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  1. Location
    Georgia. Tbilisi
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    13

    Fatal Error : null

    When i try to run unity based flash games little red bordered box appears at top left corner with message "Fatal Error : null", however this happens only in opera and chrome, Firefox hadn't problems running flash build.

  2. Unity



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    Please follow the Flash debugging setup guide here http://unity3d.com/unity/preview/faq#sec2-q4

    This way we can get a more descriptive error which might help us point you to a fix.


  3. Location
    Georgia. Tbilisi
    Posts
    13
    Code:  
    1. PolicyFileLog=1
    2. PolicyFileLogAppend=0
    3. ErrorReportingEnable=1
    4. TraceOutputFileEnable=1

    those are enabled in mm.cfg but flashlog and policyfilers are clean


  4. Location
    Georgia. Tbilisi
    Posts
    13
    Oh wait a sec!
    Built with beta version of Unity. Will only work on your computer!
    Maybe this is the problem that i couldn't play games builded by community? but what about firefox?

  5. Unity



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    The Fatal Error : null will only appear if you haven't got a flash player content debugger.


  6. Location
    Calgary, Canada
    Posts
    360
    I saw this happen when I used the custom pre-loader and ran in Google Chrome from the file:// protocol. Running from a localhost webserver made the problem go away.
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com


  7. Posts
    18
    Quote Originally Posted by UnityRalph View Post
    The Fatal Error : null will only appear if you haven't got a flash player content debugger.
    Um is that different from the debug version of Flash? Because I get Fatal Error : null with that and the current normal variant.

  8. Unity



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    Karyudo, please double check with the same browser that you run your unity flash content in that it in fact is a debug player, using playerversion.com or the likes.


  9. Posts
    4
    I have the same problem and don't know how to fix it.
    running the html works fine, but if I upload my .swf file it says "fatal error : null" in the upper left corner of the screen

  10. Unity



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    @BloXorZ : Your swf needs to be embedded in an html with the parameter wmode=direct set to be able to get a 3D context. This is why we generate a standard html for your project. A standalone swf in the browser will not work for any swf using Stage3d.


  11. Posts
    4
    hm, okay. but how can I upload a "(direct URL to playable entry)" as said in "Flash in a Flash Content Submission", if I can't upload the .swf file to any flashgame hoster...

  12. Unity



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    MiniClip and Shockwave are both running our AngryBots swf, so there must be something wrong with your individual swf ?


  13. Posts
    4
    So you uploaded the .html & .swf in a .zip file to shockwave and miniclip?

  14. Unity



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    No, they just accept the swf and they provide the HTML.


  15. Posts
    34
    i have the same proble. have it fixed now ?

    some error info like "
    Fatal Error : ReferenceError: Error #1065: variable UnityApp no define。
    at flash.system::ApplicationDomain/getDefinition()
    at com.unity::UnityContent/onFrameInitStep()


  16. Posts
    3
    Hi,
    i have the same problem as Huang with the same error message. It is fixed in the last version of Unity?
    i use the 3.5.6f4 for the moment

  17. Unity



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    @huang / @romaindel; you issue looks related to using an older version of the embedding api .swc with a newer swf deploy.

    With the current information you have provided it's hard to say what the issue actually is, but this functionality is tested with 4.0f7 and is working just fine. Please retest, make sure you use the right .swc files to embed. If it doesn't work, we'd love to see a bug report.

  18. ndk ndk is offline

    Posts
    2

    Urgent Help required for Flash build... :(

    Hi Ralph,

    We're getting the following Error messages for a client project we're working on. We've already missed our deadlines and are still not able to fix it.
    We had even switched to Unity 4.0 from Unity 3.5.6, as in Unity 4.0 the Flash conversion was no more in Beta stage. However, the issue still persists. This occurs only in the Flash version. Web Player version seems to be working fine.

    These are mostly coming after we resume from Sleep mode or after we return from Locked Screen.

    We also put a blank project with just a cube and a 3D text and put it in lock mode. When resuming, we're getting a message in the log file similar to "lost 3d context. Stopped unity Playerloop until it's back".

    Please help us out with fixing these issues, which are coming in the original project after resuming from locked screen:

    ------------------------------------------------
    Fatal Error : RangeError: Error #1506: The specified range is invalid.
    at com.unity::UnityNative$/malloc()
    at com.unity::UnityNative$/_ZN21UnityDefaultAllocatorI17LowLevelAllocatorE8Al locateEji()
    at com.unity::UnityNative$/_Znaj()
    at com.unity::UnityNative$/_ZN9GfxDevice15UploadTexture2DE9TextureID16Texture DimensionPhiiimimi16TextureUsageMode17TextureColor Space()
    at com.unity::UnityNative$/_ZN9Texture2D13UploadTextureEb()
    at com.unity::UnityNative$/_ZN9Texture2D6ReloadEv()
    at com.unity::UnityNative$/NativeExt_NewContext3D()
    at com.unity::UnityContentInternal/onNewContext3D()
    at com.unity::UnityContent/onContext3DReCreate()

    ------------------------------------------------
    Fatal Error : Error: Error #1000: The system is out of memory.
    at flash.utils::ByteArray/set length()
    at com.unity::UnityNative$/sbrk()
    at com.unity::UnityNative$/malloc()
    at com.unity::UnityNative$/_Z14PreParseShaderPKcj17GfxDeviceRendererR12Shader Errors()
    at com.unity::UnityNative$/_Z11ParseShaderPKcjRSt6vectorI4PPtrI6ShaderESaIS4_ EEbPPN9ShaderLab12ParserShaderER12ShaderErrors17Gf xDeviceRenderer()
    at com.unity::UnityNative$/_ZN6Shader5ParseEPKcj()
    at com.unity::UnityNative$/_ZN6Shader13AwakeFromLoadE17AwakeFromLoadMode()
    at com.unity::UnityNative$/_ZN18AwakeFromLoadQueue30PersistentManagerAwakeFro mLoadEi17AwakeFromLoadModePFvR6ObjectRK8TypeTreeE( )
    at com.unity::UnityNative$/_ZN21PreloadLevelOperation7PerformEv()
    at com.unity::UnityNative$/_ZN14PreloadManager26UpdatePreloadingSingleStepEb( )
    at com.unity::UnityNative$/_Z10PlayerLoopbbP10IHookEvent()
    at com.unity::UnityNative$/NativeExt_PlayerLoop()
    at com.unity::UnityContentInternal/playerLoop()
    at com.unity::UnityContent/onEnterFrame()

    ------------------------------------------------
    The referenced script on this Behaviour is missing!
    ResolutionAdjuster (788.6, 480.0, -81.5) 1577.142822265625 959.9999389648438
    http://174.129.238.246/checkinternet.php
    Warning: Ignoring 'secure' attribute in policy file from http://174.129.238.246/crossdomain.xml. The 'secure' attribute is only permitted in HTTPS and socket policy files. See http://www.adobe.com/go/strict_policy_files for details.
    The referenced script on this Behaviour is missing!
    The referenced script on this Behaviour is missing!
    RangeError: Error #1125: The index 3 is out of range 0.
    at global::LoginButtonController/LoginButtonController_Awake()[E:\Unity_4.X\Flash_showTime\Temp\StagingArea\Data\ ConvertedDotNetCode\global\LoginButtonController.a s:116]
    at com.unity::UnityNative$/Ext_Flash_InvokeMethodOnObject()
    at com.unity::UnityNative$/_Z23scripting_method_invokeP15ScriptingMethodP15Sc riptingObjectR18ScriptingArgumentsPP18ScriptingExc eption()
    at com.unity::UnityNative$/_ZN13MonoBehaviour18CallMethodInactiveEP15Scriptin gMethod()
    at com.unity::UnityNative$/_ZN13MonoBehaviour12AddToManagerEv()
    at com.unity::UnityNative$/_ZN9Behaviour13AwakeFromLoadE17AwakeFromLoadMode()
    at com.unity::UnityNative$/_ZN13MonoBehaviour13AwakeFromLoadE17AwakeFromLoadM ode()
    at com.unity::UnityNative$/_ZN18AwakeFromLoadQueue30PersistentManagerAwakeFro mLoadEi17AwakeFromLoadModePFvR6ObjectRK8TypeTreeE( )
    at com.unity::UnityNative$/_ZN21PreloadLevelOperation19IntegrateMainThreadEv( )
    at com.unity::UnityNative$/_ZN14PreloadManager26UpdatePreloadingSingleStepEb( )
    at com.unity::UnityNative$/_Z10PlayerLoopbbP10IHookEvent()
    at com.unity::UnityNative$/NativeExt_PlayerLoop()
    at com.unity::UnityContentInternal/playerLoop()
    at com.unity::UnityContent/onEnterFrame()

    (Filename: Line: 0)

    ------------------------------------------------
    PlayerConnection initialized from (debug = 0)
    PlayerConnection disabled - listening mode not supported
    Initialize engine version: 4.0.0f1
    MolehillGfxDeviceirectX9
    Failed to load font from memory
    Error
    at com.unity::UnityNative$/Ext_Flash_LogCallstack()
    at com.unity::UnityNative$/_Z17DebugStringToFilePKciS0_iiii()
    at com.unity::UnityNative$/_ZN4Font16SetupDynamicFontEv()
    at com.unity::UnityNative$/_ZN4Font13AwakeFromLoadE17AwakeFromLoadMode()
    at com.unity::UnityNative$/_ZN18AwakeFromLoadQueue30PersistentManagerAwakeFro mLoadEi17AwakeFromLoadModePFvR6ObjectRK8TypeTreeE( )
    at com.unity::UnityNative$/_ZN21PreloadLevelOperation7PerformEv()
    at com.unity::UnityNative$/_ZN14PreloadManager26UpdatePreloadingSingleStepEb( )
    at com.unity::UnityNative$/NativeExt_LoadFirstLevel()
    at com.unity::UnityContentInternal/loadFirstLevel()
    at com.unity::UnityContent/onFrameInitStep()
    Failed to load font from memory

    (Filename: C:/BuildAgent/work/85349a70920fc13e/Runtime/Filters/Misc/DynamicFontFreeType.cpp Line: 427)
    Last edited by ndk; 01-04-2013 at 08:14 AM.

  19. Unity



    Location
    Denmark
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    That looks like a lot of issues indeed.

    Please submit individual cases with repro projects as bugs. Meanwhile, some tips.

    Comparing to the Webplayer isn't a good bench; there are many differences between our runtime (the webplayer) and our runtime running on top of the Flash Player runtime; some issues are simply outside of our control. However these cases look like bugs to me on first sight.

    I'll start from the bottom up per set;

    * Failed to load font from memory :
    looks like there is an issue with loading one of your font files; try and see if switching them out with a ttf that works as a small single project works; try and identify anything strange about the font. (and send us a bug report with that repro if you can).

    *Warning: Ignoring 'secure' attribute in policy file from http://174.129.238.246/crossdomain.xml. The 'secure' attribute is only permitted in HTTPS and socket policy files. See http://www.adobe.com/go/strict_policy_files for details.
    Change your policy file to be correct.

    * The referenced script on this Behaviour is missing!
    Probably something not converted or actually missing.

    *RangeError: Error #1125: The index 3 is out of range 0.
    On Line 116 of E:\Unity_4.X\Flash_showTime\Temp\StagingArea\Data\ ConvertedDotNetCode\global\LoginButtonController.a s you'll find an array access, try and see how that relates to your cs code. This might not be a bug but a difference in execution maybe ?

    *Fatal Error : Error: Error #1000: The system is out of memory.
    How much memory is your project using ? The response here shows that the Flash runtime is not willing to give out more memory, so it's very likely it's eating up a lot of memory. How the Flash Player behaves (it generally will eat a lot more memory then the unity webplayer), isn't something we control. Try to identify where you are eating up that memory.

    *Fatal Error : RangeError: Error #1506: The specified range is invalid.
    This is related to the previous error; not enough memory could be allocated before and this is the result.

  20. ndk ndk is offline

    Posts
    2
    Hi Ralph, the build runs fine when we launch it everytime. These issues are coming only after the computer resume from Sleep mode or after we return from Locked Screen to the browser page.

    We also put a blank project with just a cube and a 3D text and put it in lock mode. When resuming, we're getting a message in the log file saying "lost 3d context. Stopped unity Playerloop until it's back".

    Are these any how connected. If yes, is there any way refresh and reload all of the resource back when resuming? Also, where can we post the bugs?

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