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Unity crash on startup

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Unity crashes when starting up. If I select a different project by holding ALT when starting up it works just fine. But when I switch back to this specific project Unity crashes. I work on a mac using OSX 10.6.8 and Unity version 4.1.2. The Editor.log file contains this text: > Initialize mono Mono path[0] => '/Applications/Unity/Unity.app/Contents/Frameworks/Managed'> Mono path[1] => '/Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0'> Mono config path => '/Applications/Unity/Unity.app/Contents/Frameworks/Mono/etc'> Using monoOptions> --debugger-agent=transport=dt_socket,embedding=1,defer=y> 2015-01-18 20:02:36.821 Unity[266:207]> NSDocumentController Info.plist> warning: The values of> CFBundleTypeRole entries must be> 'Editor', 'Viewer', 'None', or> 'Shell'.>> LICENSE SYSTEM [2015118 20:2:36] No> start/stop license dates set>> LICENSE SYSTEM [2015118 20:2:36] Next> license update check is after> 2015-01-19T18:53:09>> IsTimeToCheckForNewEditor: Update time> 1421607248 current 1421607756> /Users/timcommandeur/VoxelEngine kopie> Loading GUID <-> Path mappings ...> 0.002297 seconds. Loading Asset Database ... 0.005395 seconds> AssetDatabase consistency checks ... > 0.017064 seconds Initialize engine version: 4.1.2f1 (911c7369eeac)> GfxDevice: creating device client;> threaded=1 OpenGL:> Version: OpenGL 2.1 [2.1 NVIDIA-1.6.36]> Renderer: NVIDIA GeForce 9600M GT OpenGL Engine> Vendor: NVIDIA Corporation> VRAM: 512 MB> Extensions: GL_ARB_transpose_matrix> GL_ARB_vertex_program> GL_ARB_vertex_blend GL_ARB_window_pos> GL_ARB_shader_objects> GL_ARB_vertex_shader> GL_ARB_shading_language_100> GL_EXT_multi_draw_arrays> GL_EXT_clip_volume_hint> GL_EXT_rescale_normal> GL_EXT_draw_range_elements> GL_EXT_fog_coord> GL_EXT_gpu_program_parameters> GL_EXT_geometry_shader4> GL_EXT_transform_feedback> GL_APPLE_client_storage> GL_APPLE_specular_vector> GL_APPLE_transform_hint> GL_APPLE_packed_pixels GL_APPLE_fence> GL_APPLE_vertex_array_object> GL_APPLE_vertex_program_evaluators> GL_APPLE_element_array> GL_APPLE_flush_render> GL_APPLE_aux_depth_stencil> GL_NV_texgen_reflection> GL_NV_light_max_exponent> GL_IBM_rasterpos_clip> GL_SGIS_generate_mipmap GL_ARB_imaging> GL_ARB_point_parameters> GL_ARB_texture_env_crossbar> GL_ARB_texture_border_clamp> GL_ARB_multitexture> GL_ARB_texture_env_add> GL_ARB_texture_cube_map> GL_ARB_texture_env_dot3> GL_ARB_multisample> GL_ARB_texture_env_combine> GL_ARB_texture_compression> GL_ARB_texture_mirrored_repeat> GL_ARB_shadow GL_ARB_depth_texture> GL_ARB_fragment_program> GL_ARB_fragment_program_shadow> GL_ARB_fragment_shader> GL_ARB_occlusion_query> GL_ARB_point_sprite> GL_ARB_texture_non_power_of_two> GL_ARB_vertex_buffer_object> GL_ARB_pixel_buffer_object> GL_ARB_draw_buffers> GL_ARB_shader_texture_lod> GL_ARB_color_buffer_float> GL_ARB_half_float_vertex> GL_ARB_texture_rg> GL_ARB_texture_compression_rgtc> GL_ARB_framebuffer_object> GL_EXT_compiled_vertex_array> GL_EXT_draw_buffers2> GL_EXT_framebuffer_object> GL_EXT_framebuffer_blit> GL_EXT_framebuffer_multisample> GL_EXT_texture_rectangle> GL_ARB_texture_rectangle> GL_EXT_texture_env_add> GL_EXT_blend_color GL_EXT_blend_minmax> GL_EXT_blend_subtract> GL_EXT_texture_lod_bias GL_EXT_abgr> GL_EXT_bgra GL_EXT_stencil_wrap> GL_EXT_texture_filter_anisotropic> GL_EXT_secondary_color> GL_EXT_blend_func_separate> GL_EXT_shadow_funcs> GL_EXT_stencil_two_side> GL_EXT_depth_bounds_test> GL_EXT_texture_compression_s3tc> GL_EXT_texture_compression_dxt1> GL_EXT_texture_sRGB> GL_EXT_blend_equation_separate> GL_EXT_texture_mirror_clamp> GL_EXT_packed_depth_stencil> GL_EXT_bindable_uniform> GL_EXT_texture_integer> GL_EXT_gpu_shader4> GL_EXT_framebuffer_sRGB> GL_EXT_provoking_vertex> GL_APPLE_flush_buffer_range> GL_APPLE_ycbcr_422 GL_APPLE_rgb_422> GL_APPLE_vertex_array_range> GL_APPLE_texture_range> GL_APPLE_float_pixels> GL_ATI_texture_float> GL_ARB_texture_float> GL_ARB_half_float_pixel> GL_APPLE_pixel_buffer> GL_APPLE_object_purgeable> GL_NV_point_sprite GL_NV_blend_square> GL_NV_fog_distance GL_NV_depth_clamp> GL_NV_multisample_filter_hint> GL_NV_fragment_program_option> GL_NV_fragment_program2> GL_NV_vertex_program2_option> GL_NV_vertex_program3> GL_NV_conditional_render> GL_ATI_texture_mirror_once> GL_ATI_texture_env_combine3> GL_ATI_separate_stencil> GL_SGIS_texture_edge_clamp> GL_SGIS_texture_lod> GL_EXT_texture_array> GL_EXT_vertex_array_bgra> GL_ARB_instanced_arrays> GL_ARB_depth_buffer_float> GL_EXT_packed_float> GL_EXT_texture_shared_exponent > Registering custom dll's ... 0.115517> seconds. Begin MonoManager> ReloadAssembly Platform assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEditor.dll> (this message is harmless) Non> platform assembly:> /Users/timcommandeur/VoxelEngine> kopie/Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll> (this message is harmless) Loading> /Users/timcommandeur/VoxelEngine> kopie/Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll> into Unity Child Domain Non platform> assembly:> /Users/timcommandeur/VoxelEngine> kopie/Library/ScriptAssemblies/Assembly-CSharp.dll> (this message is harmless) Loading> /Users/timcommandeur/VoxelEngine> kopie/Library/ScriptAssemblies/Assembly-CSharp.dll> into Unity Child Domain Non platform> assembly:> /Users/timcommandeur/VoxelEngine> kopie/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll> (this message is harmless) Loading> /Users/timcommandeur/VoxelEngine> kopie/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll> into Unity Child Domain Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEditor.Graphs.dll> (this message is harmless) Loading> /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEditor.Graphs.dll> into Unity Child Domain Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.Core.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Managed/Mono.Cecil.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.Xml.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/UnityScript.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Managed/ICSharpCode.NRefactory.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Boo.Lang.dll> (this message is harmless) Mono:> successfully reloaded assembly> - Completed reload, in 0.167 seconds System memory in use before: 26.3 MB.> Unloading 112 Unused Serialized files> (Serialized files now loaded: 0 /> Dirty serialized files: 0) System> memory in use after: 23.4 MB.>> Unloading 0 unused Assets to reduce> memory usage. Loaded Objects now: 137.> Total: 25.341721 ms (FindLiveObjects:> 0.023179 ms CreateObjectMapping: 0.007764 ms MarkObjects: 0.594347 ms DeleteObjects: 0.004979 ms)>> Validating Project structure ...> 0.005011 seconds. Refresh, detecting if any assets need to be imported or> removed ... 0.003010 seconds (Nothing> changed) Platform assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.Xml.Linq.dll> (this message is harmless) Platform> assembly:> /Applications/Unity/Unity.app/Contents/Frameworks/Managed/nunit.framework.dll> (this message is harmless) Receiving> unhandled NULL exception Launching bug> reporter>> *** Launching bug reporter due to crashbug. Obtained 0 stack frames.> Stacktrace: I have no idea what to do with this, does anyone know what I can do to start up my project again?

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