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Unity 4.1.5 crashes and hangs after a successful activation.

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I need to use Unity 4.1.5, but I am unable to open it on Mac machines and Windows VMs (Windows 10). In fact, version 4 does not work. On Windows, it crashes at the splash screen with the exception code c0000005. On MacOS, the application launches, but it hangs infinitely, and I am forced to quit it. I was able to activate both Windows and Mac versions successfully, but launching it with or without a project results in a crash. Any advice is greatly appreciated!

Android Game Crash On Startup After Updating Unity

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I Was Working About 4 Month On Game And it Works Fine But i Was Using old Unity Version 2019.1.4f1 And I When I Publish It On Google Play He Told Me to Make It Api 29 So i Updated Unity To 2020.1.4f1 And Make It Api 29 And Since Then it Crashes On Startup No Errors No Signs To A Problem Nothing Just Crash Help I Stuck On That Error For About Week

Can someone help with following crash please?

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On startup Unity crashes and gives me the following error: 2020.1.4f1_fa717bb873ec . I allready upgraded Unity from 2020.1.? to 2020.1.4 and of course without succes.

Unity crashes (not responding) very often on play mode or by closing unity

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The pretty much says it all. i havent been able to find other posts with same kind of issue, and nothing from other posts has helped either i've tried using multiple unity versions, both LTS and latest version, but same story on either. Any way to solve this, i dont know why this happens, and ive tried reinstaller unity multiple times! Thanks

Android Crash because of dynamic sprite loading over a coroutine

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Dynamic loading of sprites in coroutine results in a failure to allocate memory on Android. OutOfMemory Exception thrown despite plenty of memory being available We analysing currently how many images it works before it crashed. Between 100-1000 images Unity Version: Unity 2019.4.6f1 LTS The implementation was carried out as follows: using (var request = UnityWebRequestTexture.GetTexture("file:///" + DataManager.Instance.DataPath + fileName)) { yield return request.SendWebRequest(); if (request.isNetworkError || request.isHttpError) { Debug.Log($"Error loading image: {request.error}"); image.sprite = null; onCompleted.Invoke(); } else { Sprite sprite = null; var texture = DownloadHandlerTexture.GetContent(request); sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);

All unity versions fail to decompress templates and packages

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I've tried changing directory to all drives, using root directories and subdirectories, making sure no spaces or unknown characters, reinstalling unity hub, reinstall windows. all with no success any suggestions on what to do?

ARcore "Session.CheckAvailablity().result" getting "Unknown Error" and App Crashes immediately

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Hello Devs, i have been trying to solve this problem since couple of weeks and i failed to solve. this problem is with Google AR core SDK and I am using unity 2019.3.1f1 and Latest arcore sdk. Problem : When i Check Session.CheckAvailablity(); that is fine no exception catches but after when i trying to get result i always recieved "Unkown Error" on Supported Device and Unsupported Device and after that application crashed immediately. I have reasearched on Internet but i didn't get any Suitable Option for this. My Script for Checking "Session.CheckAvailablity()" with different types of function: using System.Collections; using UnityEngine; using GoogleARCore; using UnityEngine.UI; using System; public class TestingARSupport : MonoBehaviour { [SerializeField] private GameObject LogPrefab; [SerializeField] private Transform DebugContainer; public void Check() { StartCoroutine(CheckCompatibility()); } public void Check2() { StartCoroutine(CheckCompatibility2()); } public void Check3() { StartCoroutine(CheckCompatibility3()); } private void CopyToClipBoard(string Txt) { CustomNameSpace.Server.Clipboard = Txt; } private IEnumerator CheckCompatibility() { CreateLog(""); AsyncTask checkTask = null; try { checkTask = Session.CheckApkAvailability(); CreateLog("Checking Request Created"); } catch (Exception e) { CreateLog("Sorry Failed To Create \"Checking Request Created\":" + '\n' + "" + e + ""); //Debug.LogExeption(e, this); } CustomYieldInstruction customYield = checkTask.WaitForCompletion(); /*try { customYield = checkTask.WaitForCompletion(); CreateLog("Please Wait Checking Request Has been Sent"); } catch (Exception e) { CreateLog("Sorry Failed To Create \"Checking Request Created\":" + '\n' + "" + e + ""); //Debug.LogException(e, this); }*/ CreateLog("Checking For Result Please Wait"); yield return checkTask.WaitForCompletion(); CreateLog("Result Created Successfuly"); try { ApkAvailabilityStatus result = checkTask.Result; /*try { result = checkTask.Result; CreateLog("Checking Is Completed, result will be soon"); } catch (Exception e) { CreateLog("Sorry Failed To Load Result:" + '\n' + "" + e + ""); //Debug.LogException(e, this); }*/ switch (result) { case ApkAvailabilityStatus.SupportedApkTooOld: CreateLog("Supported apk too old"); break; case ApkAvailabilityStatus.SupportedInstalled: CreateLog("Supported and installed"); break; case ApkAvailabilityStatus.SupportedNotInstalled: CreateLog("Supported, not installed, requesting installation"); break; case ApkAvailabilityStatus.UnknownChecking: CreateLog("Unknown Checking"); break; case ApkAvailabilityStatus.UnknownError: CreateLog("Unknown Error"); break; case ApkAvailabilityStatus.UnknownTimedOut: CreateLog("Unknown Timed out"); break; case ApkAvailabilityStatus.UnsupportedDeviceNotCapable: CreateLog("Unsupported Device Not Capable"); break; } } catch (Exception e) { CreateLog("Sorry Failed To Load Result:" + '\n' + "" + e + ""); Debug.LogException(e, this); } } private IEnumerator CheckCompatibility2() { CreateLog(""); AsyncTask checkTask = null; try { checkTask = Session.CheckApkAvailability(); CreateLog("Checking Request Created"); } catch (Exception e) { CreateLog("Sorry Failed To Create \"Checking Request Created\":" + '\n' + "" + e + ""); //Debug.LogExeption(e, this); } CreateLog("Checking For Result Please Wait"); while (!checkTask.IsComplete) { yield return null; } CreateLog("Result Created Successfuly"); try { ApkAvailabilityStatus result = checkTask.Result; /*try { result = checkTask.Result; CreateLog("Checking Is Completed, result will be soon"); } catch (Exception e) { CreateLog("Sorry Failed To Load Result:" + '\n' + "" + e + ""); //Debug.LogException(e, this); }*/ switch (result) { case ApkAvailabilityStatus.SupportedApkTooOld: CreateLog("Supported apk too old"); break; case ApkAvailabilityStatus.SupportedInstalled: CreateLog("Supported and installed"); break; case ApkAvailabilityStatus.SupportedNotInstalled: CreateLog("Supported, not installed, requesting installation"); break; case ApkAvailabilityStatus.UnknownChecking: CreateLog("Unknown Checking"); break; case ApkAvailabilityStatus.UnknownError: CreateLog("Unknown Error"); break; case ApkAvailabilityStatus.UnknownTimedOut: CreateLog("Unknown Timed out"); break; case ApkAvailabilityStatus.UnsupportedDeviceNotCapable: CreateLog("Unsupported Device Not Capable"); break; } } catch (Exception e) { CreateLog("Sorry Failed To Load Result:" + '\n' + "" + e + ""); Debug.LogException(e, this); } } private IEnumerator CheckCompatibility3() { CreateLog(""); try { Session.CheckApkAvailability(); CreateLog("Checking Request Created"); } catch (Exception e) { CreateLog("Sorry Failed To Create \"Checking Request Created\":" + '\n' + "" + e + ""); //Debug.LogExeption(e, this); } CreateLog("Checking For Result Please Wait"); while (!Session.CheckApkAvailability().IsComplete) { yield return null; } CreateLog("Result Created Successfuly"); try { ApkAvailabilityStatus result = Session.CheckApkAvailability().Result; switch (result) { case ApkAvailabilityStatus.SupportedApkTooOld: CreateLog("Supported apk too old"); break; case ApkAvailabilityStatus.SupportedInstalled: CreateLog("Supported and installed"); break; case ApkAvailabilityStatus.SupportedNotInstalled: CreateLog("Supported, not installed, requesting installation"); break; case ApkAvailabilityStatus.UnknownChecking: CreateLog("Unknown Checking"); break; case ApkAvailabilityStatus.UnknownError: CreateLog("Unknown Error"); break; case ApkAvailabilityStatus.UnknownTimedOut: CreateLog("Unknown Timed out"); break; case ApkAvailabilityStatus.UnsupportedDeviceNotCapable: CreateLog("Unsupported Device Not Capable"); break; } } catch (Exception e) { CreateLog("Sorry Failed To Load Result:" + '\n' + "" + e + ""); Debug.LogException(e, this); } } }

2019.4 Get Texture crash

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Hello, my companies game keeps randomly crashing at random times and this is the error I see in a lot of them. d3d11: RegisterNativeTexture could not get texture Looks like this was a recently fixed problem in unity versions around 2019.4 (but not 2019.4)

Unity 2019.4.10f LTS constantly crashes when debugging

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This is getting ridiculous. Whenever I try to debug my game with literally *any* debugger (I've tried Visual Studio, Visual Code and Rider), Unity just stops responding after a minute or so. It never fully crashes, so I have to task manager close it. I have been told that it might be my anti-virus, but I have disabled that, and tried *three different ones*. I am at my wit's end; I cannot work with Unity constantly crashing when debugging. What's going on?

Random crashes in Android build

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Hello All, Our game is crashing randomly at random places. From Firebase Crashlytics, we get the following stack trace, Unity Version: 2019.3.14f1 Caused by java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Version '2019.3.14f1 (2b330bf6d2d8)', Build type 'Release', Scripting Backend 'mono', CPU 'armeabi-v7a' Build fingerprint: 'Lava/X41_Plus/X41_Plus:6.0/MRA58K/147:user/release-keys' Revision: '0' ABI: 'arm' Timestamp: 2020-09-16 10:48:10+0530 pid: 24857, tid: 29715, name: UnityMain >>> com.silvercenturion.solitairegold <<< uid: 10136 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 Cause: null pointer dereference r0 00000000 r1 00000001 r2 8202fa90 r3 8202f930 r4 9e851068 r5 9e85106c r6 00000003 r7 00000000 r8 00000000 r9 93638e00 r10 8202e110 r11 93638e00 ip 8202faf0 sp 8202e080 lr 9debcacc pc 9dcb1d76 backtrace: #00 pc 00433d76 /data/app/com.silvercenturion.solitairegold-1/lib/arm/libunity.so (BuildId: 0d3cf201c4e1b00566f4996703527ecae8d8afd2) #01 pc 00433f2b /data/app/com.silvercenturion.solitairegold-1/lib/arm/libunity.so (BuildId: 0d3cf201c4e1b00566f4996703527ecae8d8afd2) #02 pc 00435409 /data/app/com.silvercenturion.solitairegold-1/lib/arm/libunity.so (BuildId: 0d3cf201c4e1b00566f4996703527ecae8d8afd2) #03 pc 000eaec9 /system/lib/libart.so (art_quick_generic_jni_trampoline+40) (BuildId: 9e8205b5a3ea9eb4d499e79a43862be6) #04 pc 000e67d1 /system/lib/libart.so (art_quick_invoke_stub_internal+64) (BuildId: 9e8205b5a3ea9eb4d499e79a43862be6) #05 pc 003ea007 /system/lib/libart.so (art_quick_invoke_stub+170) (BuildId: 9e8205b5a3ea9eb4d499e79a43862be6) #06 pc 00101246 at libunity.0x433d76() at libunity.0x433f2b() at libunity.0x435409() at libart.art_quick_generic_jni_trampoline(art_quick_generic_jni_trampoline:40) at libart.art_quick_invoke_stub_internal(art_quick_invoke_stub_internal:64) at libart.art_quick_invoke_stub(art_quick_invoke_stub:170) at Unknown.0x8202e246() How do we debug this crash. Is there a way I can extract data that we can read & understand. Thanks in Advance, Altaf

Photon crash

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Hey! Added some multiplayer to my game using Photon and now it crashes on start with this backlog. No idea what its related to except that it says Photon. Any ideas? Thanks, -Me Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonCryptoPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonCryptoPlugin.dll Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonCryptoPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonCryptoPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonCryptoPlugin.dll Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonCryptoPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonSocketPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonSocketPlugin.dll Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonSocketPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonSocketPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonSocketPlugin.dll Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonSocketPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonEncryptorPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonEncryptorPlugin.dll Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/PhotonEncryptorPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonEncryptorPlugin Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonEncryptorPlugin.dll Fallback handler could not load library C:/Users/shnoo/Desktop/Grease_Monkey/Grease Monkey_Data/Mono/libPhotonEncryptorPlugin Crash!!!

Unity (all versions) fails to open a project. (Even new)

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So, I have a soft crash bug happening right now, All unity versions installed on my machine result in the same thing. This is opening old projects, or new ones factory default stuff. The first image is the window that appears instead of the editor.![Screen appears first][1] So, ok, it gives me options. I try Load Default Layout. This results in the exact same window. So I try Revert to Factory Settings. Which prompts me about what the action is. ![Factory Settings Prompt][2] So I Click Continue. Only to be dumped back at square 1. I can't report this through the help menu, the editor never loads. If I could get assistance with this, it would be greatly appreciated. [1]: /storage/temp/167769-unity-load-error-1.png [2]: /storage/temp/167770-unity-load-error-2.png

Sprite crash only on phone

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Good day, I am just a beginner user of the unit and I am faced with a problem. After animating rotation through coordinates, some of the sprites are covered with strange stripes. This happens only on the phone, when you start it in the unit itself, everything is fine. Thanks in advance for your help. https://sun1-98.userapi.com/Y1hUYfTC9ctUKAOAj_EQwNl97BqMODAATGQhlA/JoR7ChzHZ-k.jpg

"signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x200000077" Crashes on Huawei devices

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In our google play developer console, for an application, we are seeing very high number of crashes in Huawei Devices (Android 8.0 and Android 9.0). We are developing application using Unity 2019.4.8f1. The application contains: -Firebase -Flurry -Admob The reason for crashes mentioned is "java.lang.Error(no location available)". The crash report for it is as follows: java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Version '2019.4.8f1 (60781d942082)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'armeabi-v7a' Build fingerprint: 'HUAWEI/MRD-L41A/HWMRD-M1:9/HUAWEIMRD-LX1F/9.1.0.333C185:user/release-keys' Revision: '0' ABI: 'arm' Timestamp: 2020-09-22 07:52:03+0300 pid: 10152, tid: 10517, name: Thread-96 >>> com.iz.bible.word.puzzle.games.connect.collect.verses <<< uid: 10198 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x2a Cause: null pointer dereference r0 00000000 r1 ca712274 r2 b47ce538 r3 b47ce624 r4 b47ce624 r5 00000000 r6 00000000 r7 b47ce538 r8 00000003 r9 c3ada800 r10 00000000 r11 b47ce6ec ip cb665ea4 sp b47ce4e8 lr cd11dd3f pc ca74614c backtrace: at . at libil2cpp.0x2bb14c (Native Method) How do we solve this crash? Our downloads are adversely affected because of this crash. Thanks!

Weirdest coroutine crash ever

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Hey guys ! really dont want to post here but hey I dont know any further. Im having this DungeonManager who iterates over all enemies to do thier stuff. ![alt text][1] If an enemy can shoot at the player he does so and confirms his action. If he cant shoot he proceeds to move to a position from where he can shoot at the player. Both action work perfectly fine as long as there is only one enemy. If there are two everything still works as long as at least one shoots at the player. If two enemy want to perform the move action unity crashes and here comes the really weird thing. The crash then occurs in the following coroutine: ![alt text][2] Now the movement is tile based and the "int[] path" parameter contains the tile numbers from start to destination. for each step i get the tiles position, rotate the character, and proceed to move him in a while loop to its destination. after each step I Log it to the console. Now only if both enemies need to move the first enemy crashes in the while loop before reaching the last step in its path. (Eg. the path is 2 tiles, I get the first step logged, the character moves to the last tile and crashes before the last log) That feels like an infinite while loop but **1.** its works if the 2nd enemy doesnt needs to move. **2.** even if i choose to run the while loop for a set amount of times (like with an int i < X, i++) it still crashes. Now what is even weirder if the DungeonManagers ConfirmActionFinished method (gets called when an enemy finished his action) calls his own action (index) over and over again, No crash occurs even if the secound enemy needs to move aswell. Its like if the next action should be called the loop crashes and doesnt even reaches the point of calling another action, but if its own action will be called the loop doesnt crashes, terminates fine and moves on. Dunno how to explain this, its just really weird, the coroutine crashes if after the coroutine another enemy would move and it doesnt crashes if not. as if the coroutine would know whats going to happen afterwards. well thanks for everyone reading/helping ! [1]: /storage/temp/168077-screenshot-1.png [2]: /storage/temp/168079-screenshot-2.png

Unity crashes when instantiating object with mesh particles?

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When I was using Unity 2020.a16 there is no such problem. But yesterday after I upgraded to 2020.b2, the issue appeared. Firstly I found that instantiating an object causes Unity to crash and quit. After several experiments, I found that this will only (and always) happen when the object to instantiate have a **particle system** component with **"Mesh"** render mode in its **Render** section. I simply do not know what is happening. I wonder has anyone encountered the same issue? Thanks!

I cant open my project

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My project will not open no matter what i do does anyone have a solution im on windows and just want to get back to making my game.

Unity 2020.1.5f1(64 bit) crash when creating new project,Unity Crash?

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![alt text][1] [1]: /storage/temp/168209-unity-crash.png ,![alt text][1] [1]: /storage/temp/168208-unity-crash.png How would i fix this?

Unity Project Crash On Load

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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

Proggresive lightmappers cause to Crash editor,Progrresive Lightmappers Crash

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Hello I was using proggresive lightmappers since I create my project but today it started to crash unity editor whenever I try to bake. When I change to Enlighten it looks working but I need proggressive. Last things what I do were using navmesh combiner and Occlusion Culling I dont get any error or any error log btw whenever I click to bake It just crash unity editor. I tried to remove library it did not work. My unity editor version is 2018.3.14f1
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