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Question Entities 0.17 windows build error: "The scene catalog has not been loaded yet" on VR

Discussion in 'Entity Component System' started by JediNizar, Mar 16, 2021.

  1. JediNizar

    JediNizar

    Joined:
    Nov 13, 2016
    Posts:
    111
    Hi,
    I have problem building my game. Well I managed to build following the instructions on the following link to create my build: DOTS Project Setup | Entities | 0.17.0-preview.41 (unity3d.com)
    But only with a normal standalone Windows build. What I'm trying to do is to build an oculus PC-VR game. Once I switch the player back to a normal FPS Player the build succeed after several restarts. Switching however to the OVRPlayer the build crashes and nothing work. On the "normal" regular way I manage to build with my VR setup but the subcenes and entities are not loaded.
    Does any1 had this issue or know a workaround?
    The strange thing is he goes to the end, coping final data everything but at the end I get the following message:

    Shader error in 'Hidden/Post FX/Fog': undeclared identifier 'sampler_CameraDepthTexture' at line 63 (on d3d11)

    Compiling Vertex program with STEREO_INSTANCING_ON
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    Disabled keywords: FOG_LINEAR FOG_EXP FOG_EXP2 UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30


    Shader error in 'Hidden/Post FX/Temporal Anti-aliasing': undeclared identifier 'sampler_CameraDepthTexture' at (modular)/PostProcessing/Resources/Shaders/TAA.cginc(70) (on d3d11)

    Compiling Vertex program with STEREO_INSTANCING_ON
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

    Copying assembly from 'Temp/MeshBakerCore.dll' to 'Library/PlayerScriptAssemblies/MeshBakerCore.dll' failed. Detailed error: Sharing violation on path

    Copying assembly from 'Temp/Unity.Animation.Rigging.dll' to 'Library/PlayerScriptAssemblies/Unity.Animation.Rigging.dll' failed. Detailed error: Sharing violation on path

    (0,0): error System.IO.IOException: Sharing violation on path H:\Unity projects\Accara\Temp\Unity.MemoryProfiler.dll

    (0,0): error System.IO.IOException: Sharing violation on path H:\Unity projects\Accara\Temp\Unity.Platforms.Common.dll

    (0,0): error System.IO.IOException: Sharing violation on path H:\Unity projects\Accara\Temp\Unity.Properties.Reflection.dll

    (0,0): error System.IO.IOException: Sharing violation on path H:\Unity projects\Accara\Temp\Unity.TerrainTools.dll

    Failed to compile player scripts
    UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[])
    Unity.Scenes.Editor.SubSceneBuildCode:prepareAdditionalFiles (UnityEditor.GUID[],UnityEditor.Experimental.ArtifactKey[],UnityEditor.BuildTarget,System.Action`2<string, string>,string,string) (at Library/PackageCache/com.unity.entities@0.17.0-preview.41/Unity.Scenes.Editor/SubSceneBuildCode.cs:151)
    Unity.Scenes.Editor.EntitySectionBundlesBuildCustomizer:RegisterAdditionalFilesToDeploy (System.Action`2<string, string>) (at Library/PackageCache/com.unity.entities@0.17.0-preview.41/Unity.Scenes.Editor/EntitySectionBundlesBuildCustomizer.cs:47)
    Unity.Build.Classic.Private.CopyAdditionallyProvidedFilesStep:Run (Unity.Build.BuildContext) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Classic.Private/NonIncremental/Steps/CopyAdditionallyProvidedFilesStep.cs:16)
    Unity.Build.BuildStepCollection:Run (Unity.Build.BuildContext) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/BuildStepCollection.cs:77)
    Unity.Build.Classic.Private.ClassicNonIncrementalPipelineBase:OnBuild (Unity.Build.BuildContext) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Classic.Private/NonIncremental/ClassicNonIncrementalPipelineBase.cs:10)
    Unity.Build.BuildProcess:Update () (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/BuildProcess.cs:54)
    Unity.Build.BuildProcess:Update () (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/BuildProcess.cs:54)
    Unity.Build.BuildPipelineBase:Build (Unity.Build.BuildConfiguration,Unity.Build.BuildProgress) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/BuildPipelineBase.cs:84)
    Unity.Build.BuildConfiguration:Build () (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/BuildConfiguration.cs:65)
    Unity.Build.Editor.BuildConfigurationInspector/<>c:<.cctor>b__34_0 (Unity.Build.BuildConfiguration) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationInspector.cs:42)
    Unity.Build.Editor.BuildConfigurationInspector/<>c__DisplayClass30_0:<Build>b__1 () (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationInspector.cs:128)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)


    InvalidOperationException: BuildAssetBundles failed with status 'Error'.
    Unity.Scenes.Editor.SubSceneBuildCode.PrepareAdditionalFiles (UnityEditor.GUID[] sceneGuids, UnityEditor.Experimental.ArtifactKey[] entitySceneArtifacts, UnityEditor.BuildTarget target, System.Action`2[T1,T2] RegisterFileCopy, System.String outputStreamingAssetsDirectory, System.String buildWorkingDirectory) (at Library/PackageCache/com.unity.entities@0.17.0-preview.41/Unity.Scenes.Editor/SubSceneBuildCode.cs:182)
    Unity.Scenes.Editor.EntitySectionBundlesBuildCustomizer.RegisterAdditionalFilesToDeploy (System.Action`2[T1,T2] registerAdditionalFileToDeploy) (at Library/PackageCache/com.unity.entities@0.17.0-preview.41/Unity.Scenes.Editor/EntitySectionBundlesBuildCustomizer.cs:47)
    Unity.Build.Classic.Private.CopyAdditionallyProvidedFilesStep.Run (Unity.Build.BuildContext context) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Classic.Private/NonIncremental/Steps/CopyAdditionallyProvidedFilesStep.cs:16)
    Unity.Build.BuildStepCollection.Run (Unity.Build.BuildContext context) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/BuildStepCollection.cs:77)
    UnityEngine.Debug:LogException(Exception, Object)
    Unity.Build.ResultBase:LogResult() (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build/ResultBase.cs:69)
    Unity.Build.Editor.<>c:<.cctor>b__34_0(BuildConfiguration) (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationInspector.cs:42)
    Unity.Build.Editor.<>c__DisplayClass30_0:<Build>b__1() (at Library/PackageCache/com.unity.platforms@0.10.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationInspector.cs:128)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
    Last edited: Mar 16, 2021
  2. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,296
    Use build configuration with windows standalone x64. Otherwise subscenes and entities will not be built correctly, as you've figured out.

    If it crashes on x64 build, check what's causing the crash in logs.
    https://docs.unity3d.com/Manual/LogFiles.html
     
  3. JediNizar

    JediNizar

    Joined:
    Nov 13, 2016
    Posts:
    111
    I did, and as I said on a non VR project it's working, but once i switch my FPS player to the oculus OVRplayer,
    the build failed and I get the above errors
     
  4. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,296
    Something is blocking files, preventing libraries from copying. Try restarting Unity / PC;
     
  5. JediNizar

    JediNizar

    Joined:
    Nov 13, 2016
    Posts:
    111
    Unfortunately, I tried it several times, with no luck,
    sometimes there are more sometimes less DLL files unity couldn't access.
    The strange is although that it only happens when I change the player to the oculus OVRPlayer, using the "normal" player it works like a charm.

    I have a suspicion though. The machine I'm developing on is not recognizing my Rift S, because of the USB3 port.

    So what I'm always doing is build the current state, and test on my game on my Gaming Laptop where I can connect my VR Headset.
    It's no problem to do so with the regular build workflow, but maybe building through the Build Configuration Asset Inspector window, it's causing to check if my oculus is connected or not, and break than the build as he is not finding it.
    Strange though that building through the Build and Run menu "File > Build" there is no issue at all, and also that the build break at the very end of the building process after he has copied all files etc...
     
  6. drhmiri

    drhmiri

    Joined:
    Jun 17, 2014
    Posts:
    82
    Have you found a solution for this?