I have a simple WebGL Scene containing an object that is to be rotated on click and drag and which it can be zoomed upon with scroll. This build is to be implemented on a website and I have already tested it on their online server, HOWEVER... it works on absolutely every browser but Firefox, which seems to be the most preferred by the owner of the website. What happens is that after successfully building, the blank webpage automatically opens in Firefox (I set it to that because I already know it works on all other browsers), the Unity loader works, the splash screen appears, but right after that, the page crashes without any explanation.
Here is a [link](http://www.anjolee.com/wedding-rings-and-anniversary-rings/diamond-engagement-rings/Shared-Prong-Eternity-Style-Engagement-Ring.aspx) which takes you to the exact issue in question. Upon hitting the "3D Experience" button, you will see exactly what I have just described happening.
This is not the usual issue about which you find tons of clips on Youtube, in fact I have spent more than a week looking everywhere online for a possible solution without any result so far (so it is not solved by increasing the memory size in the Player Settings > Publishing Settings).
Does anyone have any idea on how I can solve this issue? I went very deep into reading articles and watching tutorials, though I feel like I am missing something very basic. I would very much appreciate any help I can get.
In case there is more information that I should provide in order to make this question more relevant, please don't hesitate to ask. I am online at all times and will answer A.S.A.P.
Thanks a lot!
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WebGL Build Crashes on Firefox only After the Loading and Splash Screen Phases.
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if user is mirroring the screen, UnityUpdateDisplayList causes crash on app start (unity 4)
1. XCode crash reporting shows us that users with iOS 11.2 are seeing crashes at UnityUpdateDisplayList()
2. We can reproduce a crash on app launch on iOS 11.2 devices which launch our app with airplay on. The crash is a bad access error inside unity's generated cpp code.
3. This is using Unity 4.7.2f1
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Simple zoom and pan script freezes unity
I created a simple zoom and pan script for 2D and the zoom function works just fine but when i try the test the right-click pan unity freezes and I have to do a force-shutdown. Pardon my low scripting ability, this may not be the most efficient way to do what I am trying to do, which is to have several size options for my main camera, and allow it to be panned
using UnityEngine;
using System.Collections;
public class mainCamera : MonoBehaviour
{
public int zoomSetting = 1;
public float Default = 4.979221f;
public float zoom1 = 2;
public float zoom2 = 1;
public bool canPan = false;
public float horizontalSpeed = 0.5f;
public float verticalSpeed = 0.5f;
// Use this for initialization
void Start()
{
Camera.main.orthographicSize.Equals(Default);
canPan = false;
}
// Update is called once per frame
void Update()
{
if (zoomSetting == 1)
{
Camera.main.orthographicSize = Default;
canPan = false;
}
if (zoomSetting == 2)
{
Camera.main.orthographicSize = zoom1;
canPan = true;
}
if (zoomSetting == 3)
{
Camera.main.orthographicSize = zoom2;
canPan = true;
}
if (zoomSetting > 3)
{
zoomSetting = 3;
}
if (zoomSetting < 1)
{
zoomSetting = 1;
}
if (Input.GetAxis("Mouse ScrollWheel") > 0f)
{
zoomSetting = zoomSetting + 1;
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
zoomSetting = zoomSetting - 1;
}
if (canPan == true)
{
while (Input.GetMouseButtonDown(1))
{
float x = horizontalSpeed * Input.GetAxis("Mouse X");
float y = verticalSpeed * Input.GetAxis("Mouse Y");
transform.Translate(x, y, 0);
}
}
}
}
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NOOOOO my script's content entirely gone after computer crash
Sorry for my **BAD** English, because English is not my mother language.
I edited the script, then quick saved, and well then my computer crashed, so I force the computer to reboot.
After that, thousands of rows (well, about 1400~1500 rows) of codes **WERE GONE**, dammit.
I tried refreshing and reimporting the script, but it did no work, the contents are still missing.
Fortunately (?), the size of script is 97KB, that means (well maybe) there's still hope to recover the file, but how? Please help!!
![alt text][1]
![alt text][2]
[1]: /storage/temp/109782-script1.png
[2]: /storage/temp/109783-script2.png
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UNITY opening : seriously crashes
Dear Unity support, Moderators, users,
The problem (deeply deceiving) :
1. Opening Unity :
2. Create a project : "name it " then "create project"
3. Untity simply leaves. Nothing, sweept out.
Thus
1. I check in C:\documents..
2. I find the project folder.......but empty
Then
i re-open Unity after i had checked for severals topics on this subject...
The same, i've tried the very last version till (backward) Unity 5.6.5f1...
Many people has the same odds and nobody had received any comments from UNITY or eventual interest from the support. you can watch to the forums about this problem.
Unity flushes out itself when you try to create or open a project, that's a fact.
So, thank you already if anybody found any recovery solution or pointed efficiently the problem, because i've noticed we're "legion" since July 2017 to have encountered this serious problem : just blocking and disqualifying.
Thank twice.
bests,
alr + + +
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↧
Performance Reporting For WebGL (Production)
Does Performance Reporting work for production (non-development) WebGL Builds? I see in the Services Panel the tag 'WebGL' under 'Supported Platforms'. I have Performance Reporting enabled, but only my development build crashes wind up on the Unity panel. Am I missing something? The documentation seems to be a bit fragmented so I am having trouble tracking down the answer.
Edit: It works with Exceptions Enabled - but those are not recommended for production builds, so to me it seems like it is not supported on production builds?
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Assertion failed on expression: 'm_Buffer != NULL'
When I open my project, Unity Editor opens, but everything in the window is white and buttons like Edit etc. do not show anything, and after some time it just crashes, but sometimes it opens normally but Unity's UI is a bit weird (some places are all dark, some are normal, and some icons are swapped (but act the same), for example Play button has icon of Pause button). After Unity crashed again, I checked the Editor.log file and it said "Assertion failed on expression: 'm_Buffer != NULL'".
I pasted Entire Editor.log file onto Pastebin, but I had to divide it because Pastebin has limitations:
First half: https://pastebin.com/7BTTXYCT
Second half: https://pastebin.com/14sPkC3V
↧
Editor crashes when opening project (fresh install)
I installed Unity editor 2017.3.0f3 (64 bit) on Windows 8 (I haven't used Unity on this computer before). It always crashes immediately after creating a project or trying to load a project from disk. The logs have the following stack trace:
0x000007FD103C6B9B (KERNELBASE) GetEnvironmentVariableW
0x000007FD12082D56 (KERNEL32) WideCharToMultiByte
0x00000001412FB3A5 (Unity) windriverutils::GetDisplayDriverVersionString
0x0000000141CBD237 (Unity) GraphicsCaps::InitD3D11
0x0000000141CC755F (Unity) CreateD3D11GfxDevice
0x0000000141D2D4F4 (Unity) CreateClientGfxDevice
0x00000001409AF9FD (Unity) CreateGfxDeviceFromAPIList
0x00000001409AFC40 (Unity) InitializeGfxDevice
0x00000001407CDA27 (Unity) InitializeEngineGraphics
0x00000001411E6B89 (Unity) Application::InitializeProject
0x000000014141025F (Unity) WinMain
0x0000000141E643A8 (Unity) __tmainCRTStartup
0x000007FD1208167E (KERNEL32) BaseThreadInitThunk
0x000007FD131A3501 (ntdll) RtlUserThreadStart
Here are some snippets from dxdiag (let me know if other parts would be relevant):
------------------
System Information
------------------
Time of this report: 1/26/2018, 17:09:27
Operating System: Windows 8 64-bit (6.2, Build 9200) (9200.win8_gdr.130108-1504)
Language: English (Regional Setting: English)
System Manufacturer: Dell Inc.
System Model: Inspiron 3521
BIOS: A05
Processor: Intel(R) Core(TM) i5-3337U CPU @ 1.80GHz (4 CPUs), ~1.8GHz
Memory: 4096MB RAM
Available OS Memory: 3966MB RAM
Page File: 1817MB used, 2851MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: 120 DPI (125 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.02.9200.16384 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: Intel(R) HD Graphics 4000
Manufacturer: Intel Corporation
Chip type: Intel(R) HD Graphics Family
DAC type: Internal
Device Type: Full Device
Display Memory: 1664 MB
Dedicated Memory: 32 MB
Shared Memory: 1632 MB
Current Mode: 1366 x 768 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: unknown
Monitor Id: SDC5441
Native Mode: 1366 x 768(p) (59.987Hz)
Output Type: Internal
Driver Name: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32
Driver File Version: 9.17.0010.2867 (English)
Driver Version:
DDI Version: 11
Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1
Driver Model: WDDM 1.2
Graphics Preemption: DMA
Compute Preemption: Thread group
Driver Attributes: Final Retail
↧
Possible Editor bug : Toggle crash / image not updating in editor
Hello,
I really need help on this one, I have been seeking for solution and scroll hundreds of line of code just to see any mistake, but it's just a very basic toggle that produce the crash. Everything was working fine in past session but today i retest a toggle and it crash.
I have a serie of toggle that crash (hang) editor in play mode.
void Awake(){
EasyBtn.onValueChanged.AddListener(delegate { OnDifficultyChangeClick(1); });
HardBtn.onValueChanged.AddListener(delegate { OnDifficultyChangeClick(2); });
VeryHardBtn.onValueChanged.AddListener(delegate { OnDifficultyChangeClick(3); });
}
void OnDifficultyChangeClick(int MyChoice)
{
Debug.Log("My difficulty choice is " + MyChoice);
if (MyChoice == 1)
{
EasyBtn.isOn = true;
HardBtn.isOn = false;
VeryHardBtn.isOn = false;
InsaneBtn.isOn = false;
CurrentDifficultyChoice = 1;
}
else if (MyChoice == 2)
{
EasyBtn.isOn = false;
HardBtn.isOn = true;
VeryHardBtn.isOn = false;
InsaneBtn.isOn = false;
CurrentDifficultyChoice = 2;
}
else if (MyChoice == 3)
{
EasyBtn.isOn = false;
HardBtn.isOn = false;
VeryHardBtn.isOn = true;
InsaneBtn.isOn = false;
CurrentDifficultyChoice = 3;
}
else if (MyChoice == 4)
{
EasyBtn.isOn = false;
HardBtn.isOn = false;
VeryHardBtn.isOn = false;
InsaneBtn.isOn = true;
CurrentDifficultyChoice = 4;
}
else
{
Debug.Log(MyChoice);
}
}
The DebugLog doesn't even get called, so it look like the problem is with the listener !?
The weird thing I see in the editor is that the image preview in the inspector doesn't show up for the problematic toggle. The image preview is blank (alpha). When I uncheck and recheck the gameobject the preview regenerate correctly. When I look in window sprite packer the correct image is there, I thought it could be a corrupted sprite pack, but I don't know how to force a regeneration. I also tried reimporting the image and deleting the meta to force recreation but nothing have improved.
Any clue ?
↧
↧
Failing to have HandleLog sending crash log to Slack using WWW
So in my work as QA, I've been adding simple tools to capture Error logs picked up during development phase and send it to Slack whenever the app nullrefs on a mobile device (iOS). Bear with me, my coding knowledge is amateurish so if I'm missing something obvious, its simply because I didn't understand it.
The first implementation was straightforward, when the app crashes, it would send a POST message to Slack using Webclient, without need to get a response. This is great when I'm catching a string of logs in which I can see them all in a flow before it crashes:
Example of a message:
LogError1
LogError2
LogError3
However, I've been trying challenging myself to improve the way the messages are sent to Slack by editing the same message, meaning, instead of one Slack message per progress sent to Slack, I want to edit and collect all logs in one Slack message.
This means I'm using an IEnumerator with WWW to send and receive the message id (ts). My problem is that when the app in development crashes, it will, instead of sending:
LogError1
LogError2
LogError3
It will instead send:
LogError1
Then crash. It seems the Handlelog ignores any kind of Coroutine since it will only finish the Handlelog function then crash, so I've been trying to use the www.isDone in a while loop inside Handle Log but for some reason it will get stuck in that while loop after it crashes. Same for using a while loop and counting deltatime (trying to send a message without using Coroutine), or keeping track of number of messages currently being processed and only send a new one if the amount of messages sent is equal to 0.
public static int MessagesInProgress = 0;
private static string ts = "";
private static string channel = "";
private static bool firstResponse = true;
public static IEnumerator SendCall(WWWForm message, bool threadIt = false){
Debug.Log("Data being sent "+SlackForm.form.data);
WWW www;
if(SlackBot.firstResponse){
www = new WWW( postMessageUrl, message );
} else if (!threadIt){
message.AddField("channel",channel);
message.AddField("ts",ts);
www = new WWW( updateMessageUrl, message );
} else {
message.AddField("channel",channel);
message.AddField("ts",ts);
message.AddField("thread_ts",ts);
www = new WWW( postMessageUrl, message );
}
yield return www;
if(!string.IsNullOrEmpty(www.error)) {
Debug.Log( "Error with Slack: " + www.error );
} else {
Debug.Log(www.text);
if(SlackBot.firstResponse){
JSONObject json = new JSONObject(www.text);
channel = json["channel"].str;
ts = json["ts"].str;
SlackBot.firstResponse = false;
}
}
}
public static void HandleLog(string logString, string stackTrace, LogType type) {
if (type == LogType.Error || type == LogType.Exception || type == LogType.Assert){
string msg = "";
string msgAddOn = "";
msg += "*" + AppTitle + "* (" + Tools.CommitID() + ") logged this error after "+ LogHandler.ConvertToMinutesAndSeconds(Time.realtimeSinceStartup) + ":\n" + PlaysetPlugin.CurrentScene.Title + " " + deviceGeneration + " " + SystemInfo.operatingSystem + "\n\n" + logString + "\n\n" + stackTrace + msgAddOn;
LogHandler.PostAndEditSameSlackMessage();
counter= 50f;
while(counter>=0){
Debug.Log("Hej");
}
}
}
public static void PostAndEditSameSlackMessage(string slackText = ""){
try {
if (slackBot == null) {
slackBot = new SlackBot();
}
WWWForm slackMessage;
slackMessage = null;
slackMessage = new SlackForm().GetForm();
SlackForm.AddAttachment(Automation.Instance.tests);
slackText += Automation.Instance.GetPrettyTestProgress();
SlackForm.AddText(slackText+"\n"+GetBasicInfo()+"\n");
Automation.Instance.StartCoroutine(SlackBot.SendCall(slackMessage));
}
catch (System.Exception ex) {
Debug.Log(ex.ToString());
}
}
,
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Unity Builds Crashing - "has encountered and error and must close"
Hello there, I have a problem regarding launching builds. Currently i am using unity 2017.2 , before i was able to launch my builds but lately this error occurs. i've added the scene to my builds settings, i have reset everything to default although this was a new project, yet again the error shows up. anyone can help?![alt text][1]
[1]: /storage/temp/110694-captured2.png
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UnwrapCL Keeps Crashing When Importing VRChat SDK. Need Help!
When trying to use Unity for VRChat models I ran into an unfamiliar issue while importing the SDK. No one else seems to have this issue, but I linked a picture below. I have tried:
* reinstalling both Unity and the SDK * deleting all associated files and folders for Unity then reinstalling * starting a new project * using different versions of the SDK * dragging the SDK in as well as right clicking then importing * following every video guide to the T
Both the UnwrapCL.exe had issues as well as the fwrite.c from what the message said. Nothing has seemed to work and I really want to use it. Any help would be appreciated. I am running Unity v5.6.3p1 and VRCSDK-2018.01.26.13.13 Public
![alt text][1] [1]: /storage/temp/110733-screenshot.png
* reinstalling both Unity and the SDK * deleting all associated files and folders for Unity then reinstalling * starting a new project * using different versions of the SDK * dragging the SDK in as well as right clicking then importing * following every video guide to the T
Both the UnwrapCL.exe had issues as well as the fwrite.c from what the message said. Nothing has seemed to work and I really want to use it. Any help would be appreciated. I am running Unity v5.6.3p1 and VRCSDK-2018.01.26.13.13 Public
![alt text][1] [1]: /storage/temp/110733-screenshot.png
↧
Puzzled with crash - Do you recognize this stack trace?
Hello, i'm puzzled with a crash bug that was introduced to our app recently. My first guess was that it was due to storing too many and too long strings to PlayerPrefs and changed that, but we still see many of these.
Samsung Galaxy Tab A 9.7 (gt510wifi), 1536MB RAM, Android 7.1
java.lang.Error: FATAL EXCEPTION [SharedPreferencesImpl-load]
Unity version : 5.6.0p3
Device model : samsung SM-T550
Caused by
at java.lang.StringBuilder.toString (StringBuilder.java:408)
at com.android.internal.util.XmlUtils.readThisValueXml (XmlUtils.java:1370)
at com.android.internal.util.XmlUtils.readThisMapXml (XmlUtils.java:830)
at com.android.internal.util.XmlUtils.readThisValueXml (XmlUtils.java:1409)
at com.android.internal.util.XmlUtils.readValueXml (XmlUtils.java:1330)
at com.android.internal.util.XmlUtils.readMapXml (XmlUtils.java:740)
at android.app.SharedPreferencesImpl.loadFromDisk (SharedPreferencesImpl.java:120)
at android.app.SharedPreferencesImpl.-wrap1 (SharedPreferencesImpl.java)
at android.app.SharedPreferencesImpl$1.run (SharedPreferencesImpl.java:90)
I'm not aware of any of our changes that would call these functions directly, so my guess is that they're called by some Unity internals. It seems to be rather systematic on certain devices. Unfortunately i don't have any of them at hand to test and i've been unable to reproduce this. Do you recognize this stacktrace and what could possibly cause this?
↧
↧
Turning On DX12 Causes Crash
My program runs fine using DX11. When I swap the Graphics API to DX12 I experience extreme screen tearing and eventually it crashes completely. and for the screen tearing I do have v-sync enabled but it doesn't seem to be working. The error message shown in the console says
"d3d12: Profiler is enabled, but stable power state is not. GPU timing errors are expected."
I assumed I should enable stable power but after a quick Google search I couldn't find out how. I'm not sure if thats why it's crashing. Doesn't anyone have any possible solutions? (aside from just using DX11)
↧
How to determine which part of the game is crashing Unity Editor
HI all,
When i play my game in the Unity Editor, it runs for about 15s and then Unity freezes.
I tried the profiles but i don't know what to look for.
Even if i manually disable parts of the code and find out which part of the code is causing it, how do i troubleshoot/debug the problem? I am quite inexperienced and new to Unity5
I really appreciate any help you can provide me.
Thanks.
↧
Access Violation crash 0xc0000005 (only some players)
Hi!
I'm developing a game, and it's already on an advanced stage, so we started doing some tests with players.
On most PCs it is working fine, but I received this crash report, and I'm having trouble finding what is causing the crash. Can anyone help me?
Here is the [crash.dmp][1].
And here is the [error.log][2].
Any clues on how to read all that stuff would be very helpful too. :)
[1]: https://www.dropbox.com/s/3gbbrva4bm9axlx/crash.dmp?dl=0
[2]: https://www.dropbox.com/s/zpbwx59qfr7f6kv/error.log?dl=0
↧
Help when playing in Editor , Big memory Leak/problem
Hello Thank you for taking your time to look into this problem.
To paint a picture I have 2 computers, one Work PC and one Home PC. Currently I have a project on a git repository and when I pull it and use it at home it is fine, however at work It was running fine. Then all of a sudden after coming back from a lunch break every time I press play within the Editor the Memory just goes mental and the pc slows down in the task manager the Memory(Total physical memory reserved by individual processes) goes to over 100%. This has forced me to hard reset the PC on 1 occasion. (Both pcs are similar spec )
At home the code and project is the same but there is no problem. Are there any suggestions to solving this issue?
I have reinstalled Unity at work, I am currently making a fresh new pull from the repository and trying again, however I was wondering if there is a way to reset to default editor scripts etc.
Any suggestions or advice is greatly appreciated.
↧
↧
Built game crashes when clicking off game screen at any point
Hey, i built my first game so im new to the process, when i tried playing the built application file the game is able to play fine...unless i click off, weather it be my mouse clicking on my other monitor or anywhere outside of the game window, it simply stops responding and has to be restarted. What could be causing this?
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unity crash when invoke open gl api GlDrawArrays
We have gathered some crashes in our living environment, we cannot reproduce this crash, below is the backtrace,
If this is a gpu driver bug, how can we workaround this ? any suggestion will be appreciated.
Unity version: 5.5.4f1
crashed devices: OPPO A57, OPPO A57t, OPPO R9s, vivo X7, vivo X7Plus, MI NOTE Pro, OPPO R9 Plusm A, OPPO R9st...
OS Version: Android 5.x 6.x
#00 0x000176a4: /system/lib/libc.so (__memcpy_base+88)
#01 0x00107ef1: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN20EsxVertexArrayObject18UpdateInternalVbosEPK17EsxDrawDescriptorjPK16EsxAttributeDesc+1168)
#02 0x001bd3bf: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN20A5xVertexArrayObject11CalcVfdRegsEPK17EsxDrawDescriptorP10A5xVfdRegsi+94)
#03 0x001c3ddf: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN10A5xContext16ValidateVfdStateEPK17EsxDrawDescriptori+30)
#04 0x001d2459: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN10A5xContext13ValidateStateEPK17EsxDrawDescriptor+2072)
#05 0x001d27e5: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN10A5xContext18HwValidateGfxStateEPK17EsxDrawDescriptor+4)
#06 0x000bb857: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN10EsxContext16ValidateGfxStateEPK17EsxDrawDescriptor+598)
#07 0x000b050f: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN10EsxContext19DrawArraysInstancedE11EsxPrimTypeijj+110)
#08 0x0009a8ff: /system/vendor/lib/egl/libESXGLESv2_adreno.so (_ZN10EsxContext12GlDrawArraysEjii+62)
#09 0x005146e8: GfxDeviceGLES::DrawBuffers(GfxBuffer*, VertexStreamSource const*, int, DrawBuffersRange const*, int, VertexDeclaration*, ChannelAssigns const&) at ??:?
#10 0x002648e4: GenericDynamicVBO::DrawChunkInternal(DynamicVBOChunkHandle const&, ChannelAssigns const&, unsigned int, VertexDeclaration*, DrawBuffersRange*, int, unsigned int) at ??:?
#11 0x00263a50: DynamicVBO::DrawChunk(DynamicVBOChunkHandle const&, ChannelAssigns const&, unsigned int, VertexDeclaration*, DynamicVBO::DrawParams const*, int) at ??:?
#12 0x00459c64: RenderDynamicBatch(GfxDevice&, RenderNodeQueue const&, BatchInstanceData const*, unsigned int, unsigned int, unsigned int, ChannelAssigns const&, unsigned int, VertexChannelsLayout const&, GfxPrimitiveType) at ??:?
#13 0x00458444: RenderMultipleMeshes(RenderNodeQueue const&, RenderMultipleData const&, ChannelAssigns const&) at ??:?
#14 0x001925f0: BatchRenderer::RenderBatch(BatchInstanceData const*, unsigned int, ChannelAssigns const&) at ??:?
#15 0x0019b7b8: ForwardRenderLoopJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*) at ??:?
#16 0x0045fe48: GfxDevice::ExecuteAsync(int, void (*)(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*), GfxDeviceAsyncCommand::ArgScratch**, GfxDeviceAsyncCommand::Arg const*, JobFence&) at ??:?
#17 0x0019a320: ForwardShaderRenderLoop::StartRenderJobs(JobFence&, bool, ShaderPassContext&) at ??:?
#18 0x0019bb14: ForwardShaderRenderLoop::PerformRendering(JobFence&, ActiveLight const*, ShadowJobData const&, bool, bool, bool, Camera::RenderFlag) at ??:?
#19 0x0019cac0: DoForwardShaderRenderLoop(RenderLoopContext&, dynamic_array&, CullResults const&, bool, bool, bool, Camera::RenderFlag) at ??:?
#20 0x001a388c: DoRenderLoop(RenderLoop&, RenderingPath, CullResults&, ShadowMapCache&, bool) at ??:?
#21 0x00125df4: Camera::DoRender(CullResults&, SharedRendererScene const&, Camera::RenderFlag, void (*)(Camera&, RenderLoop&, RenderNodeQueue const&), RenderNodeQueue const*) at ??:?
#22 0x001283c4: Camera::Render(CullResults&, ShaderPassContext&, CameraRenderingParams const*, Camera::RenderFlag, void*) at ??:?
#23 0x001495d8: RenderManager::RenderOffscreenCameras() at ??:?
#24 0x002e834c: PlayerRender(bool) at ??:?
#25 0x002e9cfc: PlayerLoop() at ??:?
#26 0x005421ac: UnityPlayerLoop() at ??:?
#27 0x0054499c: nativeRender(_JNIEnv*, _jobject*) at ??:?
#28 0x00562fa9: /data/app/com.xxxx.xxxxxx-1/oat/arm/base.odex>>> java backtrace <<<
"UnityMain":
com.unity3d.player.UnityPlayer.nativeRender(null:-2)
com.unity3d.player.UnityPlayer.a(null:-1)
com.unity3d.player.UnityPlayer$c$1.handleMessage(null:-1)
android.os.Handler.dispatchMessage(Handler.java:98)
android.os.Looper.loop(Looper.java:179)
com.unity3d.player.UnityPlayer$c.run(null:-1)
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Unity project crashes whenever I open it
Some friend asked me to fix their game's bugs. The game was really messy from optimization to code structures. I've fixed some bugs but when I closed the unity then opened it. It crashes now and then. Theres no way now that I can open it. Before opening it theres a warning that its been opened in Unity 2017 and my current version is 5.6. What do you think guys is the problem? Thanks and God bless,Last week, my friend sent me his game and asked if I can fix all the bugs in it. So I tried fixing it. The game has lot of errors. Like a lot, from optimization to codes. But before opening it I've got a warning telling me that it is recently opened in Unity 2017. My Unity version is 5.6. I've done a lot of fix since he gave it to me. But now whenever I open the project it instantly crashes. I tried downloading the backup and fixing new stuffs but again it crashes. What do you think guys is the problem? My Unity version or the entire project?
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