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unity crashes when script runs

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in my simple udp server finder script when i select client it makes unity crash and i can't find why; the comment code is what makes the crash; when i uncomment the while loop in StartClient function it crashes so at first i though it was the while loop that made it crash so i commented it and wrote it again in the update function so when i say that clientstarted is true in startclient() the update function will run the code but that makes it crash also, so i can't realy guess what makes it crash (when i mean crash i mean in windows make the editor not respond and eventually close itself and on android just close the app). import System.Net.Sockets; private var udp_server:UdpClient; private var udp_client:UdpClient; private var udp_port:int = 18000; private var udp_broadcast_ip:IPAddress = IPAddress.Parse ("224.0.0.224"); private var udp_received_message:String; private var udp_endpoint:IPEndPoint; private var selected:boolean = false; private var clientStarted:boolean = false; function StartServer(){ udp_server = new UdpClient(udp_port, AddressFamily.InterNetwork); udp_server.JoinMulticastGroup(udp_broadcast_ip); udp_endpoint = new IPEndPoint(udp_broadcast_ip, udp_port); InvokeRepeating("StartBroadcastUDP", 0.0,0.3); } function StartClient(){ udp_client = new UdpClient(); udp_endpoint = new IPEndPoint(IPAddress.Any, udp_port); udp_client.Client.Bind(udp_endpoint); udp_client.JoinMulticastGroup(udp_broadcast_ip); /* while(true){ yield; var udp_received_message_byte:byte[] = udp_client.Receive(udp_endpoint); udp_received_message = Encoding.Unicode.GetString(udp_received_message_byte); print("Received Message: " + udp_received_message); }*/ clientStarted = true; } function StartBroadcastUDP(){ var udp_broadcast_message = Encoding.Unicode.GetBytes("GAME SERVER"); if(udp_broadcast_message != ""){ udp_server.Send(udp_broadcast_message, udp_broadcast_message.Length); } } function OnGUI(){ if(!selected){ if(GUI.Button(Rect(0, 0, 100, 100), "Server")){ StartServer(); selected = true; }else if(GUI.Button(Rect(100, 0, 100, 100), "Client")){ StartClient(); selected = true; } } } function Update(){ /* if(clientStarted){ var udp_received_message_byte:byte[] = udp_client.Receive(udp_endpoint); udp_received_message = Encoding.Unicode.GetString(udp_received_message_byte); print("Received Message: " + udp_received_message); }*/ } and if it helps here is the log file http://pastebin.com/JZ1kY62a

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