I'm working on a project in Unity and while in the middle of placing trees, the following errors pop up in the console log:
LOD code supposed to be unreachable.
The text underneath says:
UnityEditor.DockArea:OnGUI()
The second error is the same except the subtext says:
UnityEngine.Camera.Render()
I am at a loss as to what this means or what caused it. I looked online and only found 2 obscure inconclusive threads asking similar questions.
The first error message
LOD code supposed to be unreachable.
has been reported already and is occuring on Unity 5.3.4f1 for my part. However, they already fixed the tracked issue, but according to the ticket it will be in a future version of Unity 5.3.6.
I have read the recent patches and it is not included in any of them yet. I guess we'll just have to wait.
Concerning the two following errors, I've seen them as well, but it seems unrelated to the LOD error.
In each case though, it doesn't prevent me from running the game scene, it is just a bit annoying in the console.
UnityEditor.DockArea:OnGUI()
UnityEngine.Camera.Render()
Related
I've recently started receiving the following error whenever I enter play mode in the Unity editor.
Resolve of invalid GC handle. The handle is from a previous domain.
The resolve operation is skipped. UnityEngine.GUIUtility:ProcessEvent
(int,intptr,bool&)
This occurs every time I enter play mode, I'm not sure what I changed to cause this. The game still builds successfully without errors and I can't seem to find any issue with the game once built. It's worth mentioning that I may have noticed a slight dip in fps since I started getting the error. This is only while in play mode, not in the built player, although I might be imagining it, not sure.
I'm using version 2021.3.10f1, and recently updated from an earlier version, although have been using this version for around 2 weeks without issue.
Can anyone help?
I always get this error and I have no idea how to fix it. (Unity 2019.4.12f1)
UnityEditor.EditorApplicationLayout:FinalizePlaymodeLayout() (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/EditorApplicationLayout.cs:76)
The error links to the file where you have unity installed. I'd recommend uninstalling and then re-installing unity (not unity hub, the actual editor). I'm not sure what the error came from, but it is probably just corrupted because of a crash or something. There's nothing wrong with your code.
I have a monogame project created in visual studio with MonoGame 3.5. After running it on linux, mouseState.ScrollWheelValue is always 0, regardless of anything I do.
This most likely has to do something with the fact that linux has different window focus regarding mouse wheel, but I can't seem to figure it out.
What I found so far:
1. I should set Mouse.WindowHandle to correct value (whatever that means).
This is largely problematic, since Mouse.WindowHandle setter is not implemented. Plus injecting a specific window into the Mouse object is an internal procedure. (source: https://stackoverflow.com/a/33921015/3455388 )
2. A poor soul that asked this question on official monogame forums 3 years ago, with no visible answer (https://community.monogame.net/t/mouse-state-scrollwheelvalue-returns-0-all-the-time/9233)
Does anyone know how to make MonoGame receive MouseWheel events on linux? An answer that this is simply not supported is also fine.
I have no idea why, but resolving a different problem related to sound resolved the mouse issue as well.
When initially running my game on linux, I got a second issue with sound library: Unhandled Exception: System.DllNotFoundException: openal32.dll. I simply disabled sounds and dug in the MouseWheel issue.
After giving up on the mouse issue, I returned back to fix the sounds, and found a guy talking about missing files in the /bin/Windows/Debug/ folder (https://github.com/MonoGame/MonoGame/issues/657).
Turns out my MonoGame bin directory only contained OpenTK.dll, but was missing OpenTK.dll.config. Copying it from /usr/lib/mono/xbuild/MonoGame/v3.0/Tools/ resolved the sounds... and the mouse. I guess the missing library might have crashed the initialization process before the mouse was correctly set up..
When I compile my app I get a long list of errors all connected to
UIKit/UICloudSharingController.h
as you may see in the attached screenshot.
What does it mean and how to fix it?
The issue was due to a very weird problem Apple helped me to find out. In practice I used flag share in #if clauses to shield piece of code in the appropriate target. What I found was that this flag is also used somewhere by Apple itself and so I shielded even some parts of its code with the errors I reported. Once renamed to sharespare, the name of the app, the problem all but disappeared.
I am trying to debug an Java Web application, and for the first time I used JIVE , but I get all of the time 'Got MethodID of RefenceType that is not a member of the ReferenceType' in popup. Never seen that error in Eclipse (Luna) before. After a while another popup says: "Internal Error - An internal error...(blah, blah) Do you want to exit workbench."
Any idea what might be the cause for this error?
A bug was apparently fixed in Eclipse Photon that caused a race condition in lazy-initializing ReferenceTypeImpl.fMethodTable. This appears to have been particularly relevant to conditional breakpoints in multi-threaded code.
https://bugs.eclipse.org/bugs/show_bug.cgi?id=509259
This was fixed in internal build: I20170731-2000 and should presumably be available in major releases subsequent to that date.
See also https://stackoverflow.com/a/53182131/768795.
I faced the same error today. Thought of sharing the answer as it might help others having same problem.
Cause of this issue is a probable memory leak in your code that jvm detects. In my case it was a thread that was hogging a lot of memory.
Hope this helps.