I use the same computer for playing a game while working.
For my work i need to use ProcessMonitor from Microsoft.
Problem is that the game is "protected" with ThemIda and it won't start when ProcessMonitor is already running or will "crash" as soon as i start ProcessMonitor after starting the game.
Is there any way to prevent it from beeing "detected"?
Related
I'm working on a system that automatically generate and release scriptable object that represent uniqueness for gameobject with a given component attach.
The generation process seems to be working really fine, but I'm facing problem when I want to release the scriptable object.
The given script is tagged "ExecuteInEditMode" and is implementating OnDestroy method to advertise a manager that his scriptable object should be deleted.
The problem is that OnDestroy is called in 4 situation from what i can tell :
Click on play
Switching scene
Manual removal (the only one I want to work with)
On editor shutdown
I've been able to avoid the 2 first on with this :
if (Application.isPlaying == false && Math.Abs(Time.timeSinceLevelLoad) > 0.00001f)
But I don't find any good solution for "On editor shutdown" I've seen that EditorApplication.quitting can be use for that case, but documentation warn that this event is not called when unity crash or is forced to quit, and I don't want to lose all my scriptable object if the editor crash.
I'm looking for a robust solution to avoid this problem if someone can help me please.
Thanks, have a nice day
Just handle the application quitting event.
this event is not called when unity crash or is forced to quit, and I don't want to lose all my scriptable object if the editor crash.
When unity crashes, so will your program, so it won't work any ways. Just make sure that under normal operating procedure (so a normal shutdown) you save your modifications.
In Unity3D if you edit your scene and you don't save, if the editor crashes you lose all your changes. The same will happen for what you're building here. In order to mitigate this risk (since prevention is reasonably difficult if not impossible) you can opt to save every minute, always save each change to a temporary location, or save for example every play.
For example i added a script to my project that autosaves the scene(s) whenever i press play, so when editing the scene i press play now and then to test, and it all gets autosaved.
In a cocos2D powered iphone app, I use the CCRepeatForever action to make the background pass by. It works fine when I debug the app (build and run via XCode). Even if I quit the app and resume it, no problem.
However when I bundle the app into an .ipa for beta testing I get a weird problem :
At launch the background passes by nicely. But if I quit the app and resume the game later, the app takes me back where I left it, with everything working but the moving background. And after a time (roughly proportional to the time since I quitted the app) the background starts moving again as it should, without me doing anything particular.
Is this a know issue ?
Thanks
OH, I had a very similar problem a little while ago. I would pause the game, then on resume nothing would happen, then it would suddenly jump and I'd be swarmed with monsters.
I can't tell you precisely where to look, but here's what I was doing:
I had a timer that was not using the (ccTime)dt to calculate time, but was using an NSDate timestamp. The problem was that I had an event to be scheduled at a certain time based on the date, but was using the dt to figure out when to trigger the event.
As far as I could tell, pausing the game was halting the scheduled events, so the "dt" wasn't incrementing at all, but the system clock kept ticking, so what ended up happening is that I would pause for say 10 seconds, the system clock ticked up and triggered, but the "dt" was adding into a float timeElapsed, and until that caught up, nothing happened.
What you probably need to look for is something inside a scheduled event that is using an NSDate or a unix timestamp or the iPad/iPod system clock. When you halt the simulator, the system clock doesn't seem to run the same way it does on an actual iPad.
Sorry, I don't know EXACTLY how this stuff works, but I also went through an agonizing time with a similar problem and it was based on the system timer. Just make sure you're pausing everything with the CCDirector properly and make sure you're not using any system clock stuff for game timing
For my cocos2d game, I authenticate the local user in the applicationDidFinishLaunching method of my AppDelegate. However, whenever the authentication is complete, it will cause a short lag in my game when the little "Welcome back, X" message slides down and back up. The problem is I have no control over when this authentication is complete – obviously the duration is highly dependent on the data connection of the device.
Sometimes the message (and the un-avoidable accompanying lag) appears as soon as when I am in the menu scene, which is somewhat acceptable, since my menu is more or less static. More often than not, it happens later, when the game has already started. Because my game is an endless scroller, the message always causes a lag in the movement of the player, even causing the player to die sometimes (half a second of lag is enough :-/).
How might I circumvent this? I used to have a loading scene right before my menu scene to load some of my assets, and because the loading takes a while, there was always a good chance that the authentication is completed at the loading scene, but of course I can't guarantee that it will be true!
Game Center can make the game freeze for a little as its starts if your connection isn't great. I doubt that loading GameCenter on a different thread would be a good idea (or even have an effect on that) but what you could do as a work around of the issue you are having is to give the game a 3-2-1 countdown before it starts scrolling/moving. would give a little more time for game center and time for the player to build his focus, starting serious in a game straight away might not be to the liking of some players.
I hope this helps.
Can anyone help me with this error message I get when I try to play a game level in a game I am developing.
What happens is that on starting the game the game starts and runs fine but after the player wins or loses the game and wishes to replay or play the game level again from the main menu, the following error comes up(Please see the screen shot below):
I suspect my animations but I really cannot place what and where the problem is.
animations_ has probably already been released, if you did not retain it, then you do not have to release it.
I doing a game application using cocos2d.In this application two game are include together. When playing game i include a action for switching the game. when i use this button two or three times change the game but after that the game is freezes & not work any more until the game is close the game. If anyone have a solution than give me some information that how can i overcome in this problem.
Are you sure you don't have memory leak problems when switching games?
Its difficult to diagnose correctly with so little information but my guess would be that the switch process isnt done correctly and after a few times some memory/variables get corrupted