My game is not working even after successfully building in the PC, Mac standalone.
I tried to build it both in 32 bit and 64 bit but the .exe is still not opening. The game is running in unity but not after building it. I've also tried to change the compatibility settings in the properties but nothing works.
Here's the Game link:
https://drive.google.com/open?id=0B7LawZAwfUJUUXNyU3hXS3ByQTQ
Here's My output_log.txt:
Mono path[0] = 'H:/Projects/Unity/FirstOne/Final/Roll A Ball ;)_Data/Managed'
Mono path[1] = 'H:/Projects/Unity/FirstOne/Final/Roll A Ball ;)_Data/Mono'
Mono config path = 'H:/Projects/Unity/FirstOne/Final/Roll A Ball ;)_Data/Mono/etc'
PlayerConnection initialized from H:/Projects/Unity/FirstOne/Final/Roll A Ball ;)_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55357
Multi-casting "[IP] 192.168.1.110 [Port] 55357 [Flags] 3 [Guid] 3232448567 [EditorId] 4073115951 [Version] 1048832 [Id] WindowsPlayer(Aashish-PC) [Debug] 1" to [225.0.0.222:54997]...
Waiting for connection from host on [0.0.0.0:55357]...
PlayerConnection accepted from [192.168.1.110] handle:0x344
Started listening to [0.0.0.0:55357]
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56567
When you build your game you get a folder called YourGame_Data, inside there's an output_log.txt. Look for logs or errors there to debug your build.
Edit: It seems in the end, the problem was the ;) in the game name.
When you build the .exe , it comes with a data folder for .exe to use. They need to be in the same folder.
Also someone says here looks like the same problem
So i fixed the problem. Now the Built game started immediatly.
I Unticked "Display Resolution Dialog".
And after, built the game two times to make sure it was the problem. And it was
Also can you add more details like;
-Does it give an error code?
-Does it stuck in loading screen?
Related
I really need some help. I was rearranging file locations and trying to clear up some space and somehow broke the ability for Unity to operate on my laptop. The pictures of the errors are below.
This all started when I was moving a completely functional unity project from an external SSD to my internal laptop SSD. I had to clear space for the size of the project and I must have deleted something important, but I have no clue how to tell what it is.
Error seen when opening project
Editor view after opening
Error when trying to attach a script to a GameObject
Error in editor log
Steps I've taken:
I've restarted my computer several times.
I've completely uninstalled all editor versions and the unity hub (twice), including deleting all local app data for unity, emptying the temp bin, and clearing the keys in the registry.
I've started completely new projects, checked
old ones that used to work, downloaded sample ones from unity learn
just to make doubly sure that it's not me being dumb.
My current theory is that this has to do with me clearing some data from a National Instruments folder. I'm new to programming and just read online that these drivers are needed for .NET communication, but would this be why Unity keeps failing then?
This has all taken more than a few hours and I'm struggling to fix this if anyone has any suggestions, please. I'd really appreciate any insight.
Update: I'm able to make new scripts, objects, scenes, etc. but I can't attach any script components to game objects because "the script class can't be found"
Update #2: Checking the Editor logs shows that the Tundra build is failing, and the "93 items updated" matches the 93 errors that are shown. No idea what Tundra is, but that's something to look at now!
Update #3: fairly more certain it's something to do with the .NET interactions, but I'm completely unknowledgeable about this and worried about breaking this further
Answering my own question in case another person finds this and has the same issue, but the problem wasn't .net related or anything I mentioned. I uninstalled anaconda which caused some issues with the Command Prompt, where it would close immediately after opening. Unity uses this for a number of processes, so that's what caused all the blank errors.
The solution is to delete the Microsoft Command Processor AutoRun key in the registry editor.
https://forum.unity.com/threads/unity-empty-errors-on-every-project-unity-2021-3-2f1.1279124/
Cmd crashes with exit code 1 after uninstalling anaconda
I read through the scene understanding SDK overview by Microsoft and was trying to deploy its sample app. I followed through the instructions here, and everything got built and deployed successfully to my Hololens2. However, when I was trying out the application on my Hololens2, there is 1 major problem: The menu doesn't render smoothly, it seems to be continuously covered by black blocks. Neither does the virtual representation renders smoothly, everything seems to lag. It should be looking something like this from Microsoft's documentation.
I have seen this post but not sure if the problem is similar. May I ask if anyone has successfully used the scene understanding sample app and has any idea what caused the issue?
I believe you have followed these steps to create app package and deploy on your Hololens 2: Running on HoloLens 2.
To solve your issue that unsmooth scene objects rendering experience, you can create a ARM64 Release package instead of Debug one. Then you will find the issue will disappear and rendering will be smooth. The main reason is the debug mode build will have additional performance consumption. See the seventh point in this doc.
Verified on HoloLens 2 with the latest 21H1 OS (10.0.20346.1002)
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.
The app runs fine in the editor, but when I run it on a device I get two errors:
java.io.FileNotFoundException : assets/build_info.txt
and then a error from my loading method that says the scene main_menu could not be loaded because its not in the build settings(it is);
What is this build_info.txt that I have never heard of before and why did it suddenly go missing after I imported the google OBB downloader plugin?
UPDATE : The problem seems to be connected to the split application binary option, since without it the app builds fine. Problem is I have to use it since its bigger than 50 mb.
UPDATE 2 : The problem magically fixes itslef after the device is restarted. This happens on multiple devices, even if the game is downloaded from the google play store.
For some reason removing the maxSdkVersion attribute from the <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> tag in the manifest solved the issue.
this might help
maybe you didn't add the scene into the build settings . thats why current scene is running on the editor but the build game is not running !
goto file-> buildSettings -> add the scene on the top box
or click the add current button.
the scene at 0 position will be loaded first !
I essentially have a blank XNA project built using the XNA 3.1 wizard, i'm testing whether a game i make can be "installed" on another computer without having to make them install everything manually to make it work.
The only additional code in the game is:
Components.Add(new GamerServicesComponent(this));
After going through the ClickOnce publishing stage i copied it to a USB drive and attempted to run the "setup.exe" on a Windows Vista computer with no Visual C#/Studio or XNA installed.
According to the MSDN entry the ClickOnce will actually include everything necessary to make the game work on the computer, yet after the installation i get the dreaded "... has stopped working" when i try to run it.
Does anyone know how to get around this? I assumed the reason it says it can be done is because it works.
Thanks
http://msdn.microsoft.com/en-us/library/bb464156.aspx
Edit:
Just noticed that the article states that the Games for Windows - LIVE is not included in the distributable, would this mean if it was included as a component in the XNA game it would cause the crash when i attempt to run it?
When an application says "has stopped working" for no immediately apparent reason, that's usually a sign that an unhandled exception has occured. Since MSDN states that the GamerServicesComponent class is not available without the XNA Game Studio installed, that seems like the most plausible explanation.
Why is it available, then? Well, you need something to program up against; you wouldn't be able to use auto-completion and such if you didn't have the class, because VS wouldn't know what it looked like
Getting it to compile for, say, XBox 360, where I would guess that the class CAN be used, probably wouldn't work either if it didn't know anything about the class.
To address the general problem of a ClickOnce application which "has stopped working" immediately, you can get more information on your particular problem by looking in the Windows Event Viewer:
http://windows.microsoft.com/en-US/windows-vista/Open-Event-Viewer
Like Michael mentioned, this is often an unhandled exception, but this way you can see WHAT the unhandled exception was.