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.
Related
I have such problem:
After lose focus, my application restarts, I'm trying to play with custom behaviours, but it isn't work.
Platform: iOS
Unity: 2020.3.26f1
I had the exact same problem but in Android. I searched for hours and tried many different things.
The problem was that I had a piece of code well hidden invoking Unity method OnApplicationPause(). That method was the one responsible for closing the window. Double check if that's not ur case or something like it!
I have a Samsung Galaxy Tab Active 1, on the latest version of android it can handle, and just recently, after adding accessibility features that shouldn’t affect anything, the balls in my game stopped updating. I instantiate a ball, and change a few properties on it, and then for some reason I think it’s not calling the update method. There are no errors.
I’ve heard using PrefabUtility to instantiate might help, but I haven’t done that just yet. I will update if PrefabUtility works.
Any advice?
Whoops, this was due to me being a bit stupid. The main reason it was happening was because of a parsing error in some of the accesibility settings, as they were not saved correctly due to weirdness I can't wrap my head around with files in Android. TLDR: file did not save correctly, and so did not load correctly, and so data messed up, and so it errored before it could do anything.
I was following a tutorial on how to make snake. https://www.youtube.com/watch?v=N0QbmNZlxhw&list=PL1bPKmY0c-wnka3TTQhX7mfn9UoVXNP3H&index=1 When Unity crashed and I had not saved it once, however I still have the scripts for it. I tried to make it again but the map won't show up. I looked at the alpha but it was just fine. I need help finding out how to make the game again with the scripts.
You are out of luck, save your scene frequently and before testing/building. If Unity crashes your scene/inspector changes will not recover. Your scripts, however, as they are separate files retain their changes.
For avoiding this in the future I recommend you to use a Version Control System
And within the options of VCS I recommend to you Git
I want to put a scene in Unity into virtual reality using Google Cardboard.
I used to be able to just drag a CardboardMain prefab into the scene, delete the main camera, use CardboardMain as the camera position, and CardboardHead to track where the user was looking.
After reading the release notes for the new updates, I thought I could drag a GVREditorEmulator and GVRControllerMain into the scene, and keep the normal camera.
Unfortunately, I can't figure out how to get the camera to follow my character with this new setup. (In this case, a rolling ball.)
If I change the position of the normal camera, it looks like it works fine in Unity, but as soon as I upload it to my phone, the user stays in the same place, while the ball rolls away. (The user can still control the ball's movements, but the camera/user doesn't follow the ball at all.)
I had thought that the chase cam demo would be useful, but that's only for Daydream, and I'm using Cardboard.
This trick seemed to work for some people. I tried in on a previous version of Unity and a previous version of the SDK and it did not seem to work. I may just need to try it on this new version, but I'm worried about going into the released code and editing it, so I'd prefer answers that don't require this.
Is there any way I can get the user to move in a Google Cardboard scene in Unity when I upload it to my iPhone?
UPDATE:
It looks as though my main camera object is not moving, making me think that something is resetting it back to the center every time, lending some more credence to the "trick" earlier. I will now try "the trick" to see if it works.
UPDATE: It doesn't look like the lines listed in the "trick" are there anymore, and the ones that are similar in the new program don't even seem to be running. Still trying to figure out what continues to reset the main camera's position.
UPDATE: Just got a response back from Google on GitHub (or at least someone working on the SDK) that says "You just need to make the node that follows the player a parent of the camera, not the same game object as the camera." I'm not exactly sure what that means, so if someone could explain that, that would most likely solve my problem. If I figure it out on my own I'll post back here.
UPDATE: Zarko Ristic posted an answer that explained what this was, but unfortunately the tracking is still off. I found out how to get Google Cardboard to work with the old SDK and posted an answer on that. Still looking for ways to get the new SDK to follow a character properly.
You can't change positioin of camera in cardboard application, position of MainCamera it always must be 0,0,0. But you can just simply made empty GameObject and make it parent of MainCamera. In Cardboard games actualy you can move parent of camera instead MainCamera directly.
Add script for tracking ball to MainCamera parent (GameObject).
This does not answer my question, but is a solution to the problem.
Do not use the newest version of the SDK. Use version 0.6
When building the app in Unity, do not select to have VR enabled under the build settings. (VR will still be enabled in the app.) (Credit: Zarko Ristic)
When putting the app onto your phone, if XCode prompts you to change any settings, you can ignore it.
In addition, disable bitcode under "Build Settings -> Enable Bitcode -> No" (Currently, this will not allow you to put your app onto the app store. I would greatly appreciate it if anyone has information on how to get it to run without doing this.)
Now your app should run on your phone correctly.
I am trying to re-program some old Arcade games in C# with the Monogame engine. However, I have encountered a certain problem.
Since my code tends to be a bit messed up, I am often not taking the effort to reset everything when the player successfully completes the game. Instead, I am simply closing the current Game-instance and opening a new one, like this: (in Program.cs)
if (startgame)
{
do
{
using (var game = new Game1(level, points, soundOn))
game.Run();
} while (continueGame == true);
}
Now the problem. In Game1, I am declaring and playing various SoundEffects. The first run everything works fine, but in all following Game1-instances, my program will always throw an System.AccessViolationException related to SharpDX.XAudio2.dll at the moment I am calling the .Play()-Method of a SoundEffect.
I tried playing SoundEffectInstances instead of the actual SoundEffects. Now it doesn't crash anymore, but is being completely silent from level 2 on instead.
Do you know what could be the reason of this error? Is my game-restarting loop causing problems I did not know about?
Thank you in advance.
(I am using Win 7 64 Bit, VS Express 2015 and Monogame 3.6)
Do you know what could be the reason of this error? Is my game-restarting loop causing problems I did not know about?
Yes. Do not do it.
You are destroying the whole game object just to reset the game. This is a very bad style, because it destroys the whole instance and everything that is connected to it. If you use static variables within it, they will remain in memory which may be the problem you have.
If you want to reset your game, simply write a Reset-method for everything and call these instead. Cleanup and nice code is something you should use instead of terrible hacks.
Can you show more code, so it is possible to understand, what went wrong?
PS: Never write something like while (continueGame == true) always go for while (continueGame).
There is a chance that the issue is due to SharpDX's reaction to the media file itself. For instance, an MP3 file that would work perfectly fine under XNA 4.0 loaded as a SoundEffect (with associated SoundEffectInstance) may crash the game under MonoGame UWP. (This happened to me with one file, but I was already using SoundEffectInstance in the first place when the crashing started.)
As such, have you tried re-encoding your relevant audio files, such as through a utility like Audacity? Although it may not solve the internal issue per se (some element of the audio file breaking SharpDX), if a re-encoded file doesn't have the problem element in the first place, that should be a valid solution for you.