We are making a location for our game. Do you think the art turned out good?
https://redd.it/1hsmph6
@r_Unity3D
https://redd.it/1hsmph6
@r_Unity3D
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Currently prototyping a VR game where you play as a WW2 AA gunner in the Pacific theater, and in need of some validation. Would you play a game like this? or do you think it's too static for VR? (Obviously, it's still rough and many features are missing.)
https://redd.it/1hsnfxz
@r_Unity3D
https://redd.it/1hsnfxz
@r_Unity3D
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I figured it was time to flair up the pause screen for my game ZWAARD! ✨
https://redd.it/1hskhj2
@r_Unity3D
https://redd.it/1hskhj2
@r_Unity3D
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A few days ago, I shared a video diving into how VFX are made. I tried to go as in-depth as possible, recreating a spell from BG3, and even got the chance to interview a talented VFX artist from Larian Studios. I hope you find it helpful and interesting! (Link in the comments)
https://redd.it/1hspwsf
@r_Unity3D
https://redd.it/1hspwsf
@r_Unity3D
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I decorated my tavern in a festive New Year theme, added a special menu, and introduced a dress code for both the staff and visitors.
https://redd.it/1hsucm1
@r_Unity3D
https://redd.it/1hsucm1
@r_Unity3D
What do you think about the peeing mechanic that I implemented in my game?
https://reddit.com/link/1hswhym/video/gsyzjx4sbuae1/player
https://redd.it/1hswhym
@r_Unity3D
https://reddit.com/link/1hswhym/video/gsyzjx4sbuae1/player
https://redd.it/1hswhym
@r_Unity3D
Hi. I'm an artist and I'd like to learn how to use unity during my mid-year break. Is it possible to render lighting like this in unity? How hard will it be if I already know how to use 3d programs like Blender and MagicaVoxel?
https://redd.it/1hsv6g5
@r_Unity3D
https://redd.it/1hsv6g5
@r_Unity3D
How Can I Improve Visuals in Unity Without Reducing FPS or Causing Lag?
https://redd.it/1hszp4o
@r_Unity3D
https://redd.it/1hszp4o
@r_Unity3D
What can I do against native Unity crashes?
I recently released my first Unity game on Steam, and I am not sore how to deal with native Unity crashes and Exceptions. Until a few days ago, I only received one crash report so I just ignored it, but lately I received several reports within 24 hours.
I get (native) stack traces through the Unity Crash and Exception Reporting tool, which look like:
Managed Stack Trace:
InvalidOperationException: Setting MRTs without a depth buffer is not supported.
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassSetRenderTargets (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassExecute (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoopInternal(RenderPipelineAsset, IntPtr, Object)
or like:
NullReferenceException: Object reference not set to an instance of an objectNullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.RenderForwardTransparent (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.RenderGraphModule.TextureHandle colorBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle normalBuffer, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+PrepassOutput& prepassOutput, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+TransparentPrepassOutput& transparentPrepass, UnityEngine.Rendering.RenderGraphModule.TextureHandle vtFeedbackBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle volumetricLighting, UnityEngine.Rendering.RenderGraphModule.TextureHandle ssrLighting, System.Nullable`1[T] colorPyramid, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+BuildGPULightListOutput& lightLists, UnityEngine.Rendering.HighDefinition.ShadowResult& shadowResult, UnityEngine.Rendering.CullingResults cullResults, System.Boolean preRefractionPass, UnityEngine.Rendering.RenderGraphModule.RendererListHandle rendererList) (at <b4d124217f854250baf14ff1e90a163f>:0)
...
and native stack traces like that:
Thread 0 (crashed)
0 ntdll 0x00007ffac7e2e044 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffac4ba3f30 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffac4ba3e2e WaitForMultipleObjects
3 UnityPlayer 0x00007ffa2883552d <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
4 UnityPlayer 0x00007ffa288369cf <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
5 UnityPlayer 0x00007ffa28573b99 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
6 KERNELBASE 0x00007ffac4c73dd7 UnhandledExceptionFilter
7 ntdll 0x00007ffac7e35818 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffac7e1ce46 Cspecifichandler
9 ntdll 0x00007ffac7e328bf RtlpExecuteHandlerForException
10 ntdll 0x00007ffac7de2554 RtlDispatchException
11 ntdll 0x00007ffac7e313ce KiUserExceptionDispatcher
12 libburstgenerated
I recently released my first Unity game on Steam, and I am not sore how to deal with native Unity crashes and Exceptions. Until a few days ago, I only received one crash report so I just ignored it, but lately I received several reports within 24 hours.
I get (native) stack traces through the Unity Crash and Exception Reporting tool, which look like:
Managed Stack Trace:
InvalidOperationException: Setting MRTs without a depth buffer is not supported.
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassSetRenderTargets (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassExecute (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoopInternal(RenderPipelineAsset, IntPtr, Object)
or like:
NullReferenceException: Object reference not set to an instance of an objectNullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.RenderForwardTransparent (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.RenderGraphModule.TextureHandle colorBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle normalBuffer, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+PrepassOutput& prepassOutput, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+TransparentPrepassOutput& transparentPrepass, UnityEngine.Rendering.RenderGraphModule.TextureHandle vtFeedbackBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle volumetricLighting, UnityEngine.Rendering.RenderGraphModule.TextureHandle ssrLighting, System.Nullable`1[T] colorPyramid, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+BuildGPULightListOutput& lightLists, UnityEngine.Rendering.HighDefinition.ShadowResult& shadowResult, UnityEngine.Rendering.CullingResults cullResults, System.Boolean preRefractionPass, UnityEngine.Rendering.RenderGraphModule.RendererListHandle rendererList) (at <b4d124217f854250baf14ff1e90a163f>:0)
...
and native stack traces like that:
Thread 0 (crashed)
0 ntdll 0x00007ffac7e2e044 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffac4ba3f30 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffac4ba3e2e WaitForMultipleObjects
3 UnityPlayer 0x00007ffa2883552d <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
4 UnityPlayer 0x00007ffa288369cf <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
5 UnityPlayer 0x00007ffa28573b99 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
6 KERNELBASE 0x00007ffac4c73dd7 UnhandledExceptionFilter
7 ntdll 0x00007ffac7e35818 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffac7e1ce46 Cspecifichandler
9 ntdll 0x00007ffac7e328bf RtlpExecuteHandlerForException
10 ntdll 0x00007ffac7de2554 RtlDispatchException
11 ntdll 0x00007ffac7e313ce KiUserExceptionDispatcher
12 libburstgenerated
What can I do against native Unity crashes?
I recently released my first Unity game on Steam, and I am not sore how to deal with native Unity crashes and Exceptions. Until a few days ago, I only received one crash report so I just ignored it, but lately I received several reports within 24 hours.
I get (native) stack traces through the Unity Crash and Exception Reporting tool, which look like:
Managed Stack Trace:
InvalidOperationException: Setting MRTs without a depth buffer is not supported.
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassSetRenderTargets (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassExecute (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
or like:
NullReferenceException: Object reference not set to an instance of an objectNullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.RenderForwardTransparent (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.RenderGraphModule.TextureHandle colorBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle normalBuffer, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+PrepassOutput& prepassOutput, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+TransparentPrepassOutput& transparentPrepass, UnityEngine.Rendering.RenderGraphModule.TextureHandle vtFeedbackBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle volumetricLighting, UnityEngine.Rendering.RenderGraphModule.TextureHandle ssrLighting, System.Nullable`1[T] colorPyramid, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+BuildGPULightListOutput& lightLists, UnityEngine.Rendering.HighDefinition.ShadowResult& shadowResult, UnityEngine.Rendering.CullingResults cullResults, System.Boolean preRefractionPass, UnityEngine.Rendering.RenderGraphModule.RendererListHandle rendererList) (at <b4d124217f854250baf14ff1e90a163f>:0)
...
and native stack traces like that:
Thread 0 (crashed)
0 ntdll 0x00007ffac7e2e044 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffac4ba3f30 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffac4ba3e2e WaitForMultipleObjects
3 UnityPlayer 0x00007ffa2883552d <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
4 UnityPlayer 0x00007ffa288369cf <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
5 UnityPlayer 0x00007ffa28573b99 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
6 KERNELBASE 0x00007ffac4c73dd7 UnhandledExceptionFilter
7 ntdll 0x00007ffac7e35818 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffac7e1ce46 _C_specific_handler
9 ntdll 0x00007ffac7e328bf RtlpExecuteHandlerForException
10 ntdll 0x00007ffac7de2554 RtlDispatchException
11 ntdll 0x00007ffac7e313ce KiUserExceptionDispatcher
12 lib_burst_generated
I recently released my first Unity game on Steam, and I am not sore how to deal with native Unity crashes and Exceptions. Until a few days ago, I only received one crash report so I just ignored it, but lately I received several reports within 24 hours.
I get (native) stack traces through the Unity Crash and Exception Reporting tool, which look like:
Managed Stack Trace:
InvalidOperationException: Setting MRTs without a depth buffer is not supported.
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassSetRenderTargets (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.PreRenderPassExecute (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, UnityEngine.Rendering.RenderGraphModule.RenderGraphPass pass, UnityEngine.Rendering.RenderGraphModule.InternalRenderGraphContext rgContext) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo) (at <c6fc50309c344175a7356e24e221a197>:0)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
or like:
NullReferenceException: Object reference not set to an instance of an objectNullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.RenderForwardTransparent (UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.RenderGraphModule.TextureHandle colorBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle normalBuffer, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+PrepassOutput& prepassOutput, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+TransparentPrepassOutput& transparentPrepass, UnityEngine.Rendering.RenderGraphModule.TextureHandle vtFeedbackBuffer, UnityEngine.Rendering.RenderGraphModule.TextureHandle volumetricLighting, UnityEngine.Rendering.RenderGraphModule.TextureHandle ssrLighting, System.Nullable`1[T] colorPyramid, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+BuildGPULightListOutput& lightLists, UnityEngine.Rendering.HighDefinition.ShadowResult& shadowResult, UnityEngine.Rendering.CullingResults cullResults, System.Boolean preRefractionPass, UnityEngine.Rendering.RenderGraphModule.RendererListHandle rendererList) (at <b4d124217f854250baf14ff1e90a163f>:0)
...
and native stack traces like that:
Thread 0 (crashed)
0 ntdll 0x00007ffac7e2e044 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffac4ba3f30 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffac4ba3e2e WaitForMultipleObjects
3 UnityPlayer 0x00007ffa2883552d <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
4 UnityPlayer 0x00007ffa288369cf <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
5 UnityPlayer 0x00007ffa28573b99 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
6 KERNELBASE 0x00007ffac4c73dd7 UnhandledExceptionFilter
7 ntdll 0x00007ffac7e35818 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffac7e1ce46 _C_specific_handler
9 ntdll 0x00007ffac7e328bf RtlpExecuteHandlerForException
10 ntdll 0x00007ffac7de2554 RtlDispatchException
11 ntdll 0x00007ffac7e313ce KiUserExceptionDispatcher
12 lib_burst_generated
0x00007ffa6548c2b6 <symbols missing for uuid: 000000000000000000000000000000000>
13 lib_burst_generated 0x00007ffa6548b357 <symbols missing for uuid: 000000000000000000000000000000000>
14 lib_burst_generated 0x00007ffa655172d7 <symbols missing for uuid: 000000000000000000000000000000000>
15 UnityPlayer 0x00007ffa280a5ebc <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
16 UnityPlayer 0x00007ffa280a60fe <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
17 UnityPlayer 0x00007ffa280a2d9a <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
18 UnityPlayer 0x00007ffa280a41c0 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
19 UnityPlayer 0x00007ffa27bdf50f <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1> Thread 0 (crashed)
0 ntdll 0x00007ffac7e2e044 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffac4ba3f30 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffac4ba3e2e WaitForMultipleObjects
3 UnityPlayer 0x00007ffa2883552d <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
4 UnityPlayer 0x00007ffa288369cf <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
5 UnityPlayer 0x00007ffa28573b99 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
6 KERNELBASE 0x00007ffac4c73dd7 UnhandledExceptionFilter
7 ntdll 0x00007ffac7e35818 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffac7e1ce46 _C_specific_handler
9 ntdll 0x00007ffac7e328bf RtlpExecuteHandlerForException
10 ntdll 0x00007ffac7de2554 RtlDispatchException
11 ntdll 0x00007ffac7e313ce KiUserExceptionDispatcher
12 lib_burst_generated 0x00007ffa6548c2b6 <symbols missing for uuid: 000000000000000000000000000000000>
13 lib_burst_generated 0x00007ffa6548b357 <symbols missing for uuid: 000000000000000000000000000000000>
14 lib_burst_generated 0x00007ffa655172d7 <symbols missing for uuid: 000000000000000000000000000000000>
15 UnityPlayer 0x00007ffa280a5ebc <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
16 UnityPlayer 0x00007ffa280a60fe <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
17 UnityPlayer 0x00007ffa280a2d9a <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
18 UnityPlayer 0x00007ffa280a41c0 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
19 UnityPlayer 0x00007ffa27bdf50f <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
...
How should I deal with such cryptic errors, or should I just ignore them? Obviously I don't want my players to run into crashes constantly, but since I am somewhat new to Unity, I have no clue.
Thank you, and please let me know if you need any further information!
https://redd.it/1htascn
@r_Unity3D
13 lib_burst_generated 0x00007ffa6548b357 <symbols missing for uuid: 000000000000000000000000000000000>
14 lib_burst_generated 0x00007ffa655172d7 <symbols missing for uuid: 000000000000000000000000000000000>
15 UnityPlayer 0x00007ffa280a5ebc <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
16 UnityPlayer 0x00007ffa280a60fe <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
17 UnityPlayer 0x00007ffa280a2d9a <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
18 UnityPlayer 0x00007ffa280a41c0 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
19 UnityPlayer 0x00007ffa27bdf50f <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1> Thread 0 (crashed)
0 ntdll 0x00007ffac7e2e044 NtWaitForMultipleObjects
1 KERNELBASE 0x00007ffac4ba3f30 WaitForMultipleObjectsEx
2 KERNELBASE 0x00007ffac4ba3e2e WaitForMultipleObjects
3 UnityPlayer 0x00007ffa2883552d <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
4 UnityPlayer 0x00007ffa288369cf <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
5 UnityPlayer 0x00007ffa28573b99 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
6 KERNELBASE 0x00007ffac4c73dd7 UnhandledExceptionFilter
7 ntdll 0x00007ffac7e35818 RtlUserThreadStart$filt$0
8 ntdll 0x00007ffac7e1ce46 _C_specific_handler
9 ntdll 0x00007ffac7e328bf RtlpExecuteHandlerForException
10 ntdll 0x00007ffac7de2554 RtlDispatchException
11 ntdll 0x00007ffac7e313ce KiUserExceptionDispatcher
12 lib_burst_generated 0x00007ffa6548c2b6 <symbols missing for uuid: 000000000000000000000000000000000>
13 lib_burst_generated 0x00007ffa6548b357 <symbols missing for uuid: 000000000000000000000000000000000>
14 lib_burst_generated 0x00007ffa655172d7 <symbols missing for uuid: 000000000000000000000000000000000>
15 UnityPlayer 0x00007ffa280a5ebc <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
16 UnityPlayer 0x00007ffa280a60fe <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
17 UnityPlayer 0x00007ffa280a2d9a <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
18 UnityPlayer 0x00007ffa280a41c0 <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
19 UnityPlayer 0x00007ffa27bdf50f <symbols missing for uuid: 7CE16587F86C4F64BA2489E91311EBAF1>
...
How should I deal with such cryptic errors, or should I just ignore them? Obviously I don't want my players to run into crashes constantly, but since I am somewhat new to Unity, I have no clue.
Thank you, and please let me know if you need any further information!
https://redd.it/1htascn
@r_Unity3D
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