewall, disabling network adapters, antivirus, computer restart, reinstall, dumping appdata, upgrade, downgrade, leftgrade, rightgrade, you name it.

Runtime crash occurs for projects built with il2cpp(windows 10, thai language)

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Unity Version : 2018.4.16f1 Operating System : Windows 10 64bit (Language Type : Thai) Build Target : x86_64 Build Type : il2cpp If i set Windows 10's language to Thai, the game occurs runtime crash. There is a phenomenon that the game only stops when it is set in Thai, even though other languages do not matter. to solve this problem, I searched on Google and tried various methods, but failed. What's unique is that after Awake -> Start -> FixedUpdate -> Update -> LateUpdate, it stops without leaving any logs. I want to know if there is a solution.

Unity 2020.1 crashes when loading a specific scene in editor

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**Stack:** - Unity 2020.1 - macOS Catalina 10.15.4 I ported my project from Unity 2019.4 to 2020.1. In the project, there are 10 scenes and the editor crashes 100% of the times when loading scene 0. Loading all the other scenes doesn't create any problem. **Here's the log:** UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:74) UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:28) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189) [./Runtime/Scripting/ManagedReference/SerializableManagedRef.cpp line 115] (Filename: /Users/builduser/buildslave/unity/build/Modules/AssetDatabase/Editor/ScriptBindings/AssetDatabase.bindings.cs Line: 234) Loaded scene 'Assets/_Scenes/Lobby/Lobby.unity' Deserialize: 90.551 ms Integration: 261.606 ms Integration of assets: 5.098 ms Thread Wait Time: 17.903 ms Total Operation Time: 375.158 ms System memory in use before: 438.3 MB. System memory in use after: 439.0 MB. Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 5474. Total: 32.649901 ms (FindLiveObjects: 0.690053 ms CreateObjectMapping: 0.188748 ms MarkObjects: 31.748189 ms DeleteObjects: 0.022191 ms) gi::BakeBackendSwitch: Clear() active clients. [EnlightenBakeManager] m_Clear = false; [00:00:00] Enlighten: Precompute started. Obtained 32 stack frames. #0 0x0000010d8db970 in GameObject::QueryComponentByType(Unity::Type const*) const #1 0x0000010d281c7a in UI::AddRenderersToCanvas(JobFence&, Transform const*, UI::Canvas*, int&) #2 0x0000010d282138 in UI::AddRenderersToCanvas(JobFence&, Transform const*, UI::Canvas*, int&) #3 0x0000010d282138 in UI::AddRenderersToCanvas(JobFence&, Transform const*, UI::Canvas*, int&) #4 0x0000010d281b93 in UI::Canvas::UpdateBatchOrder() #5 0x0000010d281691 in UI::Canvas::UpdateBatches(bool) #6 0x0000010d25919b in UI::CanvasManager::WillRenderCanvases() #7 0x0000010d25b939 in UI::InitializeCanvasManager()::UIEventsWillRenderCanvasesRegistrator::Forward() #8 0x0000010e108f20 in InitPlayerLoopCallbacks()::PostLateUpdatePlayerUpdateCanvasesRegistrator::Forward() #9 0x0000010e0ebb6e in ExecutePlayerLoop(NativePlayerLoopSystem*) #10 0x0000010e0ebbda in ExecutePlayerLoop(NativePlayerLoopSystem*) #11 0x0000010e0ebe7c in PlayerLoop() #12 0x0000010f5f6f12 in PlayerLoopController::UpdateScene(bool) #13 0x0000010f5e8dd7 in PlayerLoopController::UpdateSceneIfNeeded() #14 0x0000010f5e65ba in Application::TickTimer() #15 0x000001118cfd45 in -[EditorApplication TickTimer] #16 0x007fff39d663ca in __NSFireTimer #17 0x007fff3768f9b9 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ #18 0x007fff3768f51f in __CFRunLoopDoTimer #19 0x007fff3768f007 in __CFRunLoopDoTimers #20 0x007fff37673daa in __CFRunLoopRun #21 0x007fff37672ffe in CFRunLoopRunSpecific #22 0x007fff362a6abd in RunCurrentEventLoopInMode #23 0x007fff362a66f4 in ReceiveNextEventCommon #24 0x007fff362a6579 in _BlockUntilNextEventMatchingListInModeWithFilter #25 0x007fff348f1c99 in _DPSNextEvent #26 0x007fff348f04e0 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] #27 0x007fff348e21ee in -[NSApplication run] #28 0x007fff348b3ff6 in NSApplicationMain #29 0x0000011190dd37 in EditorMain(int, char const**) #30 0x0000011190ded9 in main #31 0x007fff715bbcc9 in start Launching bug reporter [Unity Package Manager (Upm)] Parent process [36994] was terminated QObject: Cannot create children for a parent that is in a different thread. (Parent is QObject(0x7fb6af073cf0), parent's thread is QThread(0x7fb6aa50b690), current thread is Thread(0x7fb6af0a3960) ) Seems like the problem is connected to **Enlighten** but I'm not sure how can I change it since I need to access the scene in the editor to update the Lighting settings. Maybe I can edit directly a file?

Why does Unity crash with this code ?

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I was trying to implement an idle walk for my npc. The implementation is quite rough since I am a beginner and i know that there is probably a better way but this was the only way i could think of. Here´s the code : public class Npc : MonoBehaviour { // Initializing the timer and the time it takes for the NPC to choose where to go in this case 5 seconds. float timer = 0.0f; float timerMax = 5.0f; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { timer += Time.deltaTime; // Counting to 5 Vector3 stepNegative = new Vector3(-0.5f, 0f, 0f); // Steps in either negative x or positive x so the movement looks better and the npc doesn´t teleport Vector3 stepPostive = new Vector3(0.5f, 0f, 0f); Vector3 randomDirection = new Vector3(Random.Range(-10f, 10f), 0f, 0f); // Choosing a spot on x Axis for the NPC to go if (timer >= timerMax) { if(randomDirection.x > transform.position.x) // Checking if the "randomDirection" is to the left or the right and taking either negative or positive steps accordingly { while(randomDirection.x != transform.position.x * Time.deltaTime) { transform.position += stepPostive * Time.deltaTime; } } else { while (randomDirection.x != transform.position.x) { transform.position += stepNegative * Time.deltaTime; } } // Note: " * Time.deltaTime " was added because i saw it in another movement script but i dont know what it does or if it is usefull in this situation } } }

Runtime crash occurs for projects built with il2cpp (thai language)

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Unity Version : 2018.4.16f1 Operating System : Windows 10 64bit (Language Type : Thai) Build Target : x86_64 Build Type : il2cpp If i set Windows 10's language to Thai, the game occurs runtime crash. There is a phenomenon that the game only stops when it is set in Thai, even though other languages do not matter. to solve this problem, I searched on Google and tried various methods, but failed. i have found some reasons of occuring runtime crash. below image show the point of runtime error and call stack. ![alt text][1] ![alt text][2] The function name at the point where the error occurred indicates that length exception occurred. and if you look at the part marked with a red line on the call stack, an error appears to have occurred when calling the GetTimeZoneData function. perhaps there is a problem when related libraries are stripped when building a project. can I know which libraries cause this problem? [1]: /storage/temp/164374-thai-problem-code.png [2]: /storage/temp/164375-thai-callstack.png

[Linux] Unity crashed at GfxDeviceGLES::DrawBufferRanges sometimes

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Hello, I made a Linux standalone and run a long time in batch-mode, it crashes sometimes. Changing renderingThreadingMode produced the same result. Can anyone give me help or hint? Thanks in advance. ---------- - OS: CentOS Linux release 7.3.1611 (Core) - Graphic Card: Tesla P4/PCIe/SSE2 - OpenGL: 4.5.0 NVIDIA 440.64.00 - Unity Version: 2019.3.13f1, 2019.4.5f1 LTS ---------- Caught fatal signal - signo:11 code:1 errno:0 addr:(nil) Obtained 15 stack frames. #0 0x007f565989c5f0 in _L_unlock_13 #1 0x007f559eee6460 in _nv043glcore #2 0x007f559efbade3 in _nv043glcore #3 0x007f559efcc9cc in _nv043glcore #4 0x007f559eb4486d in _nv023glcore #5 0x007f565a69904f in GfxDeviceGLES::DrawBufferRanges(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*, unsigned long, int) #6 0x007f565a86a820 in SinglePassStereoSupportExt::DrawBuffersStereo(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*, unsigned long) #7 0x007f565a69e6a8 in GfxDeviceGLES::DrawBuffers(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*) #8 0x007f565a65f282 in GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) #9 0x007f565a65cdd4 in GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) #10 0x007f565a65f96b in GfxDeviceWorker::RunExt(ThreadedStreamBuffer&) #11 0x007f565a655545 in GfxDeviceWorker::RunGfxDeviceWorker(void*) #12 0x007f565aa583ba in Thread::RunThreadWrapper(void*) #13 0x007f5659894e65 in start_thread #14 0x007f56595bd88d in clone

Unity 2018.4 Unity.exe caused an Access Violation(0xc0000005)

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Hi, guys, Unity crashes while my game is playing,here is error.log: Unity Editor by Unity Technologies [version: Unity 2018.4.23f1_c9cf1a90e812] Unity.exe caused an Access Violation (0xc0000005) in module Unity.exe at 0033:40bf4007. Error occurred at 2020-07-23_174824. D:\Apps\Unity2018\Unity\Editor\Unity.exe, run by zhongbo.zhang. 28% physical memory in use. 32602 MB physical memory [23341 MB free]. 2582 MB process peak paging file [2523 MB used]. 2097 MB process peak working set [2033 MB used]. System Commit Total/Limit/Peak: 12029MB/34650MB/12035MB System Physical Total/Available: 32602MB/23341MB System Process Count: 211 System Thread Count: 2683 System Handle Count: 89822 Disk space data for 'C:\Users\ZHONGB~1.ZHA\AppData\Local\Temp\Unity\Editor\Crashes\Crash_2020-07-23_094817453\': 72835686400 bytes free of 256058413056 total. Read from location FFFFFFFFFFFFFFFF caused an access violation. Context: RDI: 0x6e69676e45797469 RSI: 0x00000000005fd8d8 RAX: 0x00000000005fd8d0 RBX: 0x000000009eead510 RCX: 0x00000000005fd8d8 RDX: 0x0000000000000000 RIP: 0x0000000140bf4007 RBP: 0x00000000005fd940 SegCs: 0x0000000000000033 EFlags: 0x0000000000010256 RSP: 0x00000000005fd7e0 SegSs: 0x000000000000002b R8: 0x6e69676e45797469 R9: 0x0000000000000003 R10: 0x0000000018750ec0 R11: 0x00000000005fd520 R12: 0x0000000000000040 R13: 0x0000000000000001 R14: 0x00000000bed40430 R15: 0x0000000000000004 Bytes at CS:EIP: 41 80 3c 10 00 75 f6 41 b8 4b 15 37 8f 48 8b cf Mono DLL loaded successfully at 'D:\Apps\Unity2018\Unity\Editor\Data\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll'. Stack Trace of Crashed Thread 4488: 0x0000000140BF4007 (Unity) Scripting::FindMethodCached 0x00000001418D7807 (Unity) FireEvent 0x000000014039B0B2 (Unity) AnimationClip::FireAnimationEvents 0x00000001418F5877 (Unity) Animator::UpdateAvatars 0x0000000140BD6142 (Unity) DirectorManager::ExecuteStage 0x0000000140BD6786 (Unity) `DirectorManager::InitializeClass'::`2'::PreLateUpdateDirectorUpdateAnimationBeginRegistrator::Forward 0x000000014098F697 (Unity) ExecutePlayerLoop 0x000000014098F763 (Unity) ExecutePlayerLoop 0x0000000140991DA1 (Unity) PlayerLoop 0x00000001413873C0 (Unity) PlayerLoopController::UpdateScene 0x000000014138538C (Unity) Application::TickTimer 0x00000001414E2C93 (Unity) MainMessageLoop 0x00000001414E497D (Unity) WinMain 0x00000001424E9ABA (Unity) __scrt_common_main_seh 0x00007FF897A57BD4 (KERNEL32) BaseThreadInitThunk 0x00007FF898D0CE51 (ntdll) RtlUserThreadStart I have tried some solutions, but they didn't work. I don't what happened in the top stack trace, FindMethodCached, which leads to the crash.

Unity player crashes on startup due to camera

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The camera is simply located as a child of an object without anything else attached to the camera. In the log files, it spits several complaints which is the probably cause of the crash. I've been having this problem since 2019.1. Heres a small snippet of the log file. Screen position out of view frustum (screen pos 1338.000000, 537.000000) (Camera rect 0 0 1920 1080) UnityEngine.Camera:ScreenPointToRay_Injected(Vector2&, MonoOrStereoscopicEye, Ray&) UnityEngine.Camera:ScreenPointToRay(Vector2, MonoOrStereoscopicEye) UnityEngine.Camera:ScreenPointToRay(Vector3, MonoOrStereoscopicEye) (at C:\buildslave\unity\build\Runtime\Export\Camera\Camera.bindings.cs:158) UnityEngine.Camera:ScreenPointToRay(Vector3) (at C:\buildslave\unity\build\Runtime\Export\Camera\Camera.bindings.cs:159) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32) (at C:\buildslave\unity\build\Modules\InputLegacy\MouseEvents.cs:120) [C:\buildslave\unity\build\Runtime/Camera/Camera.cpp line 3432] (Filename: C:/buildslave/unity/build/Runtime/Export/Camera/Camera.bindings.cs Line: 158) Setting up 4 worker threads for Enlighten. Thread -> id: 3104 -> priority: 1 Thread -> id: 3b1c -> priority: 1 Thread -> id: 4f24 -> priority: 1 Thread -> id: 5618 -> priority: 1 Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 1920.000000, 0.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 1920.000000, 1080.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 0.000000, 1080.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "Cessna 152/Model & Colliders/Propeller" (Filename: C:\buildslave\unity\build\Modules/Physics/Collider.cpp Line: 229) Screen position out of view frustum (screen pos 1338.000000, 537.000000) (Camera rect 0 0 1920 1080) UnityEngine.Camera:ScreenPointToRay_Injected(Vector2&, MonoOrStereoscopicEye, Ray&) UnityEngine.Camera:ScreenPointToRay(Vector2, MonoOrStereoscopicEye) UnityEngine.Camera:ScreenPointToRay(Vector3, MonoOrStereoscopicEye) (at C:\buildslave\unity\build\Runtime\Export\Camera\Camera.bindings.cs:158) UnityEngine.Camera:ScreenPointToRay(Vector3) (at C:\buildslave\unity\build\Runtime\Export\Camera\Camera.bindings.cs:159) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32) (at C:\buildslave\unity\build\Modules\InputLegacy\MouseEvents.cs:120) [C:\buildslave\unity\build\Runtime/Camera/Camera.cpp line 3432] (Filename: C:/buildslave/unity/build/Runtime/Export/Camera/Camera.bindings.cs Line: 158) Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 1920.000000, 0.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 1920.000000, 1080.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 0.000000, 1080.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 1338.000000, 537.000000) (Camera rect 0 0 1920 1080) UnityEngine.Camera:ScreenPointToRay_Injected(Vector2&, MonoOrStereoscopicEye, Ray&) UnityEngine.Camera:ScreenPointToRay(Vector2, MonoOrStereoscopicEye) UnityEngine.Camera:ScreenPointToRay(Vector3, MonoOrStereoscopicEye) (at C:\buildslave\unity\build\Runtime\Export\Camera\Camera.bindings.cs:158) UnityEngine.Camera:ScreenPointToRay(Vector3) (at C:\buildslave\unity\build\Runtime\Export\Camera\Camera.bindings.cs:159) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32) (at C:\buildslave\unity\build\Modules\InputLegacy\MouseEvents.cs:120) [C:\buildslave\unity\build\Runtime/Camera/Camera.cpp line 3432] (Filename: C:/buildslave/unity/build/Runtime/Export/Camera/Camera.bindings.cs Line: 158) Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 1920.000000, 0.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 1920.000000, 1080.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Screen position out of view frustum (screen pos 0.000000, 1080.000000, 1000.000000) (Camera rect 0 0 1920 1080) (Filename: C:\buildslave\unity\build\Runtime/Camera/Camera.cpp Line: 3489) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "Cessna 152/Model & Colliders/Propeller" (Filename: C:\buildslave\unity\build\Modules/Physics/Collider.cpp Line: 229) Crash!!! SymInit: Symbol-SearchPath: '.;D:\<>;D:\<>;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 534, UserName: '--'

Android app crashed on build and run "no errors , build with resualt of Succede."

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Ok so I really dont want to have to rebuild my project :) everything works fine in the editor but crashes on build and run, and also crashes when I install on my android. (s9) loads up apears for a second and black screen, havnt had this happen before, no errors , build with resualt of Succede. ![alt text][1] [1]: /storage/temp/164686-capture.jpg
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