Unity2D Editor Crashes after placing/removing tiles - c#

I am using Unity version 2018.3.6. I have the 2D extra assets. The problem is that every time I try to place down or remove a tile, the editor crashes. After I run Unity again and go into play, there are no crashes.
I need help on this. I tried removing the extra assets but it didn't work. I have spent many hours trying to figure out what's wrong with the system.

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How to fix "Unity transform position changes after build to WebGL"?

This is my first time to make a Unity project. Everything works well on the Game view in Unity Editor. However, after I built the project and played it on Google Chrome, I found that the position of some gameobjects had been changed.
Here is a more detailed explanation. The left is what I saw on the game view, which was perfect. The right side is what I saw after built the project. The position of the grey picture had been changed.
Does anyone know how to fix this?
ps.I am using Unity 2020.3.18 with WebGL platform
Try exporting again but with the same resolution as the game view. In this case you would want to export in a 400x600 resolution (You can also edit the "index.html" file to change and experiment with the resolution). The problem has to do with the fact that changing the resolution of the game can affect where certain objects are and how much you can see.

SceneManager.LoadScene is crashing for Android Devices

Ok, I've been testing a game with several scenes. In Unity and iOS devices, everything works perfect. In Android, always crash (or freeze if you prefer).
I'm using Unity 2017.2.0f3. and the line of code that crash is the next one (nextScene is a string with the value of the next scene):
SceneManager.LoadScene (nextScene);
I've been trying other options like:
SceneManager.LoadScene (nextScene, LoadSceneMode.Single);
But this is not working neither. The last one I tried was:
SceneManager.UnloadSceneAsync(UIManager.Instance.currentScene);
SceneManager.LoadScene (nextScene, LoadSceneMode.Single);
Again without success. Please I really need help with this. I've dealing with this problem for 24 hours. It's driving me crazy.
After more than 24 hours I solve the problem. I hope that my solution help other people because there isn't enough references on the web.
When I created the APK file it was splitter with a second one of type OBB. This kind of files is required when the Android App is too big. In my case was set by default.
The solution was to force the creation of the APK without the OBB. To do that you must get to Player Settings in Android, go to Publishing Settings and uncheck Split Application Binary (located at the bottom).
Everything's working now and life is good again.

SteamVR + Vridge and Unity Game Development using Google Cardboard(C#)

Good day everyone. I have a problem with my game since I'm using the openvr when building my game. The problem is whenever I build my game as a .exe, the position of my camera from my start menu is a little bit off, what I mean is that it is not placed like in the unity editor. And the second one is that even if i disable my track rotation under my head gameobject it still detects the trackrotation (When built).
So far what i had tried are:
1.) setting the trackrotation in the script into trackrotation = false; (still didn't work)
2.) Removing the GvrHead Script from the head(Still effin rotates).
Why is that it still rotate even if I already remove the script from the head and set the trackrotation = false in the script.
or should i disable the gyroscope from my project?
I need to disable it because of the animation I have on my game. It needs to disable the trackrotation.
Someone help.
I'm using my 3rd party software so i did go to vridge app on my phone and disable the tracking rotation of the 3rd party software . So that solves my problem .

Unity WebGL crashing on loadscene

Just finished a small game project and have uploaded the complete project via WebGL, however currently the game loads the first scene and crashes trying to load the main scene, there are no errors in the compiler and it works perfectly in the editor.
I'm not sure if this is just for me, so could someone try the game, it freezes(audio still playing) when you click play in the main menu.
http://www.willcardoso.co.uk/UnityGameBuilds/Mario/Completed/index.html
I believe that maybe it could be because the file size may be too big for google? Maximum Used Total Memory = 190mb. If this is the issue, any help on slimming down the file?

Why is Unity crashing when I press play in the editor?

My game is crashing whenever I switch scenes and then press play in the editor. I am using this code to switch scenes:
...
I have tried disabling most of the scripts in my game to debug the problem but it freezes every time. I've also tried loading the levels without the co-routines but that doesn't help. I can continue playing the game as long as I don't use the editor controls, however things get pretty choppy and performance becomes terrible.
First, look at the editor logs, quite possible that the reason of the crash will be there. If unsure, post them here (post on gist and link here).
Also, if you have unity pro (or a trial version of pro), try looking at the profiler's readings. On free you can also try looking at the Stats button from the Game window. Using too much memory (RAM or VRAM) can cause crashes.
i was also having same problem. if your program is correct then just change the editor path to anything in unity hub and save, close unity hub, open again and set the path to previous one.

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