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Empty Scenes / Corrupted? #16

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moenasrallah opened this issue Oct 17, 2018 · 2 comments
Closed

Empty Scenes / Corrupted? #16

moenasrallah opened this issue Oct 17, 2018 · 2 comments

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@moenasrallah
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I followed the instructions in the readme and kept getting this problem.
The scenes I select do not load anything in the hierarchy.
I have tried this on multiple clean installs, on my pc, on other pcs.
Am I doing something wrong?

Attached is a screenshot with "SanFrancisco" selected as the scene, and the console with the errors.
Sometimes I get a lot more errors than that, saying that some assets could not be read. Not sure if that was also a problem with serialisation or corruption.

lgsvl issue

@andytolst
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@moenasrallah Do you have GIT LFS installed ? you should see a lot of these while cloning:

Downloading Assets/Meshes/BasicCar.fbx (504 KB)
Downloading Assets/Meshes/BasicCar_New.fbx (403 KB)
Downloading Assets/Meshes/BoxTruck_V1_WIP.fbx (1.4 MB)
Downloading Assets/Meshes/Buildings/002/002.fbx (26 KB)
Downloading Assets/Meshes/Buildings/002A/002A.fbx (53 KB)
Downloading Assets/Meshes/Buildings/003/003.fbx (18 KB)
Downloading Assets/Meshes/Buildings/003A/003A.fbx (45 KB)
...

@moenasrallah
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@andytolst

Thanks for pointing that out. It turns out that I followed the current readme too closely. I had git lfs installed, but the readme said to "git clone" not "git lfs clone"

I cloned it again doing that, then built again, and everything is working. Thanks!

lokesku pushed a commit that referenced this issue Oct 2, 2021
* when rebuilding CubeTown many times in the same workspace I always get segfault like:

  19:06:26  Launched and connected shader compiler UnityShaderCompiler after 0.03 seconds
  19:06:44  Caught fatal signal - signo:11 code:1 errno:0 addr:0xd0000000e
  19:06:44  Obtained 25 stack frames.
  19:06:44  #0  0x007f72a328a3c0 in funlockfile
  19:06:44  #1  0x007f72a3141c5b in memcpy
  19:06:44  #2  0x007f71edcabf64 in vk_optimusGetDeviceProcAddr
  19:06:44  #3  0x0056107c6dad75 in vk::TaskExecutor::HandleCommandStream(GrowableBuffer*, VkCommandBuffer_T*)
  19:06:44  #4  0x0056107c6d9fe6 in vk::TaskExecutor::ExecuteCommandbuffers(vk::CommandBuffer**, int)
  19:06:44  #5  0x0056107c6d6c33 in vk::TaskExecutor::DoFlush(VkFence_T*, VkSemaphore_T*, unsigned long)
  19:06:44  #6  0x0056107c6a3e07 in GfxDeviceVK::SubmitCurrentCommandBuffers(VkSemaphore_T*)
  19:06:44  #7  0x0056107c6a5721 in GfxDeviceVK::FinishRendering()
  19:06:44  #8  0x0056107c61f4dd in GfxDeviceClient::FinishRendering()
  19:06:44  #9  0x0056107bf9b506 in AssetHotreload()
  19:06:44  #10 0x0056107f0fb8ff in AssetHotreload(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::equal_to<UnityGUID> > const&)
  19:06:44  #11 0x0056107f1964e7 in RefreshInternalV2(AssetDatabase::UpdateAssetOptions, ScanFilter const&, InternalRefreshFlagsV2)
  19:06:44  #12 0x0056107f180712 in StopAssetImportingV2(AssetDatabase::UpdateAssetOptions, InternalRefreshFlagsV2, ScanFilter const*)
  19:06:44  #13 0x0056107f180cb1 in RefreshV2(AssetDatabase::UpdateAssetOptions)
  19:06:44  #14 0x0056107f0e5181 in AssetDatabase::Refresh(AssetDatabase::UpdateAssetOptions)
  19:06:44  #15 0x0056107e4fdeb3 in Application::InitializeProject()
  19:06:44  #16 0x0056107f03e606 in InitializeUnity(void*)
  19:06:44  #17 0x007f72a39c3be8 in g_source_get_time
  19:06:44  #18 0x007f72a39c304e in g_main_context_dispatch
  19:06:44  #19 0x007f72a39c3400 in g_main_context_dispatch
  19:06:44  #20 0x007f72a39c36f3 in g_main_loop_run
  19:06:44  #21 0x007f72a405837d in gtk_main
  19:06:44  #22 0x0056107f03dfce in main
  19:06:44  #23 0x007f72a30aa0b3 in __libc_start_main
  19:06:44  #24 0x0056107bd72029 in _start
  19:06:44  /usr/bin/unity-editor: line 11:    11 Segmentation fault      (core dumped) /opt/unity/Editor/Unity "$@"

  when building in workspace with empty "Library" directory and re-running
  it in the same workspace 2nd time (keeping "Library") finishes OK

  Rerun each bundle build upto 3 times before giving up and showing an error.

  Show summary at the end to easily find if some bundles still need to be
  re-triggered or fixed.

* re-try the initial "fetch license" as well as it was sometimes failing
  there already (before starting any bundle build)

* we do something similar in build-simulator.sh already, for "check" function
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