In my app i use AR core for image tracking.After image is detected it find his name and then open scene with following name.There is Back to camera button in second scene and when i press it the whole app crashes.
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App crashes after launching scene with AR Core for second time.
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Unity crashed and corrupted my .cs file,Electricity went down and corupted a .cs file
So i was working in unity and i had a script open that i was working in, and my electricity went down and pc shutted down.
After i opened the pc again, when i try to open the .cs file it is opening a empty notepad and the visual studio on background with nothing opened. (screenshot here: https://i.postimg.cc/RV44nmH8/poza.png )
Here is my file, can i recover the code?: (i used visual studio 2019) https://wetransfer.com/downloads/54e5cd4bfcfa8e7963c4d4f0a386115220200807112751/6abd51,So i was working in unity and i had a script open that i was working in, and my electricity went down and pc shutted down.
After i opened the pc again, when i try to open the .cs file it is opening a empty notepad and the visual studio on background with nothing opened. (screenshot here: https://i.postimg.cc/RV44nmH8/poza.png )
Here is my file, can i recover the code?: (i used visual studio 2019) https://wetransfer.com/downloads/54e5cd4bfcfa8e7963c4d4f0a386115220200807112751/6abd51
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Unity Project Crash On Load
I have a project, Unity 2020.1.0b16 with the Universal Pipeline Renderer, that is constantly crashing on load... I think the issue was caused because I added post processing? Here's everything I did before the crash,
-I implemented occlusion culling, baked it.
-I downloaded the post processing package
-Added optical occlusion, a little loading bar popped up, crashed
Now it shows the following progress bar and crashes every time I load the project...
![project][1]
Would someone be able to help? This is a project I've worked on for a long time, and now I'm completely unable to open it... I don't even know how to remove the post processing because it won't even let me access the file... I removed the post processing profile from the assets folder in Windows, but to no avail.
Thanks.
[1]: /storage/temp/165158-untitled.jpg
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Spawning 600,000 objects
Anybody know of a way to Instantiate 600,000 objects without breaking Unity?
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Unity crashed and corrupted my .cs file,Electricity went down and corupted a .cs file
So i was working in unity and i had a script open that i was working in, and my electricity went down and pc shutted down.
After i opened the pc again, when i try to open the .cs file it is opening a empty notepad and the visual studio on background with nothing opened. (screenshot here: https://i.postimg.cc/RV44nmH8/poza.png )
Here is my file, can i recover the code?: (i used visual studio 2019) https://wetransfer.com/downloads/54e5cd4bfcfa8e7963c4d4f0a386115220200807112751/6abd51,So i was working in unity and i had a script open that i was working in, and my electricity went down and pc shutted down.
After i opened the pc again, when i try to open the .cs file it is opening a empty notepad and the visual studio on background with nothing opened. (screenshot here: https://i.postimg.cc/RV44nmH8/poza.png )
Here is my file, can i recover the code?: (i used visual studio 2019) https://wetransfer.com/downloads/54e5cd4bfcfa8e7963c4d4f0a386115220200807112751/6abd51
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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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DictationRecognizer : catch "Dictation support is not enabled on this device"
Hello,
I'm working with Dictation Recognizer to fill text area more easily in VR. Everything work well but if some parameters in Windows10 privacy are not enabled, DictationRecognizer crash and Unity too. So, as it's not mandatory (because there is also a virtual keyboard), I don't want my application to crash. ![DictationRecognizer Error][1] DictationRecognizer gives me the event ``DictationRecognizer_OnDictationError`` to handle error like this (the warning on the picture is mine) but it's not enough to avoid my application to crash. I can't use a try catch as this errors seems to happen out of my aplication (there is no stack explaining how I arrived to this exception). The DictationRecognizer is initialized and started without any problems too.
Is there a way to catch those kind of error ? Can I verify windows privacy parameter before starting the DictationRecognizer ?
Thanks for your help [1]: /storage/temp/165365-dictationrecognizererror.png
I'm working with Dictation Recognizer to fill text area more easily in VR. Everything work well but if some parameters in Windows10 privacy are not enabled, DictationRecognizer crash and Unity too. So, as it's not mandatory (because there is also a virtual keyboard), I don't want my application to crash. ![DictationRecognizer Error][1] DictationRecognizer gives me the event ``DictationRecognizer_OnDictationError`` to handle error like this (the warning on the picture is mine) but it's not enough to avoid my application to crash. I can't use a try catch as this errors seems to happen out of my aplication (there is no stack explaining how I arrived to this exception). The DictationRecognizer is initialized and started without any problems too.
Is there a way to catch those kind of error ? Can I verify windows privacy parameter before starting the DictationRecognizer ?
Thanks for your help [1]: /storage/temp/165365-dictationrecognizererror.png
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App crashes after splash screen ONLY on Huawei Mate 20 Pro
I'm working collaboratively on an Android app that uses AR Foundation. From one day to another (without making new builds) the app started to crash after the splash screen, every time. I'm working on my Huawei Mate 20 Pro, but my teammates use other Android phones (Samsung, Xiaomi and Motorola) and they continued to develop the app, and it works just fine for them. I pull their commits (which work for them), make no changes, and it keeps crashing on my phone. We are using Firebase so I have the info from Crashlytics, but I can't quiet understand it:
![alt text][1]
[1]: /storage/temp/165411-crashlytics.png
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Game Crashed Only On Some Computer
Our game only crashed on some computers. We use JSON to store game data through JsonUtility:
//save game
...
string savedJson = File.ReadAllText(Application.dataPath + "/data.json");
GameData PreviousGameData = JsonUtility.FromJson(savedJson);
...
//load game
...
string json = JsonUtility.ToJson(CurrentGameData);
File.WriteAllText(Application.dataPath + "/data.json", json);
...
We found that the game will only crash if data.json is loaded. But it is weird that only some computers encounter this situation, and I have no idea how to fix it.
----------
Therefore, I ask the log file from other people since I cannot reproduce the crash on my computer. However, it seems loading the game data from the JSON file is not the reason for the crash as the content of the JSON file can be extracted by the program. Fail to render an object seem to be a reason of the crash? I am using HDRP for the rendering.
From player log file(player.txt):
...
D3D11: Failed to create RenderTexture (0 x 0 fmt 27 aa 1), error 0x80070057
(Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207)
D3D11: Failed to create RenderTexture (0 x 0 fmt 19 aa 1), error 0x80070057
(Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207)
Crash!!!
...
This is the first time I made a game. I am a noob for reading the log file, maybe my conclusion is wrong. It would be great if you are willing to share some ideas with me to solve this problem...
- Unity Version: 2019.2.5f1
[player.txt][1]
[error.txt][2]
[1]: /storage/temp/165512-player.txt
[2]: /storage/temp/165513-error.txt
,
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AR application keeps crashing when permitting camera rights!
Hello,
I'm trying to make a unity AR project. Using Unity 2019.4.5f1 (LTS) and the following packages:
![alt text][1]
I followed several tutorials, including the official Google quickstart and several using the Unity package manager. Ultimately I just have the scene as described in the tutorials: XR session, XR session origin, Cube and light. But I also used the HelloAR scene from Google. All different apprioaches result in the same error. Here is an image of the scene:
![alt text][2]
I use a Samsung Galaxy S10 as testing device, which is definitly supported. It has 1 front camera and 3 back cameras. When I launch the app, after the splash screen, I get the question to grand Camera rights too the app. If I deny permission the app does **not** crash and just shows the 3D scene and cube. But when I **do grand permission the app crashes immediatly**. Restarting the app after granting permissions also crashes the app after the Unity splash screen. I captured the error log with logcat:
08-20 11:37:34.418 11580 11649 E AndroidRuntime: FATAL EXCEPTION: UnityMain 08-20 11:37:34.418 11580 11649 E AndroidRuntime: Process: com.BlueEngineering.AR, PID: 11580 08-20 11:37:34.418 11580 11649 E AndroidRuntime: java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 08-20 11:37:34.418 11580 11649 E AndroidRuntime: Version '2019.4.5f1 (81610f64359c)', Build type 'Development', Scripting Backend 'mono', CPU 'armeabi-v7a' 08-20 11:37:34.418 11580 11649 E AndroidRuntime: Build fingerprint: 'samsung/beyond1lteeea/beyond1:10/QP1A.190711.020/G973FXXU8CTG4:user/release-keys' 08-20 11:37:34.418 11580 11649 E AndroidRuntime: Revision: '26' 08-20 11:37:34.418 11580 11649 E AndroidRuntime: ABI: 'arm' 08-20 11:37:34.418 11580 11649 E AndroidRuntime: Timestamp: 2020-08-20 11:37:34+0200 08-20 11:37:34.418 11580 11649 E AndroidRuntime: pid: 11580, tid: 11649, name: UnityMain >>> com.BlueEngineering.AR <<< 08-20 11:37:34.418 11580 11649 E AndroidRuntime: uid: 10443 08-20 11:37:34.418 11580 11649 E AndroidRuntime: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 08-20 11:37:34.418 11580 11649 E AndroidRuntime: Cause: null pointer dereference 08-20 11:37:34.418 11580 11649 E AndroidRuntime: r0 69766544 r1 616c7567 r2 00000000 r3 00000000 08-20 11:37:34.418 11580 11649 E AndroidRuntime: r4 b2c95050 r5 ea143fc0 r6 b2c95050 r7 00000000 08-20 11:37:34.418 11580 11649 E AndroidRuntime: r8 a2719230 r9 80808080 r10 00000000 r11 00000000 08-20 11:37:34.418 11580 11649 E AndroidRuntime: ip a2722890 sp b5caab50 lr a26e3ca7 pc 00000000 08-20 11:37:34.418 11580 11649 E AndroidRuntime: 08-20 11:37:34.418 11580 11649 E AndroidRuntime: managed backtrace: 08-20 11:37:34.418 11580 11649 E AndroidRuntime: #00 (wrapper managed-to-native) UnityEngine.XR.ARCore.ARCoreSessionSubsystem/NativeApi:UnityARCore_session_update (UnityEngine.ScreenOrientation,UnityEngine.Vector2Int) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: #01 UnityEngine.XR.ARCore.ARCoreSessionSubsystem/Provider:Update (UnityEngine.XR.ARSubsystems.XRSessionUpdateParams) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: #02 UnityEngine.XR.ARSubsystems.XRSessionSubsystem:Update (UnityEngine.XR.ARSubsystems.XRSessionUpdateParams) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: #03 UnityEngine.XR.ARFoundation.ARSession:Update () 08-20 11:37:34.418 11580 11649 E AndroidRuntime: #04 (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: 08-20 11:37:34.418 11580 11649 E AndroidRuntime: at UnityEngine.XR.ARCore.ARCoreSessionSubsystem.NativeApi.UnityARCore_session_update (UnityEngine.ScreenOrientation,UnityEngine.Vector2Int)(Native Method) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: at UnityEngine.XR.ARCore.ARCoreSessionSubsystem.Provider.Update (UnityEngine.XR.ARSubsystems.XRSessionUpdateParams)(C:\Users\j.bax\AR\Library\PackageCache\com.unity.xr.arcore@2.1.11\Runtime\ARCoreSessionSubsystem.cs:52) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: at UnityEngine.XR.ARSubsystems.XRSessionSubsystem.Update (UnityEngine.XR.ARSubsystems.XRSessionUpdateParams)(C:\Users\j.bax\AR\Library\PackageCache\com.unity.xr.arsubsystems@2.1.2\Runtime\SessionSubsystem\XRSessionSubsystem.cs:131) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: at UnityEngine.XR.ARFoundation.ARSession.Update ()(C:\Users\j.bax\AR\Library\PackageCache\com.unity.xr.arfoundation@2.1.8\Runtime\AR\ARSession.cs:349) 08-20 11:37:34.418 11580 11649 E AndroidRuntime: at System.Object.runtime_invoke_void__this__ (object,intptr,intptr,intptr)(Native Method)I also tried re-starting the phone and re-building the package for different API levels, all resulting in the same error. I suspect it has something to do with the phones cameras not being selected properly? maybe because there are 3? If someone knows the solution it would be greatly appreciated! [1]: /storage/temp/165923-knipsel.png [2]: /storage/temp/165924-knipsjel.png
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Questions about SDK updates
Hi All,
I'm new to Unity, I've been using it starting this year, and I published my first game around 2 months ago, and I'm using Unity 2019.2.10f1, and everything was going great, until recently I heard from new users that the game isn't opening, and 1 previous user had it working perfectly, and sent an update around 6 days ago, that it's not working anymore, I've asked the user if they can provide more information, and I'm still waiting for their response.
Now my questions are below:
1. Should I be updating the SDK? If so, how? I've downloaded the Android SDK/NDK tools when I downloaded the Unity 2019.2.10f1 from the hub, and I don't recall updating anything.
2. Should I just be downloading the newer version of Unity whenever it comes out, with downloading SDK/NDK from the same install, and publish the app again?
3. How do I troubleshoot these cases where my game is crashing for new and old users?
Thanks!!!
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I have a problem whit the editor
Hello, when i start my projects the editor not load, the screen where is the menu is black, and usually it crash. I can't find enything who can help me,
I try unistall, install other versions and i can't fix the problem
When it crash, appears a window who says "the editor stopped working"
Thank You for help
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Unity 2020.1 build crashes on laptops
Hey, my game crashes when playing on laptops with integrated graphics (not immediately), it happens when a visual effect plays (from VFX graph)
![alt text][1]
![alt text][2]
Memory data:
Used Total: 0.81 GB Unity: 307.2 MB Mono: 46.9 MB GfxDriver: 390.3 MB Audio: 46.6 MB Video: 0 B Profiler: 36.1 MB
Reserved Total: 0.89 GB Unity: 378.7 MB Mono: 59.9 MB GfxDriver: 390.3 MB Audio: 46.6 MB Video: 0 B Profiler: 40.0 MB
Total System Memory Usage: 1.17 GB
[1]: /storage/temp/166179-profiler-1.png
[2]: /storage/temp/166173-profiler-2.png
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why unity crashes after upgrade project from unity 5 to 2019?
hi.
i have long term support project that was previously being developed on unity 5. yesterday i just upgraded the project to unity 2019.4.8.
there was some deprecations and plugins that caused some bugs. i just fixed them and replaced plugins with newer versions. there is no bugs there but after that suddenly unity closes(maybe crashes) but there is no crash report scene or any things sign of problem,bug, error, crash etc...
can anyone help me what can be cause of this?
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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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What does an issue with JobQueue indicate when UnityPlayer crashes?
I have a ghost bug. It is impossible to debug because it only crashes in a built release. it does not crash in the Editor, nor when I build in development mode.
The crash happens apparently at random, and is not easily reproduced.
The crash error log always details the "JobQueue".
My questions is, does this indicate an error in graphics processing? Could it be physics related, or Input? Could it be anything?
For info, I'm on Windows, Unity Version 2019.4.7
Some different example error log reports:
Log 1)
x00007FFA95A8ED6C (UnityPlayer) PerThreadPageAllocator::AcquireNewPage
0x00007FFA95BF2C8C (UnityPlayer) PrepareMeshRenderNodes<1>
0x00007FFA95AE3B58 (UnityPlayer) ExecuteRenderQueue
0x00007FFA95C4E228 (UnityPlayer) JobQueue::Exec
0x00007FFA95C4E65A (UnityPlayer) JobQueue::ProcessJobs
0x00007FFA95C4F7B0 (UnityPlayer) JobQueue::WorkLoop
0x00007FFA95D3AFE8 (UnityPlayer) Thread::RunThreadWrapper
0x00007FFADDF87BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFADFDACE51 (ntdll) RtlUserThreadStart
Log 2)
0x00007FFAD38DD970 (UnityPlayer) VFXIndirectArgsBuffer::GetIndirectArgs
0x00007FFAD3D680E4 (UnityPlayer) CollectForwardObjectsJob
0x00007FFAD3E8E22C (UnityPlayer) JobQueue::Exec
0x00007FFAD3E8E65A (UnityPlayer) JobQueue::ProcessJobs
0x00007FFAD3E8F7B0 (UnityPlayer) JobQueue::WorkLoop
0x00007FFAD3F7AFE8 (UnityPlayer) Thread::RunThreadWrapper
0x00007FFB1F117BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFB1FAECE51 (ntdll) RtlUserThreadStart
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why is this project crashing on start up?
I have done literally everything, restart, reinstall, even the weird things like unplug x box controller, delete appdata.... But Unity still crashes overtime I open this one project with a window popping up with the unity logo in the middle with a big red exclamation mark. Although I recently made some changes to the Photon Network scripts I've done similar things before with no crashes. Iv'e submitted a ticket in the meantime but does anybody have any ideas? unity 2019.2.13f1
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Crash Error occurs when adding LogitechSteeringWheel
I'm using version **Unity 2020.1.4f1** . I want to make driving simulator. For that I'm using Thrustmaster TMX Racing Wheel , NWH Vehicle Physics 2, Logitech SDK assests and etc..
I downloaded Logitech SDK asset from Unity Asset Store, and I corrected LogitechSteeringWheelEnginesWrapper.dll inside the downloaded SDK and replace the one in the Unity project with it.
When I attach LogitechSteeringWheel.cs from Logitech SDK and script Sample to any object in the scene, it works fine when I run play. But when I stop play, crash error occurs and I don't know why.
How can I solve this crash error?
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Appodeal Anr onAdFailedToLoad
Hi guys! i am new to unity and using appodeal for the first time.![alt text][1]
Anr rate is going high and i am getting this stack.
Thanks in advance ;)
Looking at your code snippets and given that you were able to trigger the onAdFailedToLoad event successfully on your end, then it is safe to assume that your implementation of the Mobile Ads SDK is working correctly.
Similar ANR logs were reported before and the team has already looked into this. The team concluded that these ANRs are caused by the Unity Android JNI bridge and the Google Mobile Ads Unity plugin is not responsible for these ANRs.
That said, I suggest that you have these double checked by the experts over at the Unity Developer forums to get some insights on their end as well.
GitHub
googleads/googleads-mobile-unity
Official Unity Plugin for the Google Mobile Ads SDK - googleads/googleads-mobile-unity
[8:01 PM] #09 pc 0000000000680988 /data/app/com.fazbro.supply.chain.manager.cargo.ship.transport.game-t9s-cqq10IBQvVpY37Pmdg==/lib/arm64/libunity.so (???)
#10 pc 00000000006fa7b8 /data/app/com.fazbro.supply.chain.manager.cargo.ship.transport.game-t9s-cqq10IBQvVpY37Pmdg==/lib/arm64/libunity.so (???)
at com.unity3d.player.ReflectionHelper.nativeProxyInvoke (Native method)
at com.unity3d.player.ReflectionHelper.a (unavailable)
at com.unity3d.player.ReflectionHelper$1.invoke (unavailable)
at java.lang.reflect.Proxy.invoke (Proxy.java:1006)
at com.appodeal.ads.InterstitialCallbacks.onInterstitialFailedToLoad (unavailable)
at com.appodeal.ads.as$a.a (unavailable)
at com.appodeal.ads.q$6.run (unavailable)
at android.os.Handler.handleCallback (Handler.java:873)
at android.os.Handler.dispatchMessage (Handler.java:99)
at android.os.Looper.loop (Looper.java:216)
at android.app.ActivityThread.main (ActivityThread.java:7258)
at java.lang.reflect.Method.invoke (Native method)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:494)
at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:975)
[1]: /storage/temp/166745-anr2.png
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Cardboard VR app crashes on startup
I am making a VR app using the old method Virtual Reality Support under Player settings.
If I enable this, the app crashes on startup. No splash screen, just 5 seconds op black and then crash.
If I disable it everything works fine. I followed the following tutorial until around 13:00: https://www.youtube.com/watch?v=G5qAwWA2QlE
I am using 2019.4.9f1. If more info is needed I will provide it as fast as possible.
![alt text][1]
![alt text][2]
[1]: /storage/temp/166870-aantekening-2020-09-04-141309.png
[2]: /storage/temp/166871-aantekening-2020-09-04-142351.png
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