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Please help me fix steam-released game crashing without log crash message

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My game is now on steam, some of our players say that the game crashes after loading. When I look at the log files, I see the following and I can't find a solution. There is no crash notification in the log file. I share the file and my code
Mono path[0] = 'D:/steam/steamapps/common/Car For Sale Simulator 2023/Car For Sale Simulator 2023_Data/Managed' Mono config path = 'D:/steam/steamapps/common/Car For Sale Simulator 2023/MonoBleedingEdge/etc' Initialize engine version: 2020.3.22f1 (e1a7f79fd887) [Subsystems] Discovering subsystems at path D:/steam/steamapps/common/Car For Sale Simulator 2023/Car For Sale Simulator 2023_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GT 1030 (ID=0x1d01) Vendor: VRAM: 1981 MB Driver: 31.0.15.3179 Begin MonoManager ReloadAssembly - Completed reload, in 0.327 seconds Initializing input. New input system (experimental) initialized Input initialized. Initialized touch support. Couldn't create a Convex Mesh from source mesh "Box001" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Couldn't create a Convex Mesh from source mesh "Box001" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Couldn't create a Convex Mesh from source mesh "Box001" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. The tree Plant_Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly. Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved. Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved. UnloadTime: 1.002300 ms Starting Nature Renderer... Hardware Info --- Graphics Device Name: NVIDIA GeForce GT 1030 Graphics Device Type: Direct3D11 Graphics Device Vendor: NVIDIA Graphics Device Vendor ID: 4318 Graphics Device Version: Direct3D 11.0 [level 11.1] Graphics Memory: 1981 Graphics MultiThreaded: False Graphics Shader Level: 50 Max Compute Buffer Inputs: 32 Processor Count: 8 Supports Compute Shaders: True Supports Instancing: True Memory: 12279 The referenced script on this Behaviour (Game Object 'RCCCanvas') is missing! The referenced script on this Behaviour (Game Object 'Cinematic Camera System') is missing! The referenced script on this Behaviour (Game Object 'Animation') is missing! The referenced script on this Behaviour (Game Object 'Mobile Drag') is missing! The referenced script on this Behaviour (Game Object 'Drag') is missing! Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0 CommandBuffer: temporary render texture not found while executing (Blit source)Saving data!Saving data is done! Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 274.932300 ms DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Translation not found: dialogue_want_buy_car0 (Turkish). Translation not found: skill_showFeel (Turkish). Translation not found: skill_showFeelDesc (Turkish). Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues. loading game start load Office office loading loading my cars! loading my cars! is done office loading done completed load Office start load Game loading gm loading gm is done completed load Game start load Tax loading tax! loading tax! is done completed load Tax start load Bank loading bank loading bank is done completed load Bank start load Inventory loading inventory loading inventory is done completed load Inventory start load Skills loading skills loading all skills is done loading skill exp loading skill exp is done loading skills is done completed load Skills start load Time loading time manager loading time manager is done completed load Time start load Decoration loading decoration loading decoration is done completed load Decoration start load Tutorial loading tutorial loading tutorial is done completed load Tutorial loading all game! wait 0.3f
I debugged everywhere to find out where it crashed before yield return new WaitForSeconds(0.3f); Now yield return new WaitForSecondsRealtime(0.3f); I thought maybe that's why it's giving an error. but that didn't solve it
![my code https://ibb.co/0CS143m][1]
[1]: /storage/temp/207448-for-unity-com.png

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