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4.2 crash problems

Discussion in 'Editor & General Support' started by benlawdavis, Jul 23, 2013.

  1. pavlito

    pavlito

    Joined:
    Nov 27, 2007
    Posts:
    136
    I have performed a clean OS install and unity 4.2.1 now works with no crashes. I've been corresponding with the QA team and have installed 4.1.3 and 4.2.1 back and forth several times with no luck. Finally, I isolated the issue. The thing that was crashing Unity was right clicking in the project view and doing actions, like export package. On the other hand, while going via the menu "Assets -> Export package, everything worked. I had similar problems with Skype as well. Right clicking a contact -> Send file... resulted in a crashed Skype while going through the menu... Conversations - Send file...everything is ok.

    That made me think that there's something wrong with my computer. And it was. A clean install fixed everything.
    I highly recommend reinstalling the OS for everyone who can (if you're not in the middle of development or something).

    Hope this helps!
    Cheers QA team. Hugs to Donaira!
     
  2. Silviu_00

    Silviu_00

    Joined:
    Mar 27, 2013
    Posts:
    12
    hey guys, regarding the OpenGL ES 1.x crashes some of you are experiencing, please use the OpenGL ES 2.0 graphics emulation instead. You can select it in Edit -> Graphics Emulation menu. You can also take a look at this thread http://forum.unity3d.com/threads/183499-Known-issues-in-Unity?p=1254082#post1254082 where we post the most common issues reported by our users and their workarounds.

    Also please be sure to check our upgrade guide http://unity3d.com/unity/whats-new/unity-4.2#upgrade-guide
     
    Last edited: Oct 16, 2013
  3. lyndontroy

    lyndontroy

    Joined:
    Dec 12, 2012
    Posts:
    31
    I installed a few assets from the Unity Store that use DX11 heavily, but I am using a Macbook Pro. The programs seem to test for DX11, but the editor continues to have errors: Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js(102,21): BCE0005: Unknown identifier: 'supportDX11'.

    seriously, too many people having same problem and I am not finding a solution.
     
  4. Duskp

    Duskp

    Joined:
    Feb 26, 2013
    Posts:
    2
    I'm having the same problems. Every time I try to test a scene, or restore focus, it crashes. Every single time.
    Win7 64bit with Unity 4.2.2. I just updated from 4.0 and I regret it immensely... I'm downloading 4.1.5 to see if it works...
     
  5. Vertendix

    Vertendix

    Joined:
    Oct 30, 2013
    Posts:
    1
    Solved crashing issue for me:

    I was running into similar problems. I would open projects that were working and now longer do right after upgrading to Windows 8.1

    I started to see problems with my projects that would work with graphics issues that weren't there before.

    In finally told windows to only run Unity using my high-end graphics card and not the integrated one. This made all of my projects work again.

    Right click the shortcut and use the 'run with graphics processor' menu popup, then assign Unity to your higher end graphics card.

    Hope this works for you,
    Bob
     
    Last edited: Oct 30, 2013
  6. S_Darkwell

    S_Darkwell

    Joined:
    Oct 20, 2013
    Posts:
    320
    I too had crashing issues beginning with Unity3D v4.2 and above. After MUCH investigation, I located the issue:

    - Corrupt fonts

    I discovered it referenced on the Unity-engine HearthStone's forum from a user named Omrakos. That particular post references one particular font. These fonts were not the same.

    My solution was to backup my "c:/windows/fonts" folder, delete all of the fonts that windows would allow, then copy them back a section at a time until Unity crashed again.

    In fact, Unity never crashed again, but windows refused to install a handful of the fonts. I suspect these were the corrupt ones.

    As I'd searched for weeks without finding a solution, I thought I would share this one with the community.

    Hope it helps!

    Be well, always!
    - Arismeir
     
  7. allenwp

    allenwp

    Joined:
    Sep 4, 2013
    Posts:
    46
    I was trying to open a project and it was crashing when trying to import assets (sometimes would crash on different assets). Using the -force-d3d11 flag has fixed the problem.

    My system information:
    Microsoft Surface Pro
    Windows 8.1 64-bit
    Unity 4.2.2f1

    Note:
    This exact project could be opened fine on Windows 7 64-bit with Unity 4.2.0.0f4 (but by the sounds of it, it would have still worked fine on Windows 7 with 4.2.2f1).
     
    Last edited: Nov 7, 2013
  8. davvilla

    davvilla

    Joined:
    Mar 28, 2012
    Posts:
    18
    On a mac and this fixed it for me!
    If anyone is wondering, it's Edit->Graphics Emulation->Open GL 2.0

    Thank you so much.
     
  9. Al-Anselmo

    Al-Anselmo

    Joined:
    Apr 6, 2010
    Posts:
    86
    Exact same issue here!

    Windows 8.1 64-bit
    Unity 4.2.2f1

    Using -force-d3d11 worked, but I consider that just a temporary fix.

    Unity Tech, please fix it!
     
  10. BABe

    BABe

    Joined:
    May 25, 2013
    Posts:
    1
    in fact it's working .
    thank you :)
    you save me :)
     
    Last edited: Nov 9, 2013
  11. Jamboozlez

    Jamboozlez

    Joined:
    Nov 24, 2013
    Posts:
    1
    Same problem for me, specs are:

    Windows 8.1 64-bit
    16GB RAM
    AMD Athlon II X4 750k clocked at 3.8GHz
    Nvidia GT 640 1GB GDDR5.

    I see a pattern here, Windows 8.1 maybe?

    Also, the -force-d3d11 thing works for me too.. I think that enables DX11, but to find the proper solution we need to work out what doesn't work with OpenGL or whatever the normal rendering thing is.
     
  12. GXMark

    GXMark

    Joined:
    Oct 13, 2012
    Posts:
    514
    Unity might be worth you putting together around 100 different machine configurations in your LAB so that you don't have to rely on the Guinea pigs to come to you every time these bugs keep occurring. I'm sure the price of PC's these days this is a very doable task given your supporting more platforms than its probably wise at the moment.
     
    TokyoDan likes this.
  13. Samhayne

    Samhayne

    Joined:
    Jun 15, 2009
    Posts:
    45
    After struggling with this issue now as well:

    In my case it was a problem with switching from integrated to dedicated GPU.
    Forcing Unity to use the dedicated GPU in the NVidia control panel finally made the import work.
     
  14. TokyoDan

    TokyoDan

    Joined:
    Jun 16, 2012
    Posts:
    1,080
    I call this the Sony Factor. Back in the 1970s when Sony just made transistor radios, Hifi equipment and Trinitron TVs their products were top class. Then when they started producing computers and everything else under the sun, the quality of their products went downhill...fast. One electronics shop owner I knew here in Tokyo sold all brands of electronics equipment and he told me Sony had the most problems of all of the brands. Every Sony product I owned (except for my PlayStations) had problems in the first year and had to be returned to the shop (sometimes more than once) for servicing.
     
  15. MichaelDShark

    MichaelDShark

    Joined:
    Apr 11, 2015
    Posts:
    45
    I think I know what the problem is for me , I just don't know how to fix it . Unity 5.0.2p2 crashes for me because Its using DirectX9 instead of DirectX11 which I have well this is why I think that :
    System:

    OS: Windows 8.1 (6.3.9600) 64bit

    CPU: Intel(R) Core(TM) i3-2377M CPU @ 1.50GHz, 4

    Physical RAM: 10541621248 bytes

    Addressable RAM: 140737488224256 bytes



    Direct3D 9:

    Renderer: NVIDIA GeForce GT 640M

    VendorID: 4318

    Driver: nvumdshimx.dll 9.18.13.5286

    VRAM: 966 (via DXGI)



    OpenGL:

    Version: 4.5.0 NVIDIA 352.86

    Vendor: NVIDIA Corporation

    Renderer: GeForce GT 640M/PCIe/SSE2

    Driver: igdumd64 9.17.10.3347

    VRAM: 966 (via DXGI)

    Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

    Even though I have Direct11 on my laptop how I know that :
    ------------------
    System Information
    ------------------
    Time of this report: 5/27/2015, 17:26:31
    Machine name: USERPC
    Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_r9.150322-1500)
    Language: English (Regional Setting: English)
    System Manufacturer: Acer
    System Model: Aspire M3-581TG
    BIOS: V2.17
    Processor: Intel(R) Core(TM) i3-2377M CPU @ 1.50GHz (4 CPUs), ~1.5GHz
    Memory: 10240MB RAM
    Available OS Memory: 10054MB RAM
    Page File: 2796MB used, 9241MB available
    Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 11
    DX Setup Parameters: Not found
    User DPI Setting: Using System DPI
    System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
    DxDiag Version: 6.03.9600.17415 64bit Unicode

    ------------
    Please help me . I really want to work on my game . Thank you for taking the time to read this.