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App crashes on start after build with Unity 2019.2.9f1

Discussion in 'Editor & General Support' started by avorobjev, Oct 14, 2019.

  1. avorobjev

    avorobjev

    Joined:
    Apr 3, 2014
    Posts:
    8
    Hello. The game stopped to work after update to unity 2019.2.9f1. Build is successful but the game crashes on start. Both android and iOS has the same error.
    This is the problem on Mac OS Catalina. The android build on Windows is working.

    The adb log:

    Code (csharp):
    1. --------- beginning of system
    2. --------- beginning of main
    3. D/Unity   ( 3281): CommandLine:
    4. I/Unity   ( 3281): onResume
    5. D/Unity   ( 3281): SetWindow 0 0xef64df08
    6. D/Unity   ( 3281): SetWindow 0 0xef64df08
    7. I/Unity   ( 3281): windowFocusChanged: true
    8. D/Unity   ( 3281): Unity systrace disabled: failed to load native tracing API
    9. D/Unity   ( 3281): SystemInfo CPU = Intel x86 SSE3, Cores = 4, Memory = 2003mb at ./PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:569 (4, 0, 0)
    10. I/Unity   ( 3281): SystemInfo CPU = Intel x86 SSE3, Cores = 4, Memory = 2003mb
    11. D/Unity   ( 3281): ApplicationInfo ... version 1.2.2 build b3c65a2e-5a99-419b-a1f7-32e6cc7052c8 at ./PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:583 (4, 0, 0)
    12. D/Unity   ( 3281): Built from '2019.2/staging' branch, Version '2019.2.9f1 (ebce4d76e6e8)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'x86', Stripping 'Enabled' at ./PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:596 (4, 0, 0)
    13. I/Unity   ( 3281): Built from '2019.2/staging' branch, Version '2019.2.9f1 (ebce4d76e6e8)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'x86', Stripping 'Enabled'
    14. D/Unity   ( 3281): Script Patching: Patch files are not available, '/storage/emulated/0/Android/data/.../cache/ScriptOnly/2019.2.9f1/il2cpp/patch.config' is missing.
    15. D/Unity   ( 3281): Multi-casting "[IP] 192.168.56.104 [Port] 55167 [Flags] 3 [Guid] 688237879 [EditorId] 3677285121 [Version] 1048832 [Id] AndroidPlayer(unknown_Google_Nexus_4@10.0.3.15) [Debug] 1 [PackageName] AndroidPlayer" to [225.0.0.222:54997]...
    16. D/Unity   ( 3281): Waiting for connection from host on [0.0.0.0:55167]...
    17. D/Unity   ( 3281): Remaining time:8s
    18. D/Unity   ( 3281): Remaining time:7s
    19. D/Unity   ( 3281): Remaining time:6s
    20. D/Unity   ( 3281): Remaining time:5s
    21. D/Unity   ( 3281): Remaining time:4s
    22. D/Unity   ( 3281): Remaining time:3s
    23. D/Unity   ( 3281): Remaining time:2s
    24. D/Unity   ( 3281): Remaining time:1s
    25. D/Unity   ( 3281): Remaining time:0s
    26. D/Unity   ( 3281): Timed out. Continuing without host connection.
    27. D/Unity   ( 3281): Started listening to [0.0.0.0:55167]
    28. D/Unity   ( 3281): Starting managed debugger on port 56879
    29. D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
    30. D/Unity   ( 3281): InitializeScriptEngine OK (0x93fe0)
    31. D/Unity   ( 3281): PlayerConnection already initialized - listening to [0.0.0.0:55167]
    32. D/Unity   ( 3281): PlayerInitEngineNoGraphics OK
    33. D/Unity   ( 3281): AndroidGraphics::Startup window =  0xef64df08
    34. D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
    35. D/Unity   ( 3281): [XR] Discovering subsystems at path assets/bin/Data/UnitySubsystems
    36. D/Unity   ( 3281): [EGL] Request: ES 3.1+AEP RGB0 000 0/0
    37. D/Unity   ( 3281): [EGL] Request: ES 3.1 RGB0 000 0/0
    38. D/Unity   ( 3281): [EGL] Request: ES 3.0 RGB0 000 0/0
    39. D/Unity   ( 3281): [EGL] Request: ES 2.0 RGB0 000 0/0
    40. D/Unity   ( 3281): [EGL] Found: ID[5] ES 2.0 RGB24 888 0/0
    41. D/Unity   ( 3281): [EGL] Request: ES 3.1+AEP RGB0 000 0/0
    42. D/Unity   ( 3281): [EGL] Request: ES 3.1 RGB0 000 0/0
    43. D/Unity   ( 3281): [EGL] Request: ES 3.0 RGB0 000 0/0
    44. D/Unity   ( 3281): [EGL] Request: ES 2.0 RGB0 000 0/0
    45. D/Unity   ( 3281): [EGL] Found: ID[5] ES 2.0 RGB24 888 0/0
    46. D/Unity   ( 3281): [EGL] Request: ES 2.0 RGBA32 8888 0/0
    47. D/Unity   ( 3281): [EGL] Found: ID[4] ES 2.0 RGBA32 8888 0/0
    48. D/Unity   ( 3281): ANativeWindow: (1280/768) RequestedResolution: (0/0) RenderingResolution: (0/0) EGLSurface: (1280/768)
    49. D/Unity   ( 3281): Renderer: Android Emulator OpenGL ES Translator (Intel(R) Iris(TM) Plus Graphics 655)
    50. D/Unity   ( 3281): Vendor:   Google (Intel Inc.)
    51. D/Unity   ( 3281): Version:  OpenGL ES 2.0 (2.1 INTEL-14.0.69)
    52. D/Unity   ( 3281): GLES:     2
    53. D/Unity   ( 3281):  GL_EXT_debug_marker GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_texture_float GL_OES_texture_float_linear GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_packed_depth_stencil GL_OES_vertex_half_float GL_OES_texture_npot
    54. D/Unity   ( 3281): OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level  <OpenGL ES 2.0> ; Context handle -726220352
    55. D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
    56. D/Unity   ( 3281): Requested framebuffer: resolution[1280x768], rgba[8/8/8/8], depth+stencil[on], samples[1]
    57. D/Unity   ( 3281): Created framebuffer: resolution[1280x768], rgba[8/8/8/8], depth+stencil[24/8], samples[0]
    58. D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
    59. D/Unity   ( 3281): Initialize engine version: 2019.2.9f1 (ebce4d76e6e8)
    60. D/Unity   ( 3281): WARNING: Shader
    61. D/Unity   ( 3281): Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
    62. D/Unity   ( 3281): WARNING: Shader
    63. D/Unity   ( 3281): Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
    64. D/Unity   ( 3281): WARNING: Shader
    65. D/Unity   ( 3281): Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
    66. D/Unity   ( 3281): PlayerInitEngineGraphics OK
    67. D/Unity   ( 3281): Found 6 native sensors
    68. D/Unity   ( 3281): Sensor :        Accelerometer ( 1) ; 0.009577 / 0.00s ; Genymotion Accelerometer / Genymobile
    69. D/Unity   ( 3281): Sensor :        Accelerometer ( 1) ; 0.009577 / 0.00s ; Genymotion Accelerometer / Genymobile
    70. D/Unity   ( 3281): SetWindow 0 0xef64f408
    71. D/Unity   ( 3281): [EGL] Attaching window :0xef64f408
    72. D/Unity   ( 3281): ANativeWindow: (1280/768) RequestedResolution: (0/0) RenderingResolution: (0/0) EGLSurface: (1280/768)
    73. D/Unity   ( 3281): WARNING: Shader
    74. D/Unity   ( 3281): Unsupported: 'Hidden/Internal-GUITexture' - Pass '' has no vertex shader
    75. D/Unity   ( 3281): WARNING: Shader
    76. D/Unity   ( 3281): Unsupported: 'Hidden/Internal-GUITexture' - Pass '' has no vertex shader
    77. D/Unity   ( 3281): WARNING: Shader
    78. D/Unity   ( 3281): Unsupported: 'Hidden/Internal-GUITexture' - Setting to default shader.
    79. D/Unity   ( 3281): -------- Shader compilation failed
    80. D/Unity   ( 3281): #version 100
    81. D/Unity   ( 3281): #ifdef GL_OES_standard_derivatives
    82. D/Unity   ( 3281): #extension GL_OES_standard_derivatives : enable
    83. D/Unity   ( 3281): #endif
    84. D/Unity   ( 3281): #ifdef GL_FRAGMENT_PRECISION_HIGH
    85. D/Unity   ( 3281):     precision highp float;
    86. D/Unity   ( 3281): #else
    87. D/Unity   ( 3281):     precision mediump float;
    88. D/Unity   ( 3281): #endif
    89. D/Unity   ( 3281): precision highp int;
    90. D/Unity   ( 3281): uniform     int _ManualTex2SRGB;
    91. D/Unity   ( 3281): uniform     int _SrcBlend;
    92. D/Unity   ( 3281): uniform     float _CornerRadiuses[4];
    93. D/Unity   ( 3281): uniform     float _BorderWidths[4];
    94. D/Unity   ( 3281): uniform     float _Rect[4];
    95. D/Unity   ( 3281): uniform lowp sampler2D _MainTex;
    96. D/Unity   ( 3281): uniform lowp sampler2D _GUIClipTexture;
    97. D/Unity   ( 3281): varying mediump vec4 vs_COLOR0;
    98. D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD0;
    99. D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD1;
    100. D/Unity   ( 3281): varying highp vec4 vs_TEXCOORD2;
    101. D/Unity   ( 3281): #define SV_Target0 gl_FragData[0]
    102. D/Unity   ( 3281): vec3 u_xlat0;
    103. D/Unity   ( 3281): bvec2 u_xlatb0;
    104. D/Unity   ( 3281): vec2 u_xlat1;
    105. D/Unity   ( 3281): lowp vec4 u_xlat10_1;
    106. D/Unity   ( 3281): bvec2 u_xlatb1;
    107. D/Unity   ( 3281): vec4 u_xlat2;
    108. D/Unity   ( 3281): mediump vec3 u_xlat16_2;
    109. D/Unity   ( 3281): ivec2 u_xlati2;
    110. D/Unity   ( 3281): vec3 u_xlat3;
    111. D/Unity   ( 3281): mediump vec3 u_xlat16_5;
    112. D/Unity   ( 3281): vec3 u_xlat6;
    113. D/Unity   ( 3281): bvec3 u_xlatb6;
    114. D/Unity   ( 3281): float u_xlat12;
    115. D/Unity   ( 3281): bool u_xlatb12;
    116. D/Unity   ( 3281): float u_xlat13;
    117. D/Unity   ( 3281): bool u_xlatb13;
    118. D/Unity   ( 3281): vec2 u_xlat15;
    119. D/Unity   ( 3281): vec2 u_xlat16;
    120. D/Unity   ( 3281): float u_xlat18;
    121. D/Unity   ( 3281): bool u_xlatb18;
    122. D/Unity   ( 3281): int u_xlati19;
    123. D/Unity   ( 3281): mediump float u_xlat16_23;
    124. D/Unity   ( 3281): #define UNITY_DYNAMIC_INDEX_ES2 1
    125. D/Unity   ( 3281): float _CornerRadiusesDynamicIndex(int i){
    126. D/Unity   ( 3281): #if UNITY_DYNAMIC_INDEX_ES2
    127. D/Unity   ( 3281):     return _CornerRadiuses[i];
    128. D/Unity   ( 3281): #else
    129. D/Unity   ( 3281): #define d_ar _CornerRadiuses
    130. D/Unity   ( 3281):     if (i <= 0) return d_ar[0]; else if (i == 1) return d_ar[1]; else if (i == 2) return d_ar[2]; else if (i == 3) return d_ar[3];
    131. D/Unity   ( 3281):     return d_ar[0];
    132. D/Unity   ( 3281): #undef d_ar
    133. D/Unity   ( 3281): #endif
    134. D/Unity   ( 3281): }
    135. D/Unity   ( 3281): void main()
    136. D/Unity   ( 3281): {
    137. D/Unity   ( 3281):     u_xlat0.x = _BorderWidths[0];
    138. D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[2];
    139. D/Unity   ( 3281):     u_xlat12 = vs_TEXCOORD2.x + (-_Rect[0]);
    140. D/Unity   ( 3281):     u_xlat12 = (-_Rect[2]) * 0.5 + u_xlat12;
    141. D/Unity   ( 3281):     u_xlatb12 = 0.0>=u_xlat12;
    142. D/Unity   ( 3281):     u_xlat18 = _Rect[0] + _Rect[2];
    143. D/Unity   ( 3281):     u_xlat13 = vs_TEXCOORD2.y + (-_Rect[1]);
    144. D/Unity   ( 3281):     u_xlat13 = (-_Rect[3]) * 0.5 + u_xlat13;
    145. D/Unity   ( 3281):     u_xlatb13 = 0.0>=u_xlat13;
    146. D/Unity   ( 3281):     u_xlati2.xy = (bool(u_xlatb13)) ? ivec2(0, 1) : ivec2(3, 2);
    147. D/Unity   ( 3281):     u_xlati19 = (u_xlatb12) ? u_xlati2.x : u_xlati2.y;
    148. D/Unity   ( 3281):     u_xlat1.y = u_xlat18 + (-_CornerRadiusesDynamicIndex(u_xlati19));
    149. D/Unity   ( 3281):     u_xlat0.y = _Rect[0] + _CornerRadiusesDynamicIndex(u_xlati19);
    150. D/Unity   ( 3281):     u_xlat2.xy = (bool(u_xlatb12)) ? u_xlat0.xy : u_xlat1.xy;
    151. D/Unity   ( 3281):     u_xlat15.x = _BorderWidths[1];
    152. D/Unity   ( 3281):     u_xlat16.x = _BorderWidths[3];
    153. D/Unity   ( 3281):     u_xlat0.x = _Rect[1] + _Rect[3];
    154. D/Unity   ( 3281):     u_xlat16.y = u_xlat0.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
    155. D/Unity   ( 3281):     u_xlat15.y = _Rect[1] + _CornerRadiusesDynamicIndex(u_xlati19);
    156. D/Unity   ( 3281):     u_xlat2.zw = (bool(u_xlatb13)) ? u_xlat15.xy : u_xlat16.xy;
    157. D/Unity   ( 3281):     u_xlat0.xy = (-u_xlat2.xz) + vec2(_CornerRadiusesDynamicIndex(u_xlati19));
    158. D/Unity   ( 3281):     u_xlat18 = u_xlat0.x / u_xlat0.y;
    159. D/Unity   ( 3281):     u_xlat3.xy = (-u_xlat2.yw) + vs_TEXCOORD2.xy;
    160. D/Unity   ( 3281):     u_xlat3.z = u_xlat18 * u_xlat3.y;
    161. D/Unity   ( 3281):     u_xlat18 = dot(u_xlat3.xz, u_xlat3.xz);
    162. D/Unity   ( 3281):     u_xlat1.x = dot(u_xlat3.xy, u_xlat3.xy);
    163. D/Unity   ( 3281):     u_xlat1.x = sqrt(u_xlat1.x);
    164. D/Unity   ( 3281):     u_xlat1.x = u_xlat1.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
    165. D/Unity   ( 3281):     u_xlat18 = sqrt(u_xlat18);
    166. D/Unity   ( 3281):     u_xlat18 = (-u_xlat0.x) + u_xlat18;
    167. D/Unity   ( 3281):     u_xlatb0.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat0.xyxx).xy;
    168. D/Unity   ( 3281):     u_xlatb0.x = u_xlatb0.y && u_xlatb0.x;
    169. D/Unity   ( 3281):     u_xlat6.x = dFdx(vs_TEXCOORD2.x);
    170. D/Unity   ( 3281):     u_xlat6.x = float(1.0) / abs(u_xlat6.x);
    171. D/Unity   ( 3281):     u_xlat18 = u_xlat18 * u_xlat6.x + 0.5;
    172. D/Unity   ( 3281):     u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
    173. D/Unity   ( 3281):     u_xlat6.x = u_xlat1.x * u_xlat6.x + 0.5;
    174. D/Unity   ( 3281):     u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
    175. D/Unity   ( 3281):     u_xlat0.x = (u_xlatb0.x) ? u_xlat18 : 1.0;
    176. D/Unity   ( 3281):     u_xlatb1.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat2.xzxx).xy;
    177. D/Unity   ( 3281):     u_xlatb18 = u_xlatb1.y || u_xlatb1.x;
    178. D/Unity   ( 3281):     u_xlat0.x = u_xlatb18 ? u_xlat0.x : float(0.0);
    179. D/Unity   ( 3281):     u_xlat6.x = u_xlatb18 ? u_xlat6.x : float(0.0);
    180. D/Unity   ( 3281):     u_xlatb18 = u_xlat6.x==0.0;
    181. D/Unity   ( 3281):     u_xlat6.x = (-u_xlat6.x) + 1.0;
    182. D/Unity   ( 3281):     u_xlat0.x = (u_xlatb18) ? u_xlat0.x : u_xlat6.x;
    183. D/Unity   ( 3281):     u_xlatb6.xz = greaterThanEqual(u_xlat2.yyww, vs_TEXCOORD2.xxyy).xz;
    184. D/Unity   ( 3281):     u_xlatb1.xy = greaterThanEqual(vs_TEXCOORD2.xyxx, u_xlat2.ywyy).xy;
    185. D/Unity   ( 3281):     u_xlatb6.x = (u_xlatb12) ? u_xlatb6.x : u_xlatb1.x;
    186. D/Unity   ( 3281):     u_xlatb12 = (u_xlatb13) ? u_xlatb6.z : u_xlatb1.y;
    187. D/Unity   ( 3281):     u_xlatb6.x = u_xlatb12 && u_xlatb6.x;
    188. D/Unity   ( 3281):     u_xlat0.x = (u_xlatb6.x) ? u_xlat0.x : 1.0;
    189. D/Unity   ( 3281):     u_xlat12 = _BorderWidths[0] + _BorderWidths[2];
    190. D/Unity   ( 3281):     u_xlat12 = (-u_xlat12) + _Rect[2];
    191. D/Unity   ( 3281):     u_xlat18 = _BorderWidths[0] + _Rect[0];
    192. D/Unity   ( 3281):     u_xlat12 = u_xlat12 + u_xlat18;
    193. D/Unity   ( 3281):     u_xlatb18 = vs_TEXCOORD2.x>=u_xlat18;
    194. D/Unity   ( 3281):     u_xlatb12 = u_xlat12>=vs_TEXCOORD2.x;
    195. D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb18;
    196. D/Unity   ( 3281):     u_xlat18 = _BorderWidths[1] + _Rect[1];
    197. D/Unity   ( 3281):     u_xlatb1.x = vs_TEXCOORD2.y>=u_xlat18;
    198. D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb1.x;
    199. D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[1] + _BorderWidths[3];
    200. D/Unity   ( 3281):     u_xlat1.x = (-u_xlat1.x) + _Rect[3];
    201. D/Unity   ( 3281):     u_xlat18 = u_xlat18 + u_xlat1.x;
    202. D/Unity   ( 3281):     u_xlatb18 = u_xlat18>=vs_TEXCOORD2.y;
    203. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 && u_xlatb12;
    204. D/Unity   ( 3281):     u_xlat12 = (u_xlatb12) ? 0.0 : 1.0;
    205. D/Unity   ( 3281):     u_xlat6.x = (u_xlatb6.x) ? 1.0 : u_xlat12;
    206. D/Unity   ( 3281):     u_xlatb12 = 0.0<_BorderWidths[0];
    207. D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[1];
    208. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
    209. D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[2];
    210. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
    211. D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[3];
    212. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
    213. D/Unity   ( 3281):     u_xlat6.x = (u_xlatb12) ? u_xlat6.x : 1.0;
    214. D/Unity   ( 3281):     u_xlat0.z = u_xlat6.x * u_xlat0.x;
    215. D/Unity   ( 3281):     u_xlat6.z = texture2D(_GUIClipTexture, vs_TEXCOORD1.xy).w;
    216. D/Unity   ( 3281):     u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);
    217. D/Unity   ( 3281):     u_xlat16_5.xyz = max(u_xlat10_1.xyz, vec3(0.0, 0.0, 0.0));
    218. D/Unity   ( 3281):     u_xlat16_2.xyz = log2(u_xlat16_5.xyz);
    219. D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(0.416666657, 0.416666657, 0.416666657);
    220. D/Unity   ( 3281):     u_xlat16_2.xyz = exp2(u_xlat16_2.xyz);
    221. D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997);
    222. D/Unity   ( 3281):     u_xlat2.xyz = max(u_xlat16_2.xyz, vec3(0.0, 0.0, 0.0));
    223. D/Unity   ( 3281):     u_xlat16_5.xyz = (_ManualTex2SRGB != 0) ? u_xlat2.xyz : u_xlat10_1.xyz;
    224. D/Unity   ( 3281):     u_xlat16_23 = u_xlat10_1.w * vs_COLOR0.w;
    225. D/Unity   ( 3281):     u_xlat0.x = u_xlat0.x * u_xlat16_23;
    226. D/Unity   ( 3281):     u_xlat0.xz = u_xlat6.xz * u_xlat0.xz;
    227. D/Unity   ( 3281):     u_xlat0.x = u_xlat6.z * u_xlat0.x;
    228. D/Unity   ( 3281):     SV_Target0.w = u_xlat0.x;
    229. D/Unity   ( 3281):     u_xlat16_5.xyz = u_xlat16_5.xyz * vs_COLOR0.xyz;
    230. D/Unity   ( 3281):     u_xlat0.xyz = u_xlat0.zzz * u_xlat16_5.xyz;
    231. D/Unity   ( 3281):     u_xlatb18 = _SrcBlend!=5;
    232. D/Unity   ( 3281):     SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat16_5.xyz;
    233. D/Unity   ( 3281):     return;
    234. D/Unity   ( 3281): }
    235. D/Unity   ( 3281): -------- failed compiling:
    236. D/Unity   ( 3281): fragment evaluation shader
    237. D/Unity   ( 3281): ERROR: 0:95: 'dFdx' : no matching overloaded function found
    238. D/Unity   ( 3281):
    239. D/Unity   ( 3281): Note: Creation of internal variant of shader 'Sprites/Default' failed.
    240. D/Unity   ( 3281): -------- Shader compilation failed
    241. D/Unity   ( 3281): #version 100
    242. D/Unity   ( 3281): #ifdef GL_OES_standard_derivatives
    243. D/Unity   ( 3281): #extension GL_OES_standard_derivatives : enable
    244. D/Unity   ( 3281): #endif
    245. D/Unity   ( 3281): #ifdef GL_FRAGMENT_PRECISION_HIGH
    246. D/Unity   ( 3281):     precision highp float;
    247. D/Unity   ( 3281): #else
    248. D/Unity   ( 3281):     precision mediump float;
    249. D/Unity   ( 3281): #endif
    250. D/Unity   ( 3281): precision highp int;
    251. D/Unity   ( 3281): uniform     int _ManualTex2SRGB;
    252. D/Unity   ( 3281): uniform     int _SrcBlend;
    253. D/Unity   ( 3281): uniform     float _CornerRadiuses[4];
    254. D/Unity   ( 3281): uniform     float _BorderWidths[4];
    255. D/Unity   ( 3281): uniform     float _Rect[4];
    256. D/Unity   ( 3281): uniform lowp sampler2D _MainTex;
    257. D/Unity   ( 3281): uniform lowp sampler2D _GUIClipTexture;
    258. D/Unity   ( 3281): varying mediump vec4 vs_COLOR0;
    259. D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD0;
    260. D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD1;
    261. D/Unity   ( 3281): varying highp vec4 vs_TEXCOORD2;
    262. D/Unity   ( 3281): #define SV_Target0 gl_FragData[0]
    263. D/Unity   ( 3281): vec3 u_xlat0;
    264. D/Unity   ( 3281): bvec2 u_xlatb0;
    265. D/Unity   ( 3281): vec2 u_xlat1;
    266. D/Unity   ( 3281): lowp vec4 u_xlat10_1;
    267. D/Unity   ( 3281): bvec2 u_xlatb1;
    268. D/Unity   ( 3281): vec4 u_xlat2;
    269. D/Unity   ( 3281): mediump vec3 u_xlat16_2;
    270. D/Unity   ( 3281): ivec2 u_xlati2;
    271. D/Unity   ( 3281): vec3 u_xlat3;
    272. D/Unity   ( 3281): mediump vec3 u_xlat16_5;
    273. D/Unity   ( 3281): vec3 u_xlat6;
    274. D/Unity   ( 3281): bvec3 u_xlatb6;
    275. D/Unity   ( 3281): float u_xlat12;
    276. D/Unity   ( 3281): bool u_xlatb12;
    277. D/Unity   ( 3281): float u_xlat13;
    278. D/Unity   ( 3281): bool u_xlatb13;
    279. D/Unity   ( 3281): vec2 u_xlat15;
    280. D/Unity   ( 3281): vec2 u_xlat16;
    281. D/Unity   ( 3281): float u_xlat18;
    282. D/Unity   ( 3281): bool u_xlatb18;
    283. D/Unity   ( 3281): int u_xlati19;
    284. D/Unity   ( 3281): mediump float u_xlat16_23;
    285. D/Unity   ( 3281): #define UNITY_DYNAMIC_INDEX_ES2 1
    286. D/Unity   ( 3281): float _CornerRadiusesDynamicIndex(int i){
    287. D/Unity   ( 3281): #if UNITY_DYNAMIC_INDEX_ES2
    288. D/Unity   ( 3281):     return _CornerRadiuses[i];
    289. D/Unity   ( 3281): #else
    290. D/Unity   ( 3281): #define d_ar _CornerRadiuses
    291. D/Unity   ( 3281):     if (i <= 0) return d_ar[0]; else if (i == 1) return d_ar[1]; else if (i == 2) return d_ar[2]; else if (i == 3) return d_ar[3];
    292. D/Unity   ( 3281):     return d_ar[0];
    293. D/Unity   ( 3281): #undef d_ar
    294. D/Unity   ( 3281): #endif
    295. D/Unity   ( 3281): }
    296. D/Unity   ( 3281): void main()
    297. D/Unity   ( 3281): {
    298. D/Unity   ( 3281):     u_xlat0.x = _BorderWidths[0];
    299. D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[2];
    300. D/Unity   ( 3281):     u_xlat12 = vs_TEXCOORD2.x + (-_Rect[0]);
    301. D/Unity   ( 3281):     u_xlat12 = (-_Rect[2]) * 0.5 + u_xlat12;
    302. D/Unity   ( 3281):     u_xlatb12 = 0.0>=u_xlat12;
    303. D/Unity   ( 3281):     u_xlat18 = _Rect[0] + _Rect[2];
    304. D/Unity   ( 3281):     u_xlat13 = vs_TEXCOORD2.y + (-_Rect[1]);
    305. D/Unity   ( 3281):     u_xlat13 = (-_Rect[3]) * 0.5 + u_xlat13;
    306. D/Unity   ( 3281):     u_xlatb13 = 0.0>=u_xlat13;
    307. D/Unity   ( 3281):     u_xlati2.xy = (bool(u_xlatb13)) ? ivec2(0, 1) : ivec2(3, 2);
    308. D/Unity   ( 3281):     u_xlati19 = (u_xlatb12) ? u_xlati2.x : u_xlati2.y;
    309. D/Unity   ( 3281):     u_xlat1.y = u_xlat18 + (-_CornerRadiusesDynamicIndex(u_xlati19));
    310. D/Unity   ( 3281):     u_xlat0.y = _Rect[0] + _CornerRadiusesDynamicIndex(u_xlati19);
    311. D/Unity   ( 3281):     u_xlat2.xy = (bool(u_xlatb12)) ? u_xlat0.xy : u_xlat1.xy;
    312. D/Unity   ( 3281):     u_xlat15.x = _BorderWidths[1];
    313. D/Unity   ( 3281):     u_xlat16.x = _BorderWidths[3];
    314. D/Unity   ( 3281):     u_xlat0.x = _Rect[1] + _Rect[3];
    315. D/Unity   ( 3281):     u_xlat16.y = u_xlat0.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
    316. D/Unity   ( 3281):     u_xlat15.y = _Rect[1] + _CornerRadiusesDynamicIndex(u_xlati19);
    317. D/Unity   ( 3281):     u_xlat2.zw = (bool(u_xlatb13)) ? u_xlat15.xy : u_xlat16.xy;
    318. D/Unity   ( 3281):     u_xlat0.xy = (-u_xlat2.xz) + vec2(_CornerRadiusesDynamicIndex(u_xlati19));
    319. D/Unity   ( 3281):     u_xlat18 = u_xlat0.x / u_xlat0.y;
    320. D/Unity   ( 3281):     u_xlat3.xy = (-u_xlat2.yw) + vs_TEXCOORD2.xy;
    321. D/Unity   ( 3281):     u_xlat3.z = u_xlat18 * u_xlat3.y;
    322. D/Unity   ( 3281):     u_xlat18 = dot(u_xlat3.xz, u_xlat3.xz);
    323. D/Unity   ( 3281):     u_xlat1.x = dot(u_xlat3.xy, u_xlat3.xy);
    324. D/Unity   ( 3281):     u_xlat1.x = sqrt(u_xlat1.x);
    325. D/Unity   ( 3281):     u_xlat1.x = u_xlat1.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
    326. D/Unity   ( 3281):     u_xlat18 = sqrt(u_xlat18);
    327. D/Unity   ( 3281):     u_xlat18 = (-u_xlat0.x) + u_xlat18;
    328. D/Unity   ( 3281):     u_xlatb0.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat0.xyxx).xy;
    329. D/Unity   ( 3281):     u_xlatb0.x = u_xlatb0.y && u_xlatb0.x;
    330. D/Unity   ( 3281):     u_xlat6.x = dFdx(vs_TEXCOORD2.x);
    331. D/Unity   ( 3281):     u_xlat6.x = float(1.0) / abs(u_xlat6.x);
    332. D/Unity   ( 3281):     u_xlat18 = u_xlat18 * u_xlat6.x + 0.5;
    333. D/Unity   ( 3281):     u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
    334. D/Unity   ( 3281):     u_xlat6.x = u_xlat1.x * u_xlat6.x + 0.5;
    335. D/Unity   ( 3281):     u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
    336. D/Unity   ( 3281):     u_xlat0.x = (u_xlatb0.x) ? u_xlat18 : 1.0;
    337. D/Unity   ( 3281):     u_xlatb1.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat2.xzxx).xy;
    338. D/Unity   ( 3281):     u_xlatb18 = u_xlatb1.y || u_xlatb1.x;
    339. D/Unity   ( 3281):     u_xlat0.x = u_xlatb18 ? u_xlat0.x : float(0.0);
    340. D/Unity   ( 3281):     u_xlat6.x = u_xlatb18 ? u_xlat6.x : float(0.0);
    341. D/Unity   ( 3281):     u_xlatb18 = u_xlat6.x==0.0;
    342. D/Unity   ( 3281):     u_xlat6.x = (-u_xlat6.x) + 1.0;
    343. D/Unity   ( 3281):     u_xlat0.x = (u_xlatb18) ? u_xlat0.x : u_xlat6.x;
    344. D/Unity   ( 3281):     u_xlatb6.xz = greaterThanEqual(u_xlat2.yyww, vs_TEXCOORD2.xxyy).xz;
    345. D/Unity   ( 3281):     u_xlatb1.xy = greaterThanEqual(vs_TEXCOORD2.xyxx, u_xlat2.ywyy).xy;
    346. D/Unity   ( 3281):     u_xlatb6.x = (u_xlatb12) ? u_xlatb6.x : u_xlatb1.x;
    347. D/Unity   ( 3281):     u_xlatb12 = (u_xlatb13) ? u_xlatb6.z : u_xlatb1.y;
    348. D/Unity   ( 3281):     u_xlatb6.x = u_xlatb12 && u_xlatb6.x;
    349. D/Unity   ( 3281):     u_xlat0.x = (u_xlatb6.x) ? u_xlat0.x : 1.0;
    350. D/Unity   ( 3281):     u_xlat12 = _BorderWidths[0] + _BorderWidths[2];
    351. D/Unity   ( 3281):     u_xlat12 = (-u_xlat12) + _Rect[2];
    352. D/Unity   ( 3281):     u_xlat18 = _BorderWidths[0] + _Rect[0];
    353. D/Unity   ( 3281):     u_xlat12 = u_xlat12 + u_xlat18;
    354. D/Unity   ( 3281):     u_xlatb18 = vs_TEXCOORD2.x>=u_xlat18;
    355. D/Unity   ( 3281):     u_xlatb12 = u_xlat12>=vs_TEXCOORD2.x;
    356. D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb18;
    357. D/Unity   ( 3281):     u_xlat18 = _BorderWidths[1] + _Rect[1];
    358. D/Unity   ( 3281):     u_xlatb1.x = vs_TEXCOORD2.y>=u_xlat18;
    359. D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb1.x;
    360. D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[1] + _BorderWidths[3];
    361. D/Unity   ( 3281):     u_xlat1.x = (-u_xlat1.x) + _Rect[3];
    362. D/Unity   ( 3281):     u_xlat18 = u_xlat18 + u_xlat1.x;
    363. D/Unity   ( 3281):     u_xlatb18 = u_xlat18>=vs_TEXCOORD2.y;
    364. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 && u_xlatb12;
    365. D/Unity   ( 3281):     u_xlat12 = (u_xlatb12) ? 0.0 : 1.0;
    366. D/Unity   ( 3281):     u_xlat6.x = (u_xlatb6.x) ? 1.0 : u_xlat12;
    367. D/Unity   ( 3281):     u_xlatb12 = 0.0<_BorderWidths[0];
    368. D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[1];
    369. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
    370. D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[2];
    371. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
    372. D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[3];
    373. D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
    374. D/Unity   ( 3281):     u_xlat6.x = (u_xlatb12) ? u_xlat6.x : 1.0;
    375. D/Unity   ( 3281):     u_xlat0.z = u_xlat6.x * u_xlat0.x;
    376. D/Unity   ( 3281):     u_xlat6.z = texture2D(_GUIClipTexture, vs_TEXCOORD1.xy).w;
    377. D/Unity   ( 3281):     u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);
    378. D/Unity   ( 3281):     u_xlat16_5.xyz = max(u_xlat10_1.xyz, vec3(0.0, 0.0, 0.0));
    379. D/Unity   ( 3281):     u_xlat16_2.xyz = log2(u_xlat16_5.xyz);
    380. D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(0.416666657, 0.416666657, 0.416666657);
    381. D/Unity   ( 3281):     u_xlat16_2.xyz = exp2(u_xlat16_2.xyz);
    382. D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997);
    383. D/Unity   ( 3281):     u_xlat2.xyz = max(u_xlat16_2.xyz, vec3(0.0, 0.0, 0.0));
    384. D/Unity   ( 3281):     u_xlat16_5.xyz = (_ManualTex2SRGB != 0) ? u_xlat2.xyz : u_xlat10_1.xyz;
    385. D/Unity   ( 3281):     u_xlat16_23 = u_xlat10_1.w * vs_COLOR0.w;
    386. D/Unity   ( 3281):     u_xlat0.x = u_xlat0.x * u_xlat16_23;
    387. D/Unity   ( 3281):     u_xlat0.xz = u_xlat6.xz * u_xlat0.xz;
    388. D/Unity   ( 3281):     u_xlat0.x = u_xlat6.z * u_xlat0.x;
    389. D/Unity   ( 3281):     SV_Target0.w = u_xlat0.x;
    390. D/Unity   ( 3281):     u_xlat16_5.xyz = u_xlat16_5.xyz * vs_COLOR0.xyz;
    391. D/Unity   ( 3281):     u_xlat0.xyz = u_xlat0.zzz * u_xlat16_5.xyz;
    392. D/Unity   ( 3281):     u_xlatb18 = _SrcBlend!=5;
    393. D/Unity   ( 3281):     SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat16_5.xyz;
    394. D/Unity   ( 3281):     return;
    395. D/Unity   ( 3281): }
    396. D/Unity   ( 3281): -------- failed compiling:
    397. D/Unity   ( 3281): fragment evaluation shader
    398. D/Unity   ( 3281): ERROR: 0:95: 'dFdx' : no matching overloaded function found
    399. D/Unity   ( 3281):
    400. D/Unity   ( 3281): Note: Creation of internal variant of shader 'Sprites/Default' failed.
    401. D/Unity   ( 3281): NativeCrashSerializer::EndReport() Success!
    402. --------- beginning of crash
    403. I/Unity   ( 3281): windowFocusChanged: false
    404. I/Unity   ( 3281): onPause
    405. W/Unity   ( 3281): Timeout while trying to pause the Unity Engine.
    406. W/Unity   ( 3281): Timeout while trying detaching primary window.
    407. I/Unity   ( 3281): onDestroy
     
    ETGgames and mende like this.
  2. gamebalance

    gamebalance

    Joined:
    Feb 5, 2018
    Posts:
    17
  3. mushdevstudio

    mushdevstudio

    Joined:
    May 9, 2014
    Posts:
    37
    I am having the exact same problem. I am getting:
    Failed to find expected binary shader data in 'Standard'.
    (Filename: ./Runtime/Shaders/SerializedShader.cpp Line: 595)
     
  4. mushdevstudio

    mushdevstudio

    Joined:
    May 9, 2014
    Posts:
    37
    If I change color space to Linear from Gamma it works fine.
     
  5. anthodb

    anthodb

    Joined:
    Sep 6, 2012
    Posts:
    20
    Exact same issue here with 2019.2.21f :

    08-30 13:52:21.672 16351 16652 D Unity : Script Patching: Patch files are not available, '/storage/emulated/0/Android/data/com.myapp.appTest/cache/ScriptOnly/2019.2.21f1/il2cpp/patch.config' is missing.

    Anyone has an issue? Seems to crash at first launch of the app and then it's ok..
     
  6. cihad_unity

    cihad_unity

    Joined:
    Dec 27, 2019
    Posts:
    35
    This happens in every build so I got used to it.
    I save the project and wait for it crash :)
    Then, I reopen the project and hit "Build & Run". It works after re-run...
    Happened in 2019.2, 2019.3, 2019.4 and probably 2020...