unity garbage, music list, text creatures
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write/awful_software/unity-on-linux.md
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# unity on linux
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`2024-08-03`
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It's terrible. Sometimes it works, sometimes not.
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I got a flash of inspiration to make some shader art for ChilloutVR. I have done this a bunch before, but not in almost a year now. I found out why.
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Unity `2021.3.23f1` is the recommended version for the ChilloutVR [CCK (Content Creation Kit)](http://documentation.abinteractive.net/cck/setup/), so that's what I tried to use. It was getting about halfway through the asset loading before just freezing until I killed it. Looking in the logs revealed that the last thing it did was call `bee_backend`
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I found [this forum post](https://discussions.unity.com/t/linux-editor-stuck-on-loading-because-of-bee_backend-w-workaround/854480) with the exact same issue and a workaround! This is quite rare. I added [the script](./bee_backend_workaround.txt) as instructed and the issue *changed*, wohoo...
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It was still crashing every time, but now because of a segmentation fault (SIGSEGV).
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*Sometimes* it would produce a stack trace after, saying that the editor died while trying to change graphics tier.
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```
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Caught fatal signal - signo:11 code:1 errno:0 addr:(nil)
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Obtained 6 stack frames.
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#0 0x007afe7cd5d1d0 in __sigaction
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#1 0x0059982af74663 in OnGraphicsTierSwitched()
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#2 0x0059982bd49070 in ApplyBuildTargetSwitchInternal(BuildTargetPlatformGroup, BuildTargetPlatform, int)
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#3 0x0059982bd4844b in SwitchActiveBuildTargetForEmulation(BuildTargetPlatformGroup, BuildTargetPlatform, int, bool, bool)
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#4 0x005998296f6a73 in EditorUserBuildSettings_CUSTOM_SwitchActiveBuildTargetAndSubtarget(BuildTargetPlatformGroup, BuildTargetPlatform, int)
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#5 0x00000041703f61 in (wrapper managed-to-native) UnityEditor.EditorUserBuildSettings:SwitchActiveBuildTargetAndSubtarget (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int)
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Launching bug reporter
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```
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(the bug reporter did not launch most of the time)
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So I updated unity to `2021.3.**41**f1`, since it's LTS it should still be compatible with the CCK.
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I had to apply the bee_backend fix again
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The only change was that the stack traces were deeper, revealing the real source of the issue:
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```
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Obtained 12 stack frames.
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#0 0x007e9b1f75d1d0 in __sigaction
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#1 0x0059b44681c233 in OnGraphicsTierSwitched()
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#2 0x0059b4474b29f0 in ApplyBuildTargetSwitchInternal(BuildTargetPlatformGroup, BuildTargetPlatform, int)
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#3 0x0059b4474b1dcb in SwitchActiveBuildTargetForEmulation(BuildTargetPlatformGroup, BuildTargetPlatform, int, bool, bool)
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#4 0x0059b444e61693 in EditorUserBuildSettings_CUSTOM_SwitchActiveBuildTargetAndSubtarget(BuildTargetPlatformGroup, BuildTargetPlatform, int)
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#5 0x000000414635f0 in (wrapper managed-to-native) UnityEditor.EditorUserBuildSettings:SwitchActiveBuildTargetAndSubtarget (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int)
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#6 0x00000041463407 in UnityEditor.EditorUserBuildSettings:SwitchActiveBuildTarget (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)
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#7 0x0000004145d96f in CCK_Init:.cctor ()
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#8 0x0000004145dc7e in (wrapper runtime-invoke) object:runtime_invoke_void (object,intptr,intptr,intptr)
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#9 0x0000004116eef5 in (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
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#10 0x0000004116ee47 in System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
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#11 0x0000004116e753 in UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes (System.Type[])
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#12 0x00000041128805 in (wrapper runtime-invoke) <Module>:runtime_invoke_void_object (object,intptr,intptr,intptr)
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Launching bug reporter
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```
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`CCK_Init:.cctor ()`, the CCK init constructor.
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That's just a c# script. I can edit those.
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I deleted the whole constructor, and now unity launches, incredible.
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Obviously it is there for a reason though, but luckily there was a much newer version of the CCK (`3.10` instead of `3.5`), and after installing that, the editor still seems to be working correctly.
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I wasted like an hour fixing this, and my inspiration is long gone, but at least I can make something next time.
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The reason I hadn't done anything since september was that i had to update to unity 2021 from unity 2019, and it didn't work on linux. I did some stuff in my windows VM but ultimately it's too annoying to work in so it put me off content creation until now.
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Even though chillout caused the crash, I'm pretty sure this is unity's fault. The linux editor has always been flaky and I feel like a user c# script shouldn't cause segfaults in the editor that easily.
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[back home](/)
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