I've been getting this crash in Unity 2022.2.4f1, I've asked around and some people are saying it's too ambiguous to discern, or that it may be an issue with inputs or particles, but I can't seem to figure it out right now. Any help to guide me in the right direction? Thanks.
Obtained 15 stack frames
0x00007ff6a0fbaa02 (Unity) GeometryJobTasks::ScheduleSharedGeometryJobs
0x00007ff6a0fbab81 (Unity) GfxDevice::ScheduleSharedGeometryJobsInternal
0x00007ff6a129abf1 (Unity) GfxDeviceClient::ScheduleSharedGeometryJobsInternal
0x00007ff6a2a3e3e4 (Unity) ParticleSystemGeometryJob::ScheduleJobs
0x00007ff6a0ac97d4 (Unity) DispatchGeometryJobs
0x00007ff6a0aa391e (Unity) Camera::CustomRender
0x00007ff6a0ab44d8 (Unity) RenderManager::RenderOffscreenCameras
0x00007ff6a1cbab80 (Unity) PlayerLoopController::InternalUpdateScene
0x00007ff6a1cc762d (Unity) PlayerLoopController::UpdateSceneIfNeededFromMainLoop
0x00007ff6a1cc5a21 (Unity) Application::TickTimer
0x00007ff6a214ee7a (Unity) MainMessageLoop
0x00007ff6a2153c20 (Unity) WinMain
0x00007ff6a351db5e (Unity) __scrt_common_main_seh
0x00007ffd6b8126bd (KERNEL32) BaseThreadInitThunk
0x00007ffd6c16dfb8 (ntdll) RtlUserThreadStart (edited)
The editor is randomly crashing when testing an android app with Unity 2022.2.4f1, having difficulty following the crash log.
Is the problem related to this particular version of Unity? At what specific point does Unity crash? You may want to remove or disable the particles/inputs from the scene and see if the problem persists. You can also try updating Unity to version 2022.2.6f1, or switch to the LTS version, which is usually more stable.
Related
I have a mesh with character controller component. When I run the game it doesn't fall. It stays in the air.
I it worked like one year ago I think. But now I have no idea what to do.
I tried installing new version but still nothing. I went on google but i only found coding tutorials and stuff.
I'm creating VR game for Gear VR device. I'm using unity 2019.1.2 version. Even though it showed higher frame rate and lesser draw call amount in my game, when playing its gives slow response. I reduce the materials amount and now only using 2 to 3 materials for whole scene. I tested using Samsung S6. Can't figure it out what's the wrong here.
Many thanks for your considerations
I have a particle effect. The particles face the camera with this setting
renderer-> render alignment -> face
or
renderer-> render alignment -> view
It's great that it faces the camera. But when I introduce a roll in my camera. For example for a VR game or a Space sim. The particles roll with the camera. Which looks horrible.
Is there a way that I can prevent this roll?
I want to point out that 2018.3 and on has an option in the render settings to "allow roll". Disabling this will solve the issue you have here.
Apparently this isn't currently possible in unity's particle system. It's a known problem especially for virtual reality. I coded my own particle system to go around this problem.
After I upgraded to Unity 5.6.2f1 and I can't get google cardboard vr to work properly. Every project I build onto Android/iOS, I cannot look around (frames are running but I have no control of the camera to look around) and my camera is tilted right from the start of game. I imported gvr sdk and turned on vr support. I spent the past few hours trying to figure this out but no luck. Any ideas?
This is a screenshot of my build from my phone. Screen is fixed and slanted for some reason. Head tracking does not work.
This is not a code issue. I believe the problem lies with compatibility between Unity 5.6's native VR and Google VR SDK. With any VR supported Android or iOS build, my picture is slightly tilted and screen is fixed (as in I am unable to look around/have my camera rotate with my phone). I tried gvr's demo scenes and its the same problem.
I have a project with unity augmented reality integreated, and also I'm using CardIO SDK. Problem comes when trying to scan a card, the CardIO screen appears but when the camera is about to open it crashes. My guess is that since I have unity running when the app is started, the camera is already opened but not shown (unity view is not shown in the main window), so I'm thinking that turning off the camera that unity is using will solve this issue. How can I turn off and turn on camera manually?
Has someone faced this issue? Please help!