Hi,
I'm trying to suppress / hide all Unity warning prints when building for Release on Android.
I tried using: **Debug.unityLogger.logEnabled=false;**
which hides the debug.log prints, but I still get Unity warning in adb.
Obviously, I do my best to fix those but considering this is a product release build I wish to hide them for now.
Any help is appreciated!
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Hide warning logs in Android build
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GPU warning Post Processing Stack android
Hi! if I turn on the Ambient Occlusion and Dept of Field on Android (Unity 2017.2.0f3). I get the following warnings:
![alt text][1]
[1]: /storage/temp/105600-набросок.png
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Fonts warnings
Hi
I have some warnings in my game , but when I build and run on my phone it runs fine
1- What could be the reason for these warnings and is there a way to fix them ??
2- Do these warnings will have an effect on the app to cause some weird behavior or crashes on some devices?
![alt text][1]
[1]: /storage/temp/106653-untitled.png
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Facebook Plugin Warnings
Hi
I've installed Facebook SDK plugin for Unity
Unity version : Unity2017.2
Facebook SDK : 7.10.0
And I'm getting the following warnings in the screenshot :
![alt text][1]
and within each warning there are some details as follows :
UnityEngine.Debug:LogWarning(Object)
Facebook.Unity.Editor.AndroidSupportLibraryResolver:addSupportLibraryDepenency(Object, String, String)
Facebook.Unity.Editor.AndroidSupportLibraryResolver:setupDependencies()
Facebook.Unity.Editor.AndroidSupportLibraryResolver:.cctor()
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()
[1]: /storage/temp/106677-untitled.png
Will this have a bad impact on the app or it's normal ??
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Avatar Rig Configuration mis-match,Avatar rig configuration mismatch
Hi everyone, i'm an absolute beginner. Trying to put a MMD character in VRCHAT. I followed a tutorial on it. I exported a character to Unity, thought i did everything right, I click her > select > Rig > Humanoid. That's where i get this error : Avatar rig configuration mis-match. Inbetween bone rotation in configuration does not match rotation in animation file: 'Leg_L' : rotation error = 0.205150 deg, 'Leg_R' : rotation error = 0.064711 deg. I'm sure this would be easy to fix for people who know unity however i know pretty much nothing. Anyone know a fix?
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Warning(s) found while importing this animation file.
I'm using Unity 2017 3.1f1 this message happen on both the fbx and blend file. It seemed harmless since the animation is still playing but I wanna know more and remove it.
Here's the Import Message:
![alt text][1]
[1]: https://forum.unity.com/attachments/untitled-jpg.270458/
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why do i get this warining when there is a main camera?
Warning: no main camera found. Ball needs a Camera tagged "MainCamera", for camera-relative controls.
UnityEngine.Debug:LogWarning(Object)
UnityStandardAssets.Vehicles.Ball.BallUserControl:Awake() (at Assets/Standard Assets/Characters/RollerBall/Scripts/BallUserControl.cs:32)
the camera follows the ball just fine but I still get that error no mater what I do.
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Unity warnings outside of editor. Does it impact application performance?
I've tried looking around for an answer for this, but failed to find any. I'm just wondering if these warnings impact the performance of the application. The thing is that I'm running an older version of Unity and have been having trouble with fonts and dynamic font setting. When I turn off dynamic font everything scales fine, but my editor keeps suggesting things through warnings all the time.
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how to fix this?
![alt text][1]
[1]: /storage/temp/119859-capture.jpg
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Attempt to insert 9Slice RenderData twice warning in erroneous places
I have a script that counts the number of items in a resource folder and gives that number to a TextMeshPro text field. That's all it does.
[SerializeField]
string folderToLoadFrom = "hats";
// Use this for initialization
void Start () {
GetComponent().text = Resources.LoadAll(folderToLoadFrom + "/").Length.ToString();
}
For whatever reason this throws a warning: Attempt to insert 9Slice RenderData twice.
This isn't the only place I get this warning popping up. I also get it when I add a SpriteRenderer component to a gameobject that is created via script. No idea why it's showing up or what it even means.
Any help?
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Warning notification how do I fix the problem?
I have a Assets/BulletUnity/Examples/Scene/BulletSharpDemos/ConvexDecompositionDemo/ConvexDecompositionDemo.cs(49,32): warning CS0219: The variable 'childshape' is assigned but it's value is never used and here is the code line:
CollisionShape childShape = compound.GetChildShape(index1);
how do I fix this and if I just delete this part of the coding (and also with all other warnings such as this one), will it negatively have an effect upon the game performance of any game that I'm developing I really need the help here.
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why i get this warning and how i fix it,why i get this varning and how i solve it
this is the warning
Animator is not playing an AnimatorController
UnityEngine.Animator:SetTrigger(String)
scriptejä:OnCollisionEnter2D(Collision2D) (at Assets/Scenes/scriptejä.cs:48)
do u have any idea how i can fix this
the game is flappy bird style if it helps
,this is the warning : Animator is not playing an AnimatorController
UnityEngine.Animator:SetTrigger(String)
scriptejä:OnCollisionEnter2D(Collision2D) (at Assets/Scenes/scripts.cs:48) do u have any idea what is it?
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Imported project issues,Imported Project Build Issues
Hey all, so I downloaded a Unity project from a friend of mine off of Google Drive. The project works as it should on his machine. However, when I try to build the scripts on Visual Studio on my machine, I'm given some strange errors.
![alt text][1]
[1]: /storage/temp/125468-error-messages.jpg
I get the feeling like the three assembly files on the file explorer aren't communicating correctly. I'm pretty new to Unity so if there's anything you'd like me to share on the post (besides the entire project itself), please let me know!
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How do I fix the warning of Material Font Material doesn't have _Stencil property?,How do I fix the warning of Material Font Material doesn't have _Stencil property?
I have a scroll view for a video settings menu and this warning keeps coming up.
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Warnings after probuilder imported on a New/Fresh Unity 2018.2.15f1 project
So I downloaded Unity 2018.2.15f1 created a new project and then imported ProBuilder. When Importing It said ProBuilder was using Obsolete scripts/apis, so I let unity auto update it all and after it was Imported it shows the follow warnings
- Shader warning in
'ProBuilder/Standard Vertex Color':
'UNITY_PASS_FORWARDBASE' : macro
redefinition at line 33 (on d3d11)
- Shader warning in
'ProBuilder/Standard Vertex Color':
'UNITY_PASS_FORWARDADD' : macro
redefinition at line 222 (on d3d11)
My question... Is it ok to just commit those two lines out since its a redefinition?
(I just dislike warnings :D)
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How to generate build or compile time errors?
Hello,
I have an API which allows our users to create Unity content which communicates with our wireless product.
If I add functionality for assigning a function to be invoked upon successful transmission of a wireless message, then is there a way for me to warn the user if they attach a callback when the message type does not support confirmation. IE critical messages for the state of the apps will utilize these callbacks, but other non-critical messages will be "not delivery guaranteed and without confirmation."
I can think of ways to avoid having to do this, but I'm really interested in knowing if I can generate my own compiler (build?) warnings like this.
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Weird ghost-corrupted script thing doesn't go away
I was having some problems with Text Mesh Pro from the asset store and decided I would use the one built-in (which I don't think it makes a difference anyway). Then I clicked play to test this script (that follows the player) that I made and a couple errors showed up:![alt text][1]
I clicked them, and it took me, not surprisingly, to the camera. I clicked on it, and saw this:
![alt text][2]
[1]: /storage/temp/132232-screenshot-309.png
[2]: /storage/temp/132233-screenshot-310.png
If I click 'edit' or 'reset' it goes away instantly, but when I hit play again it shows me the 2 warnings again and bam, it's there. Any way to remove this?
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Hide build warnings from a certain folder
I am using the GoogleARCore module in my game, which as it seems uses some obsolete methods and thus creates warnings during the build. Now these are obviously warnings that I would like to fix, so I need to suppress them. They are however located in multiple files, and I did not found any way to suppress warnings from them all.
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How do I get rid of the yellow "Under Version Control" warning box?
I have a new install of Unity and Perforce, and when looking at the preview of graphic assets in Unity there is a yellow box with the message "Under Version Control" which covers up the size details of graphics in my Unity Project. This will go away once you check the asset out, but there are times that I'd like to see these size details without checking the assets out.
Does anyone know how to deactivate these yellow warning boxes?
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Why do I get these warnings?
I am using this script from unity and I just copied it and didn't change anything but I am getting some warnings that I don't understand. I tried this in a new project but I get the same warnings.
void Start()
{
rend = GetComponent ();
// At start, use the first material
rend.material = material1;
}
void Update()
{
// ping-pong between the materials over the duration
float lerp = Mathf.PingPong(Time.time, duration) / duration;
rend.material.Lerp(material1, material2, lerp);
}
The warnings are:
Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
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