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Repeated warnings about meta files not being able to be deleted due to missing asset

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![alt text][1] Does anyone know how to fix this, if it helps at all the major things that I did prior to this was I deleted the app data for unity in the Roaming, Local, and LocalLow folders? If that was pretty dumb, I wouldn't be surprised. I have already tried reimporting all the assets multiple times. I can still work on the project, but its just incredibly annoying because every time I refocus on the widow these same 3 errors pop up. [1]: /storage/temp/136855-2019-04-22.png

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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![I am working on a project that needs to be completed by tomorrow. I am getting a allocation error Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak as well as the error in subject. My scene view and game view don't match. There are props from my scene view that don't appear in game view and parts of my terrain don't show in scene view. Here is a screen shot:][1] [1]: /storage/temp/137161-today.png What do I do?

How to fix these warnings?

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I am getting these warnings for some reason just by pressing play. I don't have any scripts or objects in the scene, so it's a new project but I still get them. ![alt text][1] [1]: /storage/temp/139826-unity.jpg

Getting warnings in Unity 2019: Visual Studio Tools: Failed to generate player project for: Assembly-CSharp.dll, UnityEngine.TestRunner.dll, Unity.TextMeshPro.dll

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Visual Studio Tools: Failed to generate player project for: UnityEngine.TestRunner.dll Visual Studio Tools: Failed to generate player project for: Unity.TextMeshPro.dll Visual Studio Tools: Failed to generate player project for: Assembly-CSharp.dll The description is the same for all 3: UnityEngine.Debug:LogWarning(Object) SyntaxTree.VisualStudio.Unity.Bridge.Project:LogWarning(String, Object[]) SyntaxTree.VisualStudio.Unity.Bridge.ProjectFilePostprocessor:OnGeneratedSlnSolution(String, String) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) So, I figure, I need to DL those 3 files and place them in Unity or Visual Studio Tools folder? Please, help!

How to use Cloud Build without Unexpected Build Warnings?

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Bug Case #[1191965][1] ---------- When a cloud build is completed, a nice results email is sent, including the number of build warnings. My team would love to take advantage of this feature. ---------- Unfortunately, a blank/empty project (for example: a new 3D project template), throws build warnings. Locally, there are no build warnings, but in the cloud, there are 49 warnings. ---------- Because of this, my team can't really "trust" the non-zero build warnings alert since there are quite a few warnings to begin with. ---------- In the past, I've attempted to find a workaround, but the consensus seemed to be that there is no general purpose workaround that would support every situation. Is it possible that there is a workaround specific to our specific situation? For example, our only required build target is Windows 64-bit (no OSX, Android, Hololens, etc, etc.) ---------- ![alt text][2] ---------- Details: https://docs.google.com/document/d/161Mk3N6j80veH1UTDHqFjWS3pTr9fy5fx6NVwlO7J8o/edit?usp=sharing [1]: https://fogbugz.unity3d.com/default.asp?1191965_psngufrtge19rk2o [2]: /storage/temp/147545-outlook-5pup8aawdz.png

Unity 2019.2.x "Stack allocator ALLOC_TEMP_THREAD has unfreed allocations" issues

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When I start a new project (HDRP) or converts an old one to Unity 2019.2.x (Build platform = Windows, computer OS = Win10). I get the following three messages over and over again, 1-3 times per second. So after a few minutes the console window is full of thousands of messages. -- > Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 38 -- > To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations -- > Allocation of 38 bytes at 0000018E19F1D180 -- I get the same result in all subversions of 2019.2.x from x= 2 to 9. What is going on and how do I fix it? Hardware: Laptop with Intel i7-6820HQ, 32GB Ram, Nvidia Quadro M5000M, Windows 10 Enterprise 1809 (17763.737)

SendMessage cannot be called during Awake, CheckConsistency, or OnValidate

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I've been looking for ways to get rid of this warning, but I have no idea how to. It seems like all the Unity Forums don't know either but I'll post a question here anyways. ![alt text][1] I get spammed with these warnings. Here's the code that causes it, where child is a RectTransform: ![alt text][2] [1]: /storage/temp/149161-spam.png [2]: /storage/temp/149162-bad-code.png That's all I have. What do I do?

error CS0649

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I tried to find how to solve this problem but I just don't get it! It says:"Field 'PlayerControls.rb' is never assigned to, and will always have its default value null", When I click on the error it sends me to line 59 (the last line(rb.velocity = Vector2.zero;)). Please help me I cant figure out the problem, here's my script: * using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerControls : MonoBehaviour{ public float moveSpeed = 5f; public float jumpForce = 30f; bool isJumping; Rigidbody2D rb; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { Jump(); Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f); transform.position += movement * Time.deltaTime * moveSpeed; } void Jump() { if (Input.GetButtonDown("Jump")) { gameObject.GetComponent().AddForce(new Vector2(0f, 5f), ForceMode2D.Impulse); } } void Jumping() { if (Input.GetKey(KeyCode.Space) && !isJumping) { isJumping = true; rb.AddForce(new Vector2(rb.velocity.x, jumpForce)); } } private void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("Ground")) { isJumping = false; RbVelocity(); } } private void RbVelocity() { rb.velocity = Vector2.zero; } }

How to prevent Unity from changing WarningLevel property in .csproj?

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I changed WarningLevel of my project from 4 (all warnings) to 3 to get rid of irrevelant warnings, especially the ones about uninitialized fields (lots of my serialized fields are private). Unfortunately, when Unity builds the project, it automatically changes WarningLevel back to 4. How to prevent it?

Newbie "The field 'x' is assigned but its value is never used" warning

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Hi. I always get the "warning CS0414: The field 'CustomerScript.ComeBack' is assigned but its value is never used" whenever I set a private variable.

I already researched this for a while, but the causes I read about didn't apply in my case, only that all those variables are contained only inside "if" statements. Is this a bad thing that I should correct? Is there any way to solve the warning whithout complicating things unnecessarily? This is my code, it's a small script:

using System.Collections; using System.Collections.Generic; using UnityEngine; public class CustomerScript : MonoBehaviour { public float Speed = 2.5f; public Vector3 Tope; public float SqueakSizeMult = 1.2f; public float SqueakSpeed = 2.5f; public GameObject BubbleRef; private Vector3 SqueakSize; private Vector3 InitialSize; private bool ComeBack = false; // Start is called before the first frame update void Start() { InitialSize = transform.localScale; SqueakSize = transform.localScale; SqueakSize *= SqueakSizeMult; } // Update is called once per frame void Update() { if (transform.position != Tope) {float Step = Speed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, Tope, Step);} else if (transform.position == Tope) { if (BubbleRef.activeSelf == false) {BubbleRef.SetActive(true);} if ( (transform.localScale != SqueakSize) && (ComeBack = false) ) {float Step = SqueakSpeed * Time.deltaTime; transform.localScale = Vector3.MoveTowards(transform.localScale, SqueakSize, Step);} if (transform.localScale == SqueakSize) {float Step = SqueakSpeed * Time.deltaTime; transform.localScale = Vector3.MoveTowards(transform.localScale, InitialSize, Step); if (ComeBack = false) {ComeBack = true;} } } } }
Thank you in advance.

Newbie "The field 'x' is assigned but its value is never used" warning

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Hi. I always get the "warning CS0414: The field 'CustomerScript.ComeBack' is assigned but its value is never used" whenever I set a private variable.

I already researched this for a while, but the causes I read about didn't apply in my case, only that all those variables are contained only inside "if" statements. Is this a bad thing that I should correct? Is there any way to solve the warning whithout complicating things unnecessarily? This is my code, it's a small script:

using System.Collections; using System.Collections.Generic; using UnityEngine; public class CustomerScript : MonoBehaviour { public float Speed = 2.5f; public Vector3 Tope; public float SqueakSizeMult = 1.2f; public float SqueakSpeed = 2.5f; public GameObject BubbleRef; private Vector3 SqueakSize; private Vector3 InitialSize; private bool ComeBack = false; // Start is called before the first frame update void Start() { InitialSize = transform.localScale; SqueakSize = transform.localScale; SqueakSize *= SqueakSizeMult; } // Update is called once per frame void Update() { if (transform.position != Tope) {float Step = Speed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, Tope, Step);} else if (transform.position == Tope) { if (BubbleRef.activeSelf == false) {BubbleRef.SetActive(true);} if ( (transform.localScale != SqueakSize) && (ComeBack = false) ) {float Step = SqueakSpeed * Time.deltaTime; transform.localScale = Vector3.MoveTowards(transform.localScale, SqueakSize, Step);} if (transform.localScale == SqueakSize) {float Step = SqueakSpeed * Time.deltaTime; transform.localScale = Vector3.MoveTowards(transform.localScale, InitialSize, Step); if (ComeBack = false) {ComeBack = true;} } } } }
Thank you in advance.

Warnings when I build my Android apk

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I get 36 Warnings that are all nearly the same. The ending is everytime: warning CS0618: `GooglePlayGames.BasicApi.Quests.IQuestMilestone' is obsolete: `Quests are being removed in 2018.' One specific Example: Assets/GooglePlayGames/Platforms/Native/NativeQuestClient.cs(87,76): warning CS0618: `GooglePlayGames.BasicApi.Quests.IQuestMilestone' is obsolete: `Quests are being removed in 2018.' Please help.

Warning: Ignoring asset refresh (2017.1.0f3)

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Since unity 2017, every now and then, I get a warning with the following message: **Ignoring asset refresh of [some 34-character hex number] because the file or its directory couldn't be found!** It is somewhat annoying. If you know a fix of some sort, please let me now. Thanks!

Can someone help me with this canvas warning?

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I put a canvas into another canvas in order make a pause menu that looks nice. But since i changed some things on the child canvas to make it look better, the child canvas doesn't appear anymore even though the prefab exists. And i saw in the inspector this particular warning in the canvas scaler "non root canvaces will not scale". And i dont really know how to solve it. I tried to delete then put back the child canvas' prefab but the warning stays.

has anyone fixed this warning recently? it runs every frame so I assume it probably causing a problem.

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The bounds contain one of the following values: NaN, float.PositiveInfinity, float.NegativeInfinity. All values in bounds are reset to zero. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) it points to hdrenderpipline script line 3303 cullingResults.cullingResults = renderContext.Cull(ref cullingParams);,The bounds contain one of the following values: NaN, float.PositiveInfinity, float.NegativeInfinity. All values in bounds are reset to zero. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) hdrenderpipline script cullingResults.cullingResults = renderContext.Cull(ref cullingParams);

How do I resolve this warning?,How to resolve this warning? OpenCL GPU device Intel(R) UHD Graphics 630 from Intel(R) Corporation has less than 4 GB of global memory, ignoring device for lightmapping.

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I started working in Unity 2020.1.7f1, 3D URP. I switched lightmapper from Progressive CPU to Progressive GPU (preview) and then this the Warning : **OpenCL GPU device Intel(R) UHD Graphics 630 from Intel(R) Corporation has less than 4 GB of global memory, ignoring device for lightmapping.** How do I resolve this? Thank you in advance. mention me in your reply using @harschshivam

Warning messages lagging game

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Every frame i am getting hundreds of messages of : "Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 7)" and "Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak." This even happens in my starting scene with nothing but a few UI buttons and a canvas. Lower in the message it says: "0x000002D9A69738F3 (Mono JIT Code) [EntityCommandBuffer.cs:419] Unity.Entities.EntityCommandBufferData:DestroyConcurrentAccess () 0x000002D9A1C92D4B (Mono JIT Code) [EntityCommandBuffer.cs:1041] Unity.Entities.EntityCommandBuffer:Dispose ()" Logging the string to console takes 1ms each and it does this at least 7 times a frame. It cuts my FPS in half when this is going on. Usually my lobby screne is at 1k fps but with this it goes down to 300-400 Is there a way to prevent this problem with the Entities package or a way to stop it from logging these things so it doesn't lag my game

How do I fix "JobTempAlloc has allocations that are more than 4 frames old" when I'm not actually using Allocator.TempJob?

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In my DOTS project, I am getting this error: "Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak" whenever I run my DOTS based scripts. The project is an editor tool so I am running it in the editor. I am not using Allocator.TempJob anywhere in the scripts that cause this error. I'm only using Allocator.Persistent and then disposing those arrays after all the jobs complete and using Allocator.Temp for arrays allocated and disposed of within jobs. I already tried changing all the Allocator.Temp's to Persistents and that didn't help. I am scheduling Jobs with dependencies to each other and then checking for when they complete every frame using EditorApplication.update. This way they run in the background and don't halt the main thread. When the work is relatively small, I don't get the error, but when I give the tool a bigger task to complete I get this error message. I have only been able to narrow down the problem to somewhere within 1000 lines of code split between 6 different different files. Does Unity perhaps create jobs behind the scenes that use TempJob allocators in order to schedule jobs or copy NativeArrays or combine JobHandles or anything like that? If so then I could try to identify what's too big for Unity's behind the scenes job and split it up into smaller chunks. I can try to create a project with the error reproducible if anyone wants to take a look. I am using Unity 2019.4.10f1 for this project.

How to fix load of errors on opening project?

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How am I supposed to go about fixing all the random errors that have popped up when I tried to open my project after not working on it for while (I have the newest version of Unity, which it is opened in)? None of these errors are in my code/scripts, so they're not scripts I even understand, let alone how to go about fixing all this stuff. Any help would be appreciated. ![random errors][1] [1]: /storage/temp/178301-randomerrors.png

Oculus Quest + Oculus Link + Unity 2021.3.3f1 not working on play

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Hi, I'm trying my Oculus Quest 1 to work on Unity with Oculus Link. First of all, my Oculus desktop app detects Oculus link and I succeeded to manipulate my PC through virtual desktop, as well as start SteamVR and play some games there. The problem is though, I've tried almost every tutorials how to make Oculus work with Unity Play button, never succeeded it running. I've setup XR Plugin management, Oculus XR Plugin, and Oculus Integration. Could you help me what needs to be fixed to enable Oculus running with Hand Tracking ? I'd like to know maybe I'm something missing. Currently, the warning message behavior is exactly the same as me hitting play without connecting any Oculus, which is wired... Details: Windows 10 Build21301.rs_prerelease.210123-1645 Oculus Quest 1 Unity 2020.3.3.f1 Oculus XR Plugin 1.8.1 XR Plugin Management 4.0.1 Oculus Integration 27.0.0 OVRPlugin 1.59.0 PC, Mac & Linux Standalone Platform ![alt text][1] [1]: /storage/temp/179742-screenshot-2021-04-25-141955.png
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