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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
Reddit
From the Unity3D community on Reddit
Explore this post and more from the Unity3D community
why is there an error on only one curly?
https://preview.redd.it/ownni6j6fzae1.png?width=313&format=png&auto=webp&s=a0e753e5a1fa9af3047fd7e22430f4c814b4f500
https://preview.redd.it/zvaq193dfzae1.png?width=125&format=png&auto=webp&s=8fef6c820de6597042c9c2ea7e5f9c108b15b8d7
my opening curly and closing curly wont connect but only the opener shows up in red, ive tried creating new curlies and copying my code between them but this keeps happening anyway
https://redd.it/1htess5
@r_Unity3D
https://preview.redd.it/ownni6j6fzae1.png?width=313&format=png&auto=webp&s=a0e753e5a1fa9af3047fd7e22430f4c814b4f500
https://preview.redd.it/zvaq193dfzae1.png?width=125&format=png&auto=webp&s=8fef6c820de6597042c9c2ea7e5f9c108b15b8d7
my opening curly and closing curly wont connect but only the opener shows up in red, ive tried creating new curlies and copying my code between them but this keeps happening anyway
https://redd.it/1htess5
@r_Unity3D
So happy to share my progress!
https://www.youtube.com/watch?v=8LME_ft6VYs
https://redd.it/1hte06r
@r_Unity3D
https://www.youtube.com/watch?v=8LME_ft6VYs
https://redd.it/1hte06r
@r_Unity3D
YouTube
Counterhit + Combo
I open sourced a library of space-related methods to support the development of realistic sci-fi games
https://github.com/TheWand3rer/Universe
https://redd.it/1htdmv1
@r_Unity3D
https://github.com/TheWand3rer/Universe
https://redd.it/1htdmv1
@r_Unity3D
GitHub
GitHub - TheWand3rer/Universe: A Unity library of space-related methods for hard sci-fi games.
A Unity library of space-related methods for hard sci-fi games. - TheWand3rer/Universe