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Cpu 100%, crashes in build. Editor works fine. Why?

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Game works fine in the editor, but the built version spikes cpu and crashes. - If anyone has suggestions as to what might be causing this please let me know. - Here's some things I noted: --------------------------- - I am using Unity 2018.2.16f1, have built the game using this version before and it it worked; I haven't tried using a different version yet but I don't think that is the issue - Profiling game in editor, I get 5-10% cpu usage. - tried excluding my starting scene in my build, did not work and still crashes - I don't get a black screen or anything like that, just my cpu usage spikes like crazy and heats up very quickly all before the game crashes (within 5 seconds). - log file shows nothing to look into as far as I am aware - Here is my log file: -------------------- Mono path[0] = 'E:/Users/Brad/Documents/Boulder Run/Build Version/_DevelopmentBuild/Boulder Run_Data/Managed' Mono config path = 'E:/Users/Brad/Documents/Boulder Run/Build Version/_DevelopmentBuild/Mono/etc' PlayerConnection initialized from E:/Users/Brad/Documents/Boulder Run/Build Version/_DevelopmentBuild/Boulder Run_Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55314 Multi-casting "[IP] 192.168.1.75 [Port] 55314 [Flags] 3 [Guid] 1586052047 [EditorId] 1109417017 [Version] 1048832 [Id] WindowsPlayer(Brett-PC) [Debug] 1 [PackageName] WindowsPlayer" to [225.0.0.222:54997]... Waiting for connection from host on [0.0.0.0:55314]... PlayerConnection accepted from [192.168.1.75] handle:0x2d4 Started listening to [0.0.0.0:55314] Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56047 PlayerConnection already initialized - listening to [0.0.0.0:55314] Initialize engine version: 2018.2.16f1 (39a4ac3d51f6) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 760 (ID=0x1187) Vendor: VRAM: 1979 MB Driver: 23.21.13.9077 Begin MonoManager ReloadAssembly - Completed reload, in 0.082 seconds OnLevelWasLoaded was found on sceneManager This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: C:\buildslave\unity\build\Runtime/Mono/MonoScriptCache.cpp Line: 343) Initializing input. Input initialized. Initialized touch support. UnloadTime: 0.964437 ms Setting up 4 worker threads for Enlighten. Thread -> id: 1c94 -> priority: 1 Thread -> id: ec8 -> priority: 1 Thread -> id: 2250 -> priority: 1 Thread -> id: 2438 -> priority: 1 ##utp:{"type":"MemoryLeaks","allocatedMemory":5642,"memoryLabels":[{"Default":1048},{"NewDelete":376},{"Thread":8},{"Manager":112},{"VertexData":480},{"GfxDevice":768},{"FMOD":640},{"Serialization":40},{"String":1186},{"DynamicArray":672},{"VR":64},{"SceneManager":240},{"Secure":8}]}

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