Have you had user specific bugs with Unity builds that you have sent out - unity3d

I have a build which I send out to players and 50% of them get different unique bugs, where Stats reset, Array values match up differently, Certain attributes increase by zero.
This only seems exclusive to their computers and are all very different.
I've attempt sleep nights trying to replicate these bugs on multiple computers, but it I cannot replicate it.
The other 50% of players (Although I don't the actual ratio)
The build works fine, all the bugs and issues that occurs are ones that I know about and easily fix.
I'm desperate to know what's going here, if its something in player settings like changing .NET 2.0 to 4.0 or something like that, but honestly I'm not so well experienced in that area.
Playmaker is mixed into the project for arrays and simpler things, but I've scoured the forums and I can't find anything related to that.
Maybe I need to upgrade my version of unity?
I'm on Unity 2020.1.1f1 Personal, if that has anything to do with how the game builds, but at this point I'm just throwing punch's in the dark.
Thank you.

I also use Playmaker and I've recently experienced a similar bug.
It turns out different CultureSettings on users were causing the issue.
Try this:
using System.Globalization;
and
CultureInfo.CurrentCulture = CultureInfo.InvariantCulture;
Wish you a great weekend :)

Related

Using MRTK 2.4.0, Unity, Tutorials Do Not Work, Can't Figure Out How to Configure it to Work

Brand new HoloLens 2 using latest versions of all the tools. I can't get the most basic tutorial to produce the expected output. I have done the whole thing multiple times to ensure I am following the directions exactly. It builds in Unity and loads to my HL2 device. I have gone all the way to lesson 6 and things don't work as the documentation says. Can anyone point me to something that actually works for a point of beginning. Right now MRTK is just a trial and error operation. Thanks
There is a pretty annoying problem in the MRTK which is about 'solvers' and project built in Release ARM64.
MixedRealityToolkit-Unity Issue
It's probably a very specific case for a lot of people but I was naturally building like that all of my projects and MRTK demos and nothing was working as expected.
I spent a lot of time to identify what I was doing wrong.
Maybe you are in this case ...
As others guys asked, we need more infos about what is not working, your differents tries etc .. to help you.

How to avoid Unity Complie all Standard shader variants

When add Standard Shader to Graphics——Always Include Shaders, Unity always stucks in sharedassets0.asset. I know it's unity complies shader variants in the background. it's about 60000 variants which make the .apk size is triple bigger than normal size. And it takes a long time(a couple of hours) to build, even if an empty project.If I remove the shader from the list, when I load a model from asset bundle, it will be a pink.Only add Standard to the list, then everything is ok!Is there any way to solve this problem? Please help me!I googled all I can google!
Edit: Unity 2018.2 added IPreprocessShaders which is described at:
https://blogs.unity3d.com/2018/05/14/stripping-scriptable-shader-variants/ You can review each individual shader keyword combination in IList<ShaderCompilerData> and remove ones you are certain you don't need. The this API is not complicated, but standard shader keywords are not well documented. Some of the keyword correspond to enum BuiltinShaderDefine while others are not. I ended up using this preprocessor to remove any ShaderCompilerData with BuiltinShaderDefine.UNITY_HARDWARE_TIER1, BuiltinShaderDefine.UNITY_HARDWARE_TIER2 and INSTANCING_ON(This is not in the BuiltinShaderDefine enum) turned on since I am certain we didn't use quality settings toggle and instancing.
The Unity Shader Variant Collections works kind of wonky. I ended up using a plugin called "Shader Control" to clean up the mess. But the process is still far from enjoyable since when you remove a keyword there is a chance you break something.
The best solution I could think of is remove all the "Built-in Shader" (Maybe not "Deferred" is you are using Deferred Rendering) and "Always Include Shaders" at the beginning of the project and if someone needs a built-in shader, download "Builit in Shaders" from the Unity Download Archive and import only the one needed back to the project. So that you can:
Have 100% control over built-in shader
Only compile shaders you used
Avoid shader duplication in AssetBundles (If you pack something referencing default imported shaders, the shader will be duplicated for each AssetBundle)
But this "best solution" is certainly more of a hindsight and does not help your current situation though. Give Shader Control a try.
Hi I want to suggest a method that worked for me. I was going to comment but my reputation hasn't reached 50. I would not recommend this as answer but no harm for you in trying I guess.
Instead of including the shaders under Graphics——Always Include Shaders I went to Project Settings -> Player -> Optimization and included the shaders under Preloaded Assets.
I also have doubts if it is the correct way to do so but it solved my problem. I would be glad if anyone could point out what was wrong about it and explain a bit, as I could not find much reference to this method on the Internet.
I have posted a similar question at game dev stack exchange
https://gamedev.stackexchange.com/questions/190092/unity-2020-3-what-is-best-practice-to-include-shaders

Translucent material/shader

I want to achieve this result.
Light passes from thin areas of object (lower density) and cannot pass from higher density areas.
Is it possible? I also want to export it as WebGL to use it in web App.
I never tried myself but as far as I know it's possible. I've come across this post before:
http://www.farfarer.com/blog/2012/09/11/translucent-shader-unity3d/
It's a bit old but it may be a good starting point. There's a link to an old GDC presentation as well explaining a bit how this stuff works which may be helpful.
If I'll ever going to have the freetime I'll try it at home, sadly the coming holidays kept me away from working with Unity recently.
Hope this helps.

Stating a project as closed in github without deleting it

I've done several projects in my github while learning. Some of them are relevant, most of them aren't. In particular, I'm looking at UserManager, one project that has been a long time with me but that now I consider it done (mostly for the lack of involment from me).
However, it has been a great learning experience and I'd like to still keep it while making sure that any visitor knows that it's a discontinued project. What's the best way of communicating this? How would you like to know that, when you enter a github project, it's been discontinued? Nowadays the best way a is a mix between the days of last commit / stars / etc.
I was going to just write DISCONTINUED on top of the readme.md, but wanted to know other programmers' opinion and whether there was a better way or not.
It might make sense to add a Current status: line to the top of the project README, but I'd use terms like: In development, Complete, Unsupported, and Obsolete. "Closed" doesn't make a lot of sense since you can always pick up an old project and add to it, or someone else might pick up where you left off and add support for the latest OS version or whatever. I'd avoid "Discontinued" for much the same reason. The thing that (I think) you're trying to communicate to visitors is your level of interest/support in the project, so use words that relate that without discouraging others from contributing updates (unless that's really what you mean).

Portal effect/Non euclidean

I am looking for a solution to the effect used in Valve's portal games and seen in the "portalizer" unity package. I have searched almost every related question on many forums, however none seem to offer the help I need. I have tried re-working the mirror reflection script found on the wiki, however I have a lot of problems when they are out of the camera's view, and it never seems to work. I feel like I have spent hours on this, if you know anywhere which details the logic and explanation of this effect such as camera matrices and stuff it would be great, or just a working block of code for me to look through.
By the way i'm actually not hoping to explicitly use it for potals, Im attempting to make a room similar to Doctor Who's Tardis which is bigger on the inside, kind of mimicking the effect of Non-Euclidean space. Im also looking for something more advanced than a simple camera with render-to-texture. Im also using the pro version.
Thanks in advance.