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VIDEO: finder freezing - quick fix el capitan os x - mac - in this video you will see how to fix yourin this video you will see how to fix yourapplelaptop, macbook, macbook pro, macbook air, imac, imac 5k, mac mini. May 28, 2017 32 3. Jul 16, 2018 #403. You must be registered to see links. But this piece of shit just freeze when i start it, i can see the chars cards and stuff, but when i start the game normally it completly freeze on the loading screen, giving me headache with the freaking 'bzzzzzzzzzz' sound and finally broke my whole pc with a.
Thanks for replies! It doesn't happen in an empty project. Same project builds and works with Unity 5.6.1. Getting similar issue, on Unity3D 2017.2, Win 10 64bit targeting android A) open a new Project, which is fine. Some of other small project also okay. B) one of the project will freeze when click play, even it's a new empty scene. The same project were running fine in Unity 5 5.6 Tried actions.
updated Android NDK from 10e to r13. the best answer of this post getting following log after I clicked play button.
It just hang at the end of the line ( for a new scene without anything but the default camera. light) 'Load scene 'Temp/Backupscenes/0.backup' time: 0.287734 ms ' reference - Total AssetImport time: 0.385837s, AssetImport time: 0.000000s, Asset hashing: 0.000000s 0 B, 0.000000 mb/s. Completed reload, in 2.425 seconds Initializing Unity.PackageManager (PackageManager) v2017.2.0 for Unity v2017.2.0f3 Registering platform support modules: Registered platform support modules in: 0.0352079s. Native extension for WindowsStandalone target not found Native extension for WebGL target not found Native extension for Android target not found Refresh: detecting if any assets need to be imported or removed.
Refresh: elapses 0.429020 seconds (Nothing changed) Refresh: detecting if any assets need to be imported or removed. Refresh: elapses 0.379666 seconds (Nothing changed) Initialized touch support.
D3Dwindow 1eb06690 Reshape 32x32 d=0 D3Dwindow 1eb06690 Reshape 500x400 d=0 Refresh: detecting if any assets need to be imported or removed. Refresh: elapses 0.391594 seconds (Nothing changed) Refresh: detecting if any assets need to be imported or removed.
Refresh: elapses 0.380890 seconds (Nothing changed) Refresh: detecting if any assets need to be imported or removed. Refresh: elapses 0.379892 seconds (Nothing changed) Refresh: detecting if any assets need to be imported or removed. Refresh: elapses 0.377091 seconds (Nothing changed) Refresh: detecting if any assets need to be imported or removed. Refresh: elapses 0.405096 seconds (Nothing changed) D3Dwindow 1eb031f0 Reshape 1239x664 d=2 Packing sprites: 132 MB - Collect Sprites to Pack: (SequentialAtlasing: 0) 132 MB - Grouping sprites using the selected SpritePackerPolicy. 234 MB - Atlas 'uiCommon' with 57 sprites assigned. 234 MB - Atlas 'uiCurrency' with 23 sprites assigned. 234 MB - Atlas 'uiHero' with 24 sprites assigned.
234 MB - Atlas 'uiInGameHUD' with 6 sprites assigned. 234 MB - Atlas 'uiRune' with 43 sprites assigned. 234 MB 234 MB - Completed grouping sprites to Atlas. 234 MB - Build Sprite Atlas.
235 MB - Packing 5 atlases. 235 MB WARNING: ASTC texture format is not supported, decompressing texture - Atlas (uiCommon) file (4eb82cfdcc10163af7117c) found. 240 MB - Atlas (uiCurrency) file (eb72aed7a460126fc2328270abea4db8) found.
255 MB - Atlas (uiHero) file (b5f845e0b3058b299e91a1eda2628ce8) found. 255 MB WARNING: ASTC texture format is not supported, decompressing texture - Atlas (uiInGameHUD) file (09ab53758a39b16cd57f1f7fba440f33) found. 250 MB WARNING: ASTC texture format is not supported, decompressing texture WARNING: ASTC texture format is not supported, decompressing texture WARNING: ASTC texture format is not supported, decompressing texture - Atlas (uiRune) file (350913d60e36) found. 247 MB - Packing completed. 254 MB - Update Sprites and Cleanup.
254 MB Reloading assemblies for play mode. Begin MonoManager ReloadAssembly Refreshing native plugins compatible for Editor in 2.89 ms, found 6 plugins. Preloading 2 native plugins for Editor in 0.10 ms. UnityIAP: InitializeOnLoad Facebook Check UnityIAP: Runtime 2017.2.0f3 UnityIAP: Current Build is Android:Android UnityIAP: stub Facebook.dll enabled Mono: successfully reloaded assembly - Completed reload, in 2.236 seconds Initializing Unity.PackageManager (PackageManager) v2017.2.0 for Unity v2017.2.0f3 Registering platform support modules: Registered platform support modules in: 0.0367527s. Native extension for WindowsStandalone target not found Native extension for WebGL target not found Native extension for Android target not found Load scene 'Temp/Backupscenes/0.backup' time: 0.287734 ms.
Test again after change to PC platform, STILL freezing. Completed reload, in 2.414 seconds Initializing Unity.PackageManager (PackageManager) v2017.2.0 for Unity v2017.2.0f3 Registering platform support modules: Registered platform support modules in: 0.04448s. Native extension for WindowsStandalone target not found Native extension for WebGL target not found Native extension for Android target not found D3Dwindow be21350 Reshape 1239x664 d=2 Load scene 'Temp/Backupscenes/0.backup' time: 0.253901 ms.
Travis uses Linux and OSX for their build machines. To build and test the Unity SDK we need to install Unity. There are currently OSX and Windows versions of the Unity editor.
Currently open source Travis OSX builds are taking several hours. They only have 128 build machines and often have a backlog of over 1000 continuous integration jobs in the queue. There is an experimental Unity 5.1.0 editor for Linux but we are currently on editor v5.5.0 and a few dependencies are higher than 5.1. Windows builds through AppVeyor may be an option and may allow us to run better testing for the Unity SDK in the Windows environment. Currently we are using Travis for continuous integration.
Unity does not have a production Linux version and Travis only supports OSX and Linux so we are forced to spin up OSX VMs and download Unity to do CI. Unfortunately public Travis only has a few OSX VMs available and backlog jobs for OSX often are in the hundreds. CI jobs often sit in the queue for several hours before running. See We need to investigate transitioning from Travis to AppVeyor which uses Windows build machines. Installing Unity is the hacky step here. We either need to install via cmd or somehow have Unity dll files hosted somewhere outside of the repo for us to download in the install phase. I didn't think installing via cmd was possible without an msi since Unity uses a download assistant but it looks like legacy versions of Unity were able to this way.
We need to see if this works with the latest version Unity.