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Player crashing on launch, something to do with screen size and windowing

Discussion in 'Editor & General Support' started by chronopsis, Nov 14, 2010.

  1. chronopsis

    chronopsis

    Joined:
    May 1, 2006
    Posts:
    25
    I just re-worked a project and made a new standalone build. I had set the build to be full-screen by default, with no splash screen. This was working with 2.6., and I have a working player installed in a kiosk. I've been working on a dual-screen configuration, with no glitches...until installing the 3.0 update.

    Now, in 3.0, a build with the exact same settings crashes on launch. I changed the settings to have the splash screen, but if I turn off "windowed," the player crashes upon clicking "Play." If I allow it to window, it does not crash (but I need it to be full-screen).

    Here's the console printout when it crashes:
    11/14/10 10:43:15 AM SkidScape[609] unknown error code: invalid display
    11/14/10 10:43:15 AM SkidScape[609] kCGErrorFailure: Set a breakpoint @ CGErrorBreakpoint() to catch errors as they are logged.
    11/14/10 10:43:15 AM SkidScape[609] unknown error code: invalid share context
    11/14/10 10:43:15 AM com.apple.launchd.peruser.501[208] ([0x0-0x3f03f].unity.http:__www.chronopsis.com.SkidScape[609]) Exited with exit code: 1

    Here's the console when it works (setting to "windowed"):
    11/14/10 10:40:20 AM SkidScape[609] Could not find image named 'ScreenSelector'.
    11/14/10 10:40:20 AM SkidScape[609] *** WARNING: Method selectRow:byExtendingSelection: in class ScreenSelectorTableView is deprecated. It will be removed in a future release and should no longer be used.
     
  2. mattb

    mattb

    Joined:
    Mar 23, 2009
    Posts:
    72
    I am now having a similar problem...anyone else experienced this or have any ideas?
     
  3. diese440

    diese440

    Joined:
    May 25, 2007
    Posts:
    105
    I have also problem with U3.1 in editor mode with dual-screens.
    • Maximizing Unity main window to fullcreen takes more >10sec. (and sometimes don't refresh the screen).
    • Dragging the Game Window to the secondary screen freezes my Mac.
    • Trying to play the game, with "Maximize on Play" enabled, freezes my Mac if the Unity main window fits the screen.

    U3.0.0f1 (50273) seems to be more stable on my Mac (not perfectly stable).

    I love Unity and my config is :
    UnityPro 3 - Imac 20' with secondary monitor - Mac OS X 10.6.5.

    PS : I didn't see nothing strange in "CrashReporter/Unity.crash.log"
     
    Last edited: Nov 18, 2010
  4. andeeeee

    andeeeee

    Joined:
    Jul 19, 2005
    Posts:
    8,768
    I can't find anything in the bug database for these problems. Please can you each file a bug report (menu: Help > Report A Problem). It's quite possible that the two faults are related but this will be established by the QA team.
     
  5. diese440

    diese440

    Joined:
    May 25, 2007
    Posts:
    105
    Ok Andeee,

    Thumb 1 shows Unity focusing on the Game Window => 2514.6 fps (on main monitor).
    Thumb 2 shows Unity focusing on the application MAIN Window => 1072.9 fps (on main monitor).
    Thumb 3 shows Unity focusing on the Game Window => 1512.1 fps (on secondary monitor).

    test done with an empty Scene in an empty Project on my imac 20' Unity 3.1pro with an additional monitor and Mac OS X 10.6.5.

    :)

    If some people could try this out and report back basically what their setup is and what FPS they're getting, that'd be great. THx.
     

    Attached Files:

    Last edited: Nov 22, 2010
  6. diese440

    diese440

    Joined:
    May 25, 2007
    Posts:
    105
    Hi,

    I did the same test (see above) with Unity 2.6.1f3 :
    • no problem here ; the fps of the game window (on-focus window) = the fps of the game window when off-focus !
    • the fps of the game window displayed on the second monitor = the fps of the game window if displayed on the main monitor !

    Seems that this problem is U3 specific ?

    Still loving Unity ! :):):):):):):)
     
  7. Barbur

    Barbur

    Joined:
    Oct 30, 2009
    Posts:
    160
    Hello all,

    I've just got a bug report from a user mentionng this exact bug on his MAC. His message is this one:
    Can anyone guess what this could be?
     
  8. tinmanassets

    tinmanassets

    Joined:
    Jan 6, 2009
    Posts:
    61
    I am now getting this same problem on my Mac Pro. If I set my app to play fullscreen it crashes straight away, if I set it to start in windowed mode then change it to full screen it crashes with this in the console log (for both crashes)

    Unable to create OpenGL context.

    (Filename: /Applications/buildAgent/work/842f9557127e852/PlatformDependent/OSX/GLContextOSX.cpp Line: 298)

    invalid share context
     
  9. snlehton

    snlehton

    Joined:
    Jun 11, 2010
    Posts:
    99
    We are getting this too from our customers with dual (or more) monitor setups:

    OpenGL:
    Version: OpenGL 2.1 [2.1 NVIDIA-7.12.9]
    Renderer: NVIDIA GeForce 8800 GT OpenGL Engine
    Vendor: NVIDIA Corporation
    VRAM: 512 MB
    Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos 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_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
    Non platform assembly: data-0xc567000 (this message is harmless)
    Non platform assembly: data-0x2cec800 (this message is harmless)
    Non platform assembly: data-0xd000000 (this message is harmless)
    Non platform assembly: data-0x2421000 (this message is harmless)
    Unable to create OpenGL context.

    (Filename: /Applications/buildAgent/work/842f9557127e852/PlatformDependent/OSX/GLContextOSX.cpp Line: 298)

    invalid share context
    Unity could switch resolutions
    ***Thread was not cleaned up!***

    (Filename: /Applications/buildAgent/work/842f9557127e852/Runtime/Threads/Thread.cpp Line: 312)


    The game doesn't create plist for the settings, so users are unable to launch the game at all. However, we can supply them a custom plist to start the game in windowed mode, and it works fine as long as they don't go fullscreen.

    I submitted a bug about it (445660).