Why is unity stuck on this infinitely? - unity3d

So im using github desktop to transfer my project around places and today when i went to open my unity project (version 2020.3.17f1) its just stuck on this forever?
I don't know why or how this is happening but it causes unity to halt opening for about 10 mins and as you could probably guess, I dont want that. (PS: event after the 10min pause unity still takes ages to open) I have never encountered this problem before, please god help me...
Edit: I have found what may be the issue, when unity opened it threw a warning saying my 2 empty folders cannot be stored in version control.

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Hololens 2 Multi-User Capabilities error DllNotFoundException: AzureSpatialAnchors

I've been following this tutorial https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/tutorials/mr-learning-sharing-02 to make a Hololens 2 app that can be used by 2 or more users, however, I haven't been able to make it work, because after finishing the tutorial and trying to run the app, I get this build error message:
DllNotFoundException: AzureSpatialAnchors
I'm not sure what i'm doing wrong, I tried googling this problem but I seem to get nowhere. pls keep in mind that i'm a new developer unu
I included an image to give a better idea of the problem, it seems to be the only error message D:
(I tought the problem may have been something to do with my spatial anchor resource on azure, but even after creating a new resource and pasting the new ids, it seems to still have the problem unu. also, i do have a hololens 2 visor, so i'm sure the problem doesn't have to do with the emulator while pressing play.)
i hope the image helps
Azure Spatial Anchors are not supported in Unity Player (per your image, you are running it in Player) nor Hololens Emulator. You need to build & deploy the app to a Hololens in order to test ASA.

Unity export to 64bit apk will cause the gameplay delay

I have tried to export my game to mobile APK. When I'm export my game to 32-bit APK, everything is working fine and smooth
But when I'm trying to export as 64-bit APK, the gameplay is a delay (eg: when I click a button, it need wait few seconds or more to have a response, this case is not happening in 32-bit APK). But the sound effect and background music is playing fine, didn't have any delay for the sound.
Below is the setting for my 64-bit export
Setting:
I will get these warning message after I exported, are these may caused my issue?
Warning Message:
May I know have what issue or reason may cause this situation happen? Hope have someone able to helping me to solve this issue. Thank you
UPDATED:
I found reason is my script have to much FixedUpdate process in running to cause delay. So, I reduce the number of FixedUpdate to solve the problem.
May I know why 32-bit able to support the number of FixedUpdate, but 64-bit unable to support?
On what device are you testing this? An Android emulator? This could be just an emulation problem and not be an issue on a modern real-world device.
Try disabling stack trace option for debug logs.
You can find it in the player settings, at the bottom of "Other Settings"
Set "Stack Trace" for "Log" to "None"

ESP8266 find "rst cause:4 location"

I'm currently developing an application using the ESP8266 (WeMos D1 Mini) and Arduino for Visual Studio (VMicro). I have problems that sometimes the software watchdog reboots my device (rst cause:4). I know the meaning of the message and also I know why this error occurs. My question is how to general find the location of problem? My code is relative huge and I use a lot of standard libraries (ESP8266, WebSocketsServer, WiFiUdo, FS, Neopixel etc.). When I get an exception, the device tells me where it happens. But the watchdog didn't give me any information about the location. The problem is, that the application sometimes fails after a view minutes, hours or days. So it is not easy possible to tell exact whats happend.
So again: Is there any possibility to find the exact location where the problem happens?
Thanks in advance
Alex

Unity Tango app crashing when using FindPlane function

Recently I've started porting my older Unity code with an earlier version of the Tango / Unity SDK to the latest version. Overall, it's working great. Faster frame rate, less drift, everything seems pretty good....Until: BLAM... Sudden crash. So, I tried paring down my app to the essentials to see if I could reproduce the crash and what I've found is that if I follow the AR Unity example in the docs to the letter, no problem. But, if I add a 'FindPlane' call within the Update() function so I place a sphere at the planeCenter of whatever is at 960,600 (middle of screen), after a few minutes the app will crash. So my suspicion is that this is what's causing the crash in my larger app (with many more moving parts, so to speak).
My question is two part:
1) can anyone suggest some debugging processes to help me identify exactly what the problem is here, in case it isn't the FindPlane function after all?
2) does anyone know why the FindPlane function might cause an error? Even if it doesn't successfully find a point it should still return Vector3.zero and a new/default Plane object, neither of which should result in a crash.
Thank you for your thoughts on this perplexing issue.
EDIT: I tried installing and activating Tango-Debug-Overlay recently and it shows a bit of diagnostic info. The problem appears to be thermal, and from what I can tell, related to the depth sensor. So now I'm trying to set a very low FPS, as a test, and disabling the depth sensor between frames, to see if that has any impact. I will post updates as I find out info.

iphone sigkill error

Hey all
Im working on a game for iphone using cocos2d and sdk 4.1 and I am getting a sigkill error randomly (or what appears to be randomly) while running. Sometimes the error wont appear for hours of trying to simulate it. I have read around on forums and all sigkill problems seem to be when the user tries to close the app, but this is happening during gameplay. Can anyone think of why a sigkill msg is being set off without the user trying to actively close the app.
any advise or tips on trying to track this down would be much appreciated
thanks
g
I think SIGKILL can be raised for a number of different errors. You should try using the debugger and checking out your stack trace (function calls) to see where the error is happening if you can narrow it down.