Unity framework for SwiftUI "Oddly Stepping" error in iOS 16.1 - unity3d

I am using Unity as a library for SwiftUI quite a while now. However when updating to the newest iOS version (16.1) it stopped working. Compiling runs without a problem but during runtime I get an error when Unity is starting:
in:
I even started a completely new project with Unity included to SwiftUI and get the same error. As this is some kind of assembler code and I certainly do not know how to read it I don't really know where I have to start searching.
In the console I get: "warning: UnityFramework was compiled with optimization - stepping may behave oddly; variables may not be available." I tried several ways to turn off optimization as described in related questions which did not work. When unchecking "Debug" in the scheme options the project starts normally

A similar thing happened to me. I'm not entirely sure if it's the same problem but in the console, I got a message saying UnityFramework is running optimized and may behave oddly. Unfortunately, I've tried a couple of ways to disable optimization but I've yet to find a solution.
For now, I'm able to bypass this error by disabling the debugger entirely. In order to do this, you have to go to Product -> Scheme -> Edit Scheme and uncheck debug executable.
I'm not sure if this will work for you but I figured it'd be worth a shot!

Related

Visual Studio Code keeps crashing while working

My visual studio code seems fine and all of the sudden boom its crashed. Searched google for the error code No solution found. Any help would be appreciated.
error code = -536870904
Whenever anything stops working for no apparent reason then think:
Did it work before?
No, it is new or it has not worked yet.
Check your download, ensure it is compatible with your operating system and other running programs.
Yes, it used to work, but now it doesn't.
Look at the next step
Did you recently update the program, your operating system or any other programs?
Yes, I updated something.
Try rolling back your updates to see if it works again. New versions of software tend to be more error prone than the older, established versions.
No, I don't think I changed anything.
Either you are unaware of changes made to your system or some subscription has ran out. At this phase, the best option is to use common sense or uninstall and reinstall.
Another issue that you might be having is if you're running too many programs at once and your computer is force closing programs to protect itself. Try monitoring your Task Manager you may see a spike right before the crash. Also, make sure the crash isn't caused because of trying to run code (especially with code that has infinite loops)

Unity machine learning using internal brain for pre-trained networks results in crash

I try to get the machine learning project of Unity running. The project can be found here: https://github.com/Unity-Technologies/ml-agents
Following all the necessary steps to set everything up, everything works fine until I try to use a pre-trained model in an internal brain, e.g in the 3D-Ball example. On pressing play in the editor, it says to have stopped working and the editor crashes. Same goes for a successfully compiled executable.
Since I can't find any crash logs, I absolutely don't know what's the cause to this. Anybody had the same issue and solved it, or any ideas on this?
I'll just add the steps I made to set my project up, in case somebody wants to reproduce or check for mistakes I made:
Download zipped project from github
Open project with Unity 2018.1.1f1
Add ENABLE_TENSORFLOW to predefined symbols
Download and install TensorflowSharp Plugin
In the 3DBall Scene select the brain and switch BrainType to Internal
Run in editor or compile and run, results both times in a crash
EDIT
What's making me wonder is that I got it working just fine training an external brain in python using a compiled executable. So my thoughts were it should be much more easy to just forward pass a trained net, if it's working doing forward pass and back propagation. But it says though that external brain still is experimental, so not sure if that just will not work until some future patches.
EDIT 2
So I tried using an internal brain in an older version of the githubs project, which then worked quite fine. Also I used an older version of the TensforflowSharp Plugin. I'll try to figure out, which version still works and gonna post my results here ;)
To conclude, the problem was actually the recent version of the TensorflowSharp Plugin. Using an older version, which I found somewhere worked fine. I don't have the link to that version anymore, but in case someone experiences the exact same problem, I could search for it or upload it somewhere.

Swift Compiler Error Group

Sorry to post this again. But I really got lost in solving this bug in my Xcode. I am using Xcode Version 8.0 swift 3 , I have got this error when building the project:
Command failed due to signal: Segmentation fault: 11, and it shows me in the storyboards the code in black color for a while. Also, there is a notification says An internal error occurred, Source editor functionality is limited, attempting to restore, Report a Bug.
I have searched a lot and most things I found about building, cleaning, reopening the project. Also, I tried to uncheck and recheck the Automatically managed signing for my project.
I hope to hear from you the best solution for my problem
waiting for your replay greatest coders
I had this same issue. I went to the 'Debug Session' window and saw I had type conversion issues. I was trying to determine is an object was a Set and needed to evaluate it as a Set<String>.
Not sure if that'll help you, but check out the 'Debug Session' window to see which view controller class has the issue and what it is.

xcode 4 debugging shows 'Summary Unavailable' for most objects

Whilst using Xcode 4.0 and trying to debug and see what value is held in what variable - or see what objects are in an array etc, I always seem to get "Summary Unavailable" or "Invalid Summary".
The problem seems much like the one in 3.2.6 if you built and ran a release version with the symbols stripped.
Any chance that any one knows where I am going wrong, or what the resolution is
For years things worked smoothly - then Apple stepped in - again.
Thanks
You're not going wrong, Xcode 4 is. This problem is pretty common, unfortunately. Report it at http://bugreport.apple.com/ and hope for the best.
In the meantime you can inspect variables using the console, which appears at the bottom of Xcode 4's window during debugging. If you have an object "myObj", you can inspect it in the console by typing "po myObj". It's a lot less convenient but it's better than not getting the information at all.
You can also try changing the "Summary Format" in the GDB window. Try something like {(NSString *)[$VAR description]}:s as the Summary format - this works for NSManagedObject derived objects.
While waiting for Apple to fix Xcode 4 you can try using "Print Description", which prints the value to console.
Start your app up in debug
IN XCODE 4.02, go to Product/Debug/Shared Libraries
The window that appears tells you which dynamicLibs are loaded
Scroll down until you see "libXcodeDebuggerSupport.dylib
Click the "Load" button, and then "Done"
After stopping on a breakpoint, the contents of a string should be printed in blue after the object's address.
Hope this helps!
This happened to me upon upgrade to xCode 4.3.1.
I found that editting the Run/Debug scheme and changing the Debugger setting in the Info tab from LLDB to GDB fixed the problem.
I had that problem. If you explicitly declare the ivars in your h file, they should show up in the debugger as expected.
#synthesize will create the proper ivers for you, but it does not always make them accessible in the debugger endless you use the command line po to look at them.
I have battled this issue for quite a while and I finally figured out the issue. I have several build configurations in my application (Debug, Release, UAT). When I hit 'Run' on my main scheme then I am using the 'UAT' configuration -- not 'Debug'. I realized that I was stripping debug symbols for my 'UAT' and 'Release' configurations. I simply modified my build settings to not strip debug symbols for the 'UAT' build configuration and voila, all my symbols are available again.
I am using XCode 4.5.1, but have seen this issue for quite a while on various projects. I assume that most of my projects use the 'Debug' build configuration by default and therefore were working fine. Only when I started getting fancy with my schemes and build configurations did I come across this issue.

debugging issue with iphone simulator 4.0

Friends,
I am building and debugging my xproj. Now the control is not stopping at the breakpoint i kept in the program but it is stopping at the return statement of operator++() in the stl_iterator.h file. After I press Continue the code is giving expected results but the thing is I cannot see the step by step debugging. Can any one give me clue why it is happening so, always i see the control at same position. I cleaned all targets and tried but no luck.
Active SDK = iphonesimulator4.0, Active Configuration = Build. (I used C++ in the code).
With iphoneSImulator3.1.2, i can able to debug step-by-step for the same code.
Thanks in Advance,
Anil
Sometimes the compiler will optimize your code and make breakpoints move around. Be sure to turn off all optimizations when building for debugging purposes; this should already be set in the “Debug” build setting.