I've been experiencing a crash when loading the first mission past my menu screen. As soon as my first mission loads, Xcode crashes with this error:
LowLevelCullingLoops.cpp: Thread 1: EXC_BAD_ACCESS (code=1, address=0x0)
Anyone have any idea what this means? I've been trying to debug it for a few days now. Here's some things that Ive done:
Removed all occlusion culling data
Disabled occlusion culling on the camera
Copied all assets into a new scene
Removed 50% of assets from the scene
Cleaning Xcode project
Testing multiple devices
Switched from LWRP to URP
Updated to the newest version of unity (2019.3.2f1)
None of this has resolved my issue. I'm getting crashes on an iPhone 7+ and iPad Pro (2017), both of which are running the latest version of iOS. The crash does not happen when I build for macOS.
Any insights would be appreciated! Thanks.
This crash usually happens whenever camera position is NaN. Try to reset your component or replace it with a new one.
Related
I have a project consisting 2 scenes(menu and game). So I added to _game_ scene an interstitial advertisement, after that I faced with gradle build failed error. I resolved it by completely deleting and installed Unity again. But appeared a new issue Building Player, building scene 0: _menu_, It takes for hours, but it didn't take even 5 mins before.
Note: I'm using default Android building files(sdk, ndk, gradle jdk), provided by Unity.
What ideas do you guys can give me?
I'm totally new in Unity and C#, and it's the first time I download Unity.
The problem I'm facing is: Evertime I try to create a totally new project or open an official example project should contain no error, the Unity will say that there are compilation errors in my project, just like the screenshot below:
Error pop-up
This situation will happen in any different version of Unity, I have tried these versions: 2021.3.14, 2020.3.42, 2020.3.25, 2019.4.40.
And the error messages in console of each version are different, in 2021.3.14:
Error message in console
(This kind of disorderly code should be Chinese I think, the reason maybe the Chinese encoded question in Unity. But I don't know why, because the Unity Hub and Unity I installed are all from UK website)
In 2020.3.42 and 2020.3.25:
Error message in console
And in 2019.4.40 the error message is just like the error message in 2020 version, just the "Compiler version 3.5.0-dev" changes to "Compiler version 2.9.1" (I don't have the screenshot cause I have deleted the 2019 version).
Here I'll explain the process I download and install Unity:
I just have an anaconda preinstalled in my computer(which is related to the Unity), and for the first time, I also have the Visual Studio2019 installed in my computer(But I try to uninstall VS2019 before install Unity later, it doesn't work). And I download and install the Unity Hub from official website, then install the Unity 2021.3.14 in Unity Hub. That's all the process, I didn't change anything else in the system about Unity. (There is actually one another thing I have done, but I don't think it's a reason. I download the ml-agents plugin in github, and created a new anaconda environment for it, with just python3.6 and pytorch and ml-agents installed. Then I try to add ml-agents in Unity's packages even it's in compilation error state.)
Here is some info about my computer:
UK computer with Windows11, with anaconda, some jdk and SQL installed.
And here is the list of things I have tried, all from internet:
Change the "Api Compatibility Level*" in Edit->Project Settings->Player->Other Settings->Configuration
Download different version of Unity(as mentioned above)
Delete some packages that may cause this problem
Reimport all the assets of the project
Delete the Unity_lic.ulf file in the directory: C:\ProgramData\Unity and let Unity reload it
Somebody says this may be caused by some antivirus program, so I removed all the antivirus program on my computer (except virus defense program of win11, cause I don't know how to close it and I think it is better to not close it), and completely remove all the Unity files on my computer (probably, I don't know), the remove steps are:
(1) Delete the Unity Editor and Unity Hub files directly
(2) Delete temporary file related to Unity:
C:\ProgramData\Unity
C:\Users\Username\AppData\Local\Unity
C:\Users\Username\AppData\Local\unityhub-updater
C:\Users\Username\AppData\LocalLow\Unity
C:\Users\Username\AppData\Roaming\Unity
C:\Users\Username\AppData\Roaming\UnityHub
(3) Remove all the Unity related folders in windows registry(to ensure the thing I'm saying, to open this, press win+R, then type"regedit"):
HKEY_CURRENT_USER\Software\Unity
HKEY_CURRENT_USER\Software\UnityTechnologie
And reinstall the whole Unity in a totally different directory, to avoid the Unity influenced by the folder path name(like too long, or contains Chinese character), I create a new folder F:\Unity, and create four folder"Download", "Editor", "Hub", "Project" to hold download tem files, Unity Editor, Unity Hub and project file respectively. Then I download and install Unity Hub, then install Unity Editor in Unity Hub, create new project, and everything don't change...
P.S. I also download a Unity use the same process as me on the computer of my roommate. His computer is also win11, with anaconda and Visual Studio preinstalled. And everything went right, it just took me several minutes to successfully create a new project.
Can someone tell me what kind of things can influence the download process of Unity (Like other programming environment or IDE)? And how can I fix this problem?
You tried every possible solution maybe it's time to reinstall a clean windows.
sorry for bad English, I am Russian.
Before building my apk has 1 mb, when must have 50 or more.
When I install apk on device it not appear on main menu, therefore I can not open it. But I see this app in setting/application of my device.
When I build apk errors do not appear.
How to solve it? Please help.
This might seem silly, did you add the scene to Build build settings?
https://docs.unity3d.com/Manual/BuildSettings.html
like the scene should be a part of the build settings
Hello everybody,
A few days ago, a new error showed up on my computer: Unity scripts don't work at all. Every time I try to open (new or old) Unity projects, 2 blank errors appear (first screenshot), and when I try to attach a script to a GameObject, and alert dialog box shows (second screenshot). You can also see in the script import settings: "No MonoBehaviour scripts in the file or their names do not match the file name"...
I already tried to uninstall all Unity's related files, reinstall it, uninstall and reinstall Virtual Studio 2019 and SDKs, so if you have an idea of where it could come from, just tell me!
Thanks a lot,
Simon
The problem you're facing is called "Blank Error". Looking for Blank Error Unity you'll find many possible solutions.
For instance:
https://forum.unity.com/threads/four-blank-errors-in-each-new-project.599980/
What fixed it for me was to "install windows update from this link to your 32 bit or 64 bit system accordingly":
https://support.microsoft.com/en-us/help/2533623/microsoft-security-advisory-insecure-library-loading-could-allow-remot
Ok, so I installed MSVC v140 and v141, Unity 2018.4.13f1 and it seems to work now, after this I tried with Unity 2019.2.15f1, and I think there is an error with this version, I had the same problem.
But right now I can use Unity, that's what I wanted, thanks for all people who helped me !
I'm working on an app for Windows Phone 8 and I'm debugging it on my Nokia Lumia 925. But every time I press F5, the XAML code stays the same while my c# code refreshes - so I've got the new code, but the UI is the same. I have to reinstall the app every time to get the changes on my phone.
Any ideas how I could fix that? Thanks!
Each time you debug, make sure to first Rebuild the app. Also you may encounter issues such as "Symbols not loaded" from the ".pdb" extension in your debug folder. In that case you can do two things to resolve the issue:
Goto your project's Bin/Debugfolder and delete all the items.
Or just do Clean Solution each time before you debug the app.
In this way, you can deploy the most updated version of your code into your Emulator/Device and avoid any missing symbols errors. Hope that helps.