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Discussion in 'Announcements' started by SaraCecilia, Dec 8, 2015.
Good vibes. Besides performance drops I will add #754512, #753677 and #753522 to the mix.
Hey guys, any updates with case 752398?
We have experienced tons of Android crashes on 5.3.
Here are some affected issues:
1 - Stencil + Rendertexture goes haywire with terrible glitches on almost all Android devices. Here's an example where it appears a corrupt part of the memory is being access (wrong pointer address?) and also notice the repetition of the glitch as if the size of the data was not correctly set:
2 - On some devices we get crazy repetition of (adb logcat)
"Inflate Error: <unknown> (file zip crc32 : 65c7bab3) (result: fffffffe) "
and crashes eventually (they run out of memory).
The errors and crashes are not easily isolated on our projects so uploading a project may not immediately help.
All this and I gotta say by simply changing the cloud unity version to 5.2.3p3 all problems will be gone.
I need to know where can I download the docs and manual please?
I'm happy to see Unity's people answer and work on detected bugs.
Is there any news on 753423 ? I'm pushing on this because I think that it's a huge bug on UI. It MAY be the same of Jack_AG and almost for sure Aram Azhari.
As a reminder:
All 2D/UI objects of the scene flicker like crazy whenever any operation is done on size or content of an UI object, for example moving a window or rotating among multiple sprites. This happens very little on the Editor and always on Android, making the screen a total mess, unless UI elements are kept perfectly static.
I could not reproduce it on a new project, please contact me if you need more info.
The bug report is still waiting on QA to verify it, I have asked them to take a look. There are Android issues currently being looked at, its possible they are related.
Hi, we found and fixed an issue in 5.3 where we multiplied by 2 in the wrong place. The fix is heading for a patch release asap but it is too soon to say which one. Now the light probes and ambient is perfectly matching external reference tools.
Will there be a patch this week?
Hoping for word on the 5.3.0p1 patch.. any updates?
This thread is really mirroring a lot of:
Latest is that apparently 5.3.1 is dropping tomorrow.
.. so was having trouble with dropdown menu not working after the first time, thought it was some 5.3 bug (didn't use drop menu's in earlier releases) so figured must have been another bug the 'pro' beta testers missed... quick search on the issue and I'm on this page... http://blogs.unity3d.com/2015/12/01/custom-coroutines/
eerm I dunno whats going on at unity, but you are making blog posts about fixing stuff, then 5.3 is released like over a week later.. and it still has the same bug.
using timescale of 0 the dropmenu only works once.. setting timescale on pause to something like 0.1f and and the dropmenu will work again after a little time..0.5f and its working a bit more snappier.. but completely pointless to use in a pause menu.
The fix is in the first patch out this week. We could not get it into 5.3 in time as we had to make some small changes. The blog was written whilst the fix was ongoing, it had not gone into 5.3 at the time of writing.
Well that explains that then, patch can't come soon enough
@karl.jones Any ETA on P1 by any chance? This patch is really important for Verdun.
5.3.1 has been released.
Instead of a patch we made 5.3.1
update takes me to the download of 5.3.0, not 5.3.1
It seems to be cached on some servers still - try again in a couple of minutes.
thanks - success
** Fingers Crossed **
While updating to a newer version, or at least a patch version - do we have to download and reinstall every part of the engine(android, windows, webgl support etc) or just the engine itself in the installer?
You will need to download every part as fixes are not just in one area.
Is it just me or does this update check never work?
It does work but we delay it on purpose in case something terrible happens on release.
I just installed Unity5 reluctantly since Unity4 is now end of life.
I tested some build and I still see the old splash screen,altough rendered much worse, on Android(still need to test IOS).
Are the mobile builds planned to move to the "personal branding" or they will stay like this?If so when?
Or it is a bug?
Yes splash screen is getting an update, likely in Unity 5.4/5.5.
Good, at least for a while I'll be safe. In the meantime could you guys change the colors of the gradient to end with a pure black so that it won't seem a floating sticker? It take like 5 seconds to change it and I saw it reported long ago.
Just updated to 5.3.1, I get this... any idea?
I'm not sure I understand. The background gradient?
This is what the new one looks like http://forum.unity3d.com/threads/wh...o-is-bigger-than-unity-4.358863/#post-2329008
Probably you have particles spawning inside collider & particle world collisions are enabled,
i reported same issue, reply was: *753555
Same! And absolutely no indication of where the errors are coming from.
Can you file a bug report with the project(or a cutdown version) so we can take a look?
So why are we only now seeing these errors?
It's coming from particle system. But i don't know why it appears
That's the new one. I still have the old one on Android:
I have this one, like here.
No collision inside my particles unfortunately....
Anyway, this is not a blocking problem, so I'll explore it later, after all the blocking bugs that I'm fighting against...
Just import Unity's Standard Assets into a New Project, and run the "Particles" scene.
Click to create explosion, Errors start...def particle related.
blackscreen on android 2.3.3
And i cannot report the bug, editor is always crashing, if i click on help-report bug.
ok, disabled avast, now i can use the report function.
Yes the old one will be replaced with the new one in 5.4/5.5
I understand, I was asking if the black outside of the logo in the meantime, until you don't change it, could fade to pure black so that you don't notice where it ends and where the background begin. It's a 1' fix.
I'll take a look.
Hey, I'm not sure why that particle bug got closed as By Design. It's obviously not ok to spam the error console with this strange error message, so we will reopen the bug and look into it! Thanks for bringing it to our attention.
On the plus side, I have seen it a few times before and it's always turned out to be harmless, so it shouldn't break anything.. I hope
Some issues I found.
-With Xcode 7.2 it doesn't open the project when you build and run.
-There is something wrong on IOS with either mecanim or the transform matrix itself on IOS. I have an animated character staying in place on a moving gameobject and it slowly lose its position(doesn't follow the parent gameobject).
Same as described here:
The same code on the editor run fine.
Out of curiosity, is there a workaround for the particle systems log spam in 5.3.1?
We are going to revert back to 5.3 as this is causing our game to run extremely slowly and hides all other errors we might have in our game.
We're still investigating the particle system log spam. Keep an eye on this thread for updates: http://forum.unity3d.com/threads/un...errors-invalid-aabb-result-isfinite-d.374926/
Noticed vsync seems to chew up more cpu on 5.3 and 5.3.1 .. like 5ms extra every frame (on highest quality defaults ie vysnc count =every vblank) Compared to 5.2.2 the same scene on same quality settings vsync only like 0.4ms
How long is this delay? A week?
They've always done it this way. If you want the update today, just go to the page and download it. Clicking on the link from the editor just opens the download page in a browser window anyway.
Please, @superpig, leave the particles problem as looks secondary. We still have totally messed up 2D graphics on Android....
And that animation bug please? Showstopper for me