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Official Burst for standalone players

Discussion in 'Burst' started by xoofx, Jul 10, 2018.

  1. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    412
    which version of burst are you using?

    Afair, the error should report that you have to add the BurstCompile attribute on the enclosing type as well when using function pointers. If it is still happening on the latest 1.2.0-preview.8 version, let us know, we will improve the error message.
     
    amarcolina likes this.
  2. Dreamback

    Dreamback

    Joined:
    Jul 29, 2016
    Posts:
    220
    I'm trying to make a Standalone Linux build on a Windows PC. I get the error about the Burst Compiler, even after disabling the Burst Compiler. And in Jobs->Burst, Enable Compilation is not checked. This is in Unity 2019.2.11. Note that when I was using 2019.1.12, I got the error but it would still complete the build (I assume that build just didn't use Burst). BurstError.PNG
    Burst_AOT.PNG
     
  3. amarcolina

    amarcolina

    Joined:
    Jun 19, 2014
    Posts:
    65
    Ahh looks like I was only on the latest non-preview release, I should have tried the preview releases, it does indeed look like the error message is more descriptive there. Ok awesome, so all I was missing was the extra [BurstCompile] attribute, awesome! Thanks for the help!
     
  4. Dreamback

    Dreamback

    Joined:
    Jul 29, 2016
    Posts:
    220
    Aha, found the problem earlier in this thread, there's a bug that the menu doesn't write changes to the .json config file, even though the inspector does keep the state of the checkbox. When I manually edited the file, that fixed the problem.
     
  5. Ziboo

    Ziboo

    Joined:
    Aug 30, 2011
    Posts:
    356
    Any news about having CommandBuffer in Bursted Jobs ?
     
  6. siggigg

    siggigg

    Joined:
    Apr 11, 2018
    Posts:
    247
    I think they mentioned at Unite that it would be in the next release?
     
  7. eric_funktroniclabs

    eric_funktroniclabs

    Joined:
    Oct 4, 2018
    Posts:
    19
    Regarding Burst for Lumin, it appears that 1.1.3 is required, but it is not available in my package manager (using staging). Using Unity 2019.2.11f1.

    Is it only available in Unity 2019.3 or something like that?

    [Edit: My manifest was targeting staging, so when I removed that all the new packages appeared and my issue was resolved.]
     
    Last edited: Nov 5, 2019
  8. slime73

    slime73

    Joined:
    May 14, 2017
    Posts:
    107
  9. Lee_Hammerton

    Lee_Hammerton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    111
    @eric_funktroniclabs I believe 1.1.3 was just the first package to contain the fix, however you should be able to use 1.2.0 previews and beyond as well. Because 1.2.0 is not yet final, you need to enable show preview packages in the package manager options for it to show up.
     
  10. eric_funktroniclabs

    eric_funktroniclabs

    Joined:
    Oct 4, 2018
    Posts:
    19
    I discovered this morning that I had my manifest targeting the `staging` repo, which caused some packages to not appear. Removing that has fixed my issue. I can now upgrade fully and make builds. Thanks!
     
  11. SniperED007

    SniperED007

    Joined:
    Sep 29, 2013
    Posts:
    341
    Using Burst 1.2.0 preview 9
    Unity 2019.2.10f1

    I get the following error building for UWP:

    BuildFailedException: Burst compiler (1.2.0-preview.9) failed running
    stdout:
    An unexpected exception occurred:
    stderr:
    Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Windows, Version=255.255.255.255, Culture=neutral, PublicKeyToken=null'
    at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
    at Burst.Compiler.IL.AssemblyLoader.Resolve(AssemblyNameReference name)
    at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
    at Mono.Cecil.TypeReference.Resolve()
    at Burst.Compiler.IL.Helpers.CecilExtensions.StrictResolve(TypeReference typeReference)
    at Burst.Bcl.BclApp.FindExecuteMethods(List`1 rootAssemblyPaths)
    at Burst.Bcl.BclApp.GetMethodsToCompileBeforeDynamicDispatch()
    at Burst.Bcl.BclApp.GetMethodsToCompile()
    at Burst.Bcl.Program.Main(String[] args)

    Note, I am also using the following:

    #if ENABLE_WINMD_SUPPORT && UNITY_WSA
    using Windows.ApplicationModel;
    using Windows.ApplicationModel.Store;
    #endif
     
  12. Lee_Hammerton

    Lee_Hammerton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    111
    @SniperED007 - thanks for the report, this looks to be an uncaught error report in burst. It is likely being caused by the use of a type in the Windows.winmd assembly in some burst compiled code. I`ve logged an issue to improve the error handling, until then, the best I can suggest is to remove the burst compile attribute from some jobs in turn in order to figure out which one contains the reference that burst does not support (cannot resolve).
     
    Last edited: Nov 7, 2019
  13. rasto61

    rasto61

    Joined:
    Nov 1, 2015
    Posts:
    352
    Im getting this
    in Unity 2018.4.11
    using 1.2.0 preview 8 (also tried 9)

    BuildFailedException: Burst compiler (1.2.0-preview.8) failed running
    stdout:
    An unexpected exception occurred:
    stderr:
    Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'CTNLayer, Version=1.2.6652.30480, Culture=neutral, PublicKeyToken=null'
    at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
    at Burst.Compiler.IL.AssemblyLoader.Resolve(AssemblyNameReference name)
    at Burst.Bcl.BclApp.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited)
    at Burst.Bcl.BclApp.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited)
    at Burst.Bcl.BclApp.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited)
    at Burst.Bcl.BclApp.FindExecuteMethods(List`1 rootAssemblyPaths)
    at Burst.Bcl.BclApp.GetMethodsToCompileBeforeDynamicDispatch()
    at Burst.Bcl.BclApp.GetMethodsToCompile()
    at Burst.Bcl.Program.Main(String[] args)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.8/Editor/BurstAotCompiler.cs:725)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.8/Editor/BurstAotCompiler.cs:663)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.8/Editor/BurstAotCompiler.cs:637)
    Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.8/Editor/BurstAotCompiler.cs:332)
    Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.8/Editor/BurstAotCompiler.cs:90)
    UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:452)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
    Last edited: Dec 10, 2019
  14. rasto61

    rasto61

    Joined:
    Nov 1, 2015
    Posts:
    352
  15. bgrz

    bgrz

    Joined:
    Mar 22, 2015
    Posts:
    59
    @Lee_Hammerton seems like there's a problem with handling paths that contain spaces, getting this on 2019.2.15f:

    My full Windows username is my first and last name, seems like it's not handling a space there properly.
     
  16. siggigg

    siggigg

    Joined:
    Apr 11, 2018
    Posts:
    247
    bgrz likes this.
  17. Lee_Hammerton

    Lee_Hammerton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    111
    Thanks for the report, this is an issue where burst is scanning for burst compiled code but accidently picks up unrelated assemblies, I`m working on a fix for this now.
     
  18. rasto61

    rasto61

    Joined:
    Nov 1, 2015
    Posts:
    352
    Was there a fix in .11?

    Im now getting this in .11:
    BuildFailedException: Burst compiler (1.2.0-preview.11) failed running
    stdout:
    An unexpected exception occurred:
    stderr:
    System.NullReferenceException: Object reference not set to an instance of an object.
    at Burst.Bcl.BclApp.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited)
    at Burst.Bcl.BclApp.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited)
    at Burst.Bcl.BclApp.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited)
    at Burst.Bcl.BclApp.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited)
    at Burst.Bcl.BclApp.FindExecuteMethods(List`1 rootAssemblyPaths)
    at Burst.Bcl.BclApp.GetMethodsToCompileBeforeDynamicDispatch()
    at Burst.Bcl.BclApp.GetMethodsToCompile()
    at Burst.Bcl.Program.Main(String[] args)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.11/Editor/BurstAotCompiler.cs:725)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.11/Editor/BurstAotCompiler.cs:663)
    Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.11/Editor/BurstAotCompiler.cs:637)
    Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.11/Editor/BurstAotCompiler.cs:332)
    Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.11/Editor/BurstAotCompiler.cs:90)
    UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:452)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
     
  19. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    412
    Unfortunately, the fix was not entirely covering that case. We should have a fix for this case and it will be hopefully in the following preview.12.
     
  20. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,695
    Wondering if someone could help me out, Ive just upgraded to 2019.3.0f3 Current Platform (im on Mac) and Im seeing this error Cannot find the field `TypeInfos` required for supporting TypeManager intrinsics in burst. Any help would be appreciated.

    Code (CSharp):
    1.  
    2.  
    3. ../Unity/AA/Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/Types/TypeManager.cs(431,13): error: Cannot find the field `TypeInfos` required for supporting TypeManager intrinsics in burst
    4.  at Unity.Entities.TypeManager.GetTypeInfo(int typeIndex) (at ../Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/Types/TypeManager.cs:430)
    5.  at Unity.Entities.ChunkDataUtility.ReplicateComponents(Unity.Entities.Chunk* srcChunk, int srcIndex, Unity.Entities.Chunk* dstChunk, int dstBaseIndex, int count) (at ../Unity/AA/Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/ChunkDataUtility.cs:268)
    6.  at Unity.Entities.EntityComponentStore.InstantiateEntitiesOne(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount, Unity.Entities.EntityComponentStore.InstantiateRemapChunk* remapChunks, int remapChunksCount) (at ../Unity/AA/Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityComponentStoreCreateDestroyEntities.cs:432)
    7.  at Unity.Entities.EntityComponentStore.InstantiateEntitiesGroup(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity* srcEntities, int srcEntityCount, Unity.Entities.Entity* outputRootEntities, int instanceCount) (at ../Unity/AA/Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityComponentStoreCreateDestroyEntities.cs:502)
    8.  at Unity.Entities.EntityComponentStore.InstantiateEntities(Unity.Entities.EntityComponentStore* this, Unity.Entities.Entity srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at ../Unity/AA/Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityComponentStoreCreateDestroyEntities.cs:203)
    9.  at Unity.Entities.StructuralChange.InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore* entityComponentStore, Unity.Entities.Entity* srcEntity, Unity.Entities.Entity* outputEntities, int instanceCount) (at ../Unity/AA/Library/PackageCache/com.unity.entities@0.4.0-preview.10/Unity.Entities/EntityManagerChangeArchetype.cs:135)
    10.  
    11.  
    12. While compiling job: System.Void Unity.Entities.StructuralChange::InstantiateEntitiesExecute(Unity.Entities.EntityComponentStore*,Unity.Entities.Entity*,Unity.Entities.Entity*,System.Int32)
    13.  
    14.  
    Code (CSharp):
    1.  
    2. {
    3.   "dependencies": {
    4.     "com.unity.burst": "1.1.2",
    5.     "com.unity.collab-proxy": "1.2.16",
    6.     "com.unity.collections": "0.4.0-preview.6",
    7.     "com.unity.entities": "0.4.0-preview.10",
    8.     "com.unity.ext.nunit": "1.0.0",
    9.     "com.unity.ide.rider": "1.1.4",
    10.     "com.unity.ide.vscode": "1.1.3",
    11.     "com.unity.rendering.hybrid": "0.3.1-preview.10",
    12.     "com.unity.test-framework": "1.1.9",
    13.     "com.unity.textmeshpro": "2.0.1",
    14.     "com.unity.timeline": "1.2.9",
    15.     "com.unity.ugui": "1.0.0",
    16.     "com.unity.modules.ai": "1.0.0",
    17.     "com.unity.modules.androidjni": "1.0.0",
    18.     "com.unity.modules.animation": "1.0.0",
    19.     "com.unity.modules.assetbundle": "1.0.0",
    20.     "com.unity.modules.audio": "1.0.0",
    21.     "com.unity.modules.cloth": "1.0.0",
    22.     "com.unity.modules.director": "1.0.0",
    23.     "com.unity.modules.imageconversion": "1.0.0",
    24.     "com.unity.modules.imgui": "1.0.0",
    25.     "com.unity.modules.jsonserialize": "1.0.0",
    26.     "com.unity.modules.particlesystem": "1.0.0",
    27.     "com.unity.modules.physics": "1.0.0",
    28.     "com.unity.modules.physics2d": "1.0.0",
    29.     "com.unity.modules.screencapture": "1.0.0",
    30.     "com.unity.modules.terrain": "1.0.0",
    31.     "com.unity.modules.terrainphysics": "1.0.0",
    32.     "com.unity.modules.tilemap": "1.0.0",
    33.     "com.unity.modules.ui": "1.0.0",
    34.     "com.unity.modules.uielements": "1.0.0",
    35.     "com.unity.modules.umbra": "1.0.0",
    36.     "com.unity.modules.unityanalytics": "1.0.0",
    37.     "com.unity.modules.unitywebrequest": "1.0.0",
    38.     "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    39.     "com.unity.modules.unitywebrequestaudio": "1.0.0",
    40.     "com.unity.modules.unitywebrequesttexture": "1.0.0",
    41.     "com.unity.modules.unitywebrequestwww": "1.0.0",
    42.     "com.unity.modules.vehicles": "1.0.0",
    43.     "com.unity.modules.video": "1.0.0",
    44.     "com.unity.modules.vr": "1.0.0",
    45.     "com.unity.modules.wind": "1.0.0",
    46.     "com.unity.modules.xr": "1.0.0"
    47.   }
    48. }
    49.  
     
  21. eizenhorn

    eizenhorn

    Joined:
    Oct 17, 2016
    Posts:
    2,655
    Update burst to 1.2.0 shut down Unity (may be remove Library\PackagesCache) and start again
     
  22. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,695
    According to the package manager im on burst 1.2.0 Preview 11 .. it that not correct?
     
  23. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,695
    Even on a brand new project installing the latest entities package i get a bunch of warnings

    Code (CSharp):
    1.  
    2. Assembly for Assembly Definition File 'Packages/com.unity.entities/DocCodeSamples.Tests/DocCodeSamples.asmdef' will not be compiled, because it has no scripts associated with it.
    3. UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:TickCompilationPipeline(EditorScriptCompilationOptions, BuildTargetGroup, BuildTarget) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:390)
    4.  
     
  24. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,695
    OK If anyone else is running into this I fixed it by deleting manifest.json and PackagesCache like eizenhorn suggested. Package Manager is unreliable not displaying all the packages (and it not a filter setting I double checked that) It also showed incorrect package version as installed.

    Anyway Marry Christmas and thanks Unity Dev for all the hard work over the past year, truly insane !!
     
  25. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    789
    Is WebGL Compatibility coming for 2019.3? It really sucks animation rigging can't work on WebGL because of this.
     
  26. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    412
    WebGL and Burst compatibility should be hopefully fixed later this year, but we don't have any precise ETA at the moment.
     
    axmsw, Nyanpas, DrViJ and 1 other person like this.
  27. runner78

    runner78

    Joined:
    Mar 14, 2015
    Posts:
    764
    I don't know if this has already been discussed, but is it actually possible to use burst for mods, e.g. loading DLL at runtime with burst jobs?
     
    cjxm and JesOb like this.
  28. Atstec

    Atstec

    Joined:
    Feb 25, 2017
    Posts:
    5
    Hello everyone! Burst compiler does not support armv7? Thanks for any answer.
     
  29. o1o1o1o1o2

    o1o1o1o1o2

    Joined:
    May 22, 2014
    Posts:
    34
    it supports, and 64 also
     
  30. Solovykh

    Solovykh

    Joined:
    Aug 28, 2017
    Posts:
    59
    Burst 1.2.2 breaks Oculus desktop builds :(
     
  31. tim_jones

    tim_jones

    Unity Technologies

    Joined:
    May 2, 2019
    Posts:
    282
    @Solovykh do you have a crash, or error message in the console? Please could you start a new forum thread specific to your problem, so we can more easily track it.
     
  32. Solovykh

    Solovykh

    Joined:
    Aug 28, 2017
    Posts:
    59
  33. andrew-lukasik

    andrew-lukasik

    Joined:
    Jan 31, 2013
    Posts:
    240
    Hi. For anyone seeing this message on Burst 1.2.3 (Unity 2020.1.0a23) when attempting to build Standalone:
    Updating to Burst 1.3.0-preview.3 seems to solve this particular issue.
     
    sheredom likes this.
  34. sheredom

    sheredom

    Unity Technologies

    Joined:
    Jul 15, 2019
    Posts:
    300
    For Burst 1.3.0 we've changed how we use platform linkers which is probably why you aren't seeing the error there. On Burst 1.2.3 - did you follow the error message instructions by any chance?
     
  35. andrew-lukasik

    andrew-lukasik

    Joined:
    Jan 31, 2013
    Posts:
    240
    Yes I tried to comply. For example, I cleaned up past VS installations. I made sure these 5 collections of VS components are installed:

    - since they should include more that's necessary for build process to work I think. But in the end those attempts changed nothing and error persisted
     
    sheredom likes this.
  36. sheredom

    sheredom

    Unity Technologies

    Joined:
    Jul 15, 2019
    Posts:
    300
    Ok thanks for confirming - we're going to look into this, but I'm glad that 1.3.0 worked for you!
     
  37. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,751
    Is there any way (or hack) to force Burst 1.2.3 to actually burst compile code for Switch on 2019.2? Reading the package source all support is there, but something somewhere is forcing it to be disabled (profiler shows my jobs as not being burst compiled on device). I'm struggling to optimize something here and would like to not risk 2019.3 yet.

    -- EDIT--
    It turns out that Burst actually does work on Switch, according to the build logs. But it seems to be disabled on development builds, which makes profiling much harder since apparently my algorithms run much slower in non-burstified units.mathematics-using jobs than they did using old-style Vector3s, Quatertions, arrays and lists.
     
    Last edited: Mar 24, 2020
  38. TheJavierD

    TheJavierD

    Joined:
    Jan 6, 2017
    Posts:
    50
  39. dyox

    dyox

    Joined:
    Aug 19, 2011
    Posts:
    620
    Physics.BakeMesh is currently not working correctly and throw physics errors.
    It also crash Build/Editor.
    Enabling Burst doesn't seem to change bake performance.
     
  40. 010101010101

    010101010101

    Joined:
    Feb 14, 2014
    Posts:
    20
    Hello

    We are trying to build a standalone Linux build with burst 1.3.0-preview.5 (default settings - cross compilation is enabled) on a CentOS 7 and are seeing the following errors:
    Unity version: 2019.3.0f3

    The build is being built succesfully, however we are not sure how these errors affect it. Can you please tell us if it is possible to somehow solve this issues without updating GLIBC library (CentOS 7 uses GLIBC v2.17)?

    Also, according to Burst User Guide:
    so why do we need GLIBC library?

    Best regards
     
  41. sheredom

    sheredom

    Unity Technologies

    Joined:
    Jul 15, 2019
    Posts:
    300
    So our Burst compiler uses LLVM underneath, which is C/C++, and we build it on Ubuntu where GLIBC is much more recent than the CentOS version.

    That's why we need GLIBC.

    There is no easy fix for this because of the fun that is Linux, but for now as a workaround you'd have to get the matching GLIBC version.

     
    deus0 likes this.
  42. 010101010101

    010101010101

    Joined:
    Feb 14, 2014
    Posts:
    20
    I see, thank you. Can you please tell me if this is required to build a standalone Linux executable, or if this issue only affects Edtior mode?
     
  43. sheredom

    sheredom

    Unity Technologies

    Joined:
    Jul 15, 2019
    Posts:
    300
    It affects using Unity with Burst on CentOS - editor and standalone.

    You should be able to cross compile to CentOS from another machine using the cross compilation in 1.3.0 if that helps?
     
  44. 010101010101

    010101010101

    Joined:
    Feb 14, 2014
    Posts:
    20
    Can you please tell me, what must be done to set up cross compilation?
     
  45. KillHour

    KillHour

    Joined:
    Oct 25, 2015
    Posts:
    47
    Edit: Never mind, I was reading the error wrong. :oops:
     
    sheredom likes this.
  46. rasto61

    rasto61

    Joined:
    Nov 1, 2015
    Posts:
    352
    @xoofx @sheredom
    Im now getting this:
    AssemblyResolutionException: Failed to resolve assembly: 'CTCommon, Version=1.2.6658.28248, Culture=neutral, PublicKeyToken=null'
    Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters) (at <28cdca1704d2491781795499c297b78b>:0)
    Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) (at <28cdca1704d2491781795499c297b78b>:0)
    Mono.Cecil.DefaultAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) (at <28cdca1704d2491781795499c297b78b>:0)
    Mono.Cecil.MetadataResolver.Resolve (Mono.Cecil.TypeReference type) (at <28cdca1704d2491781795499c297b78b>:0)
    Mono.Cecil.ModuleDefinition.Resolve (Mono.Cecil.TypeReference type) (at <28cdca1704d2491781795499c297b78b>:0)
    Mono.Cecil.TypeReference.Resolve () (at <28cdca1704d2491781795499c297b78b>:0)
    UnityEditor.MonoAssemblyStripping.DoesTypeEnheritFrom (Mono.Cecil.TypeReference type, System.String typeName) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:327)
    UnityEditor.MonoAssemblyStripping.CollectBlackListTypes (System.Collections.Generic.HashSet`1[T] typesToPreserve, System.Collections.Generic.IList`1[T] types, System.Collections.Generic.List`1[T] baseTypes) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:308)
    UnityEditor.MonoAssemblyStripping.GenerateLinkXmlToPreserveDerivedTypes (System.String librariesFolder, UnityEditor.RuntimeClassRegistry usedClasses) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:209)
    UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.Collections.IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:288)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:216)
    UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:42)
    DesktopStandalonePostProcessor.SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs args, System.Collections.Generic.HashSet`1[T] filesToNotOverwrite) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:246)
    DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:46)
    Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    DesktopStandalonePostProcessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:61)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:288)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

    when building with il2cpp. I can build with mono.
    I am getting this in 1.2.3 and 1.3.0pr13. Can this be burst related?
     
  47. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    412
    No, it looks like only IL2CPP related.
     
  48. Fribur

    Fribur

    Joined:
    Jan 5, 2019
    Posts:
    127
    Using BURST 1.3.0@Untity 2020.1.0b10

    Encountered a weird bug in triangle area function leading to an instant crash of the editor. No such bug with BURST disabled. Here the key part:
    Code (CSharp):
    1. double test1 = (A.x * B.y + B.x * C.y);
    2. double test2 = (A.x * B.y + B.x * C.y + C.x * A.y - B.x * A.y);
    3. double test3 = (A.x * B.y + B.x * C.y + C.x * A.y - B.x * A.y - C.x * B.y - A.x * C.y);
    Gets BURST compiled to:
    upload_2020-6-2_23-53-14.png

    Testing this with Point A (-11890.43, 112724.8), Point B (-11918.01, 114351.2), and Point C (-11875.69
    111856) leads to the following result (which is obviously wrong for test3)
    Code (CSharp):
    1. test1: -2692785152
    2. test2: -2688014080
    3. test3: 128
     

    Attached Files:

  49. fabrizio_unity

    fabrizio_unity

    Unity Technologies

    Joined:
    May 3, 2018
    Posts:
    47
    Hello,
    thanks for reporting the issue, we will take a look at it as soon as possible.

    Thanks,
    The Burst team
     
  50. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    412
    Can you upload a repro via bug report so that we can reproduce your issue? The code snippet above is incomplete for us to reproduce it.