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Error with TimeStamp [SOLVED]

Discussion in 'Editor & General Support' started by shreyanshanchlia, Dec 4, 2019.

  1. shreyanshanchlia

    shreyanshanchlia

    Joined:
    Jun 7, 2018
    Posts:
    21
    I have encountered a strange error while working in unity 2019.2f1.
    I saved my project and closed the editor. The next day when I opened it back lwrp ( lightweight render pipeline ) stopped appearing in the graphics section of project settings and some timestamp came up as an error.
    upload_2019-12-4_22-5-57.png

    All my game objects disappeared from view and lwrp is showing that scripts cannot be loaded.

    upload_2019-12-4_22-13-27.png

    Everything related to LWRP is showing the same issue.

    upload_2019-12-4_22-15-40.png

    I cannot even create new renderers, the tabs are just missing from everywhere.

    upload_2019-12-4_22-19-28.png

    Please help with this issue. Thank you.

    I have already tried:
    Restarting editor, reloading the assets, changing scripting version from dot 4.0, uninstalling and reinstalling lwrp from package manager.
     

    Attached Files:

    dcolman likes this.
  2. dcolman

    dcolman

    Joined:
    May 21, 2017
    Posts:
    8
    Having same issue - tried 2019.2.6 and .15 - same blank time stamp issue. Render not showing up in Create menu. Tried both creating an LWRP project from the start, and starting a Standard 3D project. When I create Standard 3D project, the blank error timestamp doesn't appear at first but shows up when I import LWRP 6.9.2 from the Package Manager, so seems to be connected to that.
     
    Last edited: Dec 5, 2019
  3. dcolman

    dcolman

    Joined:
    May 21, 2017
    Posts:
    8
    Ok, went into Package Manager and removed all packages and that made the errors go away. But when I reinstall LWRP from Package Manager the errors come right back.
     
  4. CSelwood

    CSelwood

    Joined:
    Oct 2, 2016
    Posts:
    6
    I've had the same issue in the last day only. Now I can't even create an empty project and hit run without it giving me: "all compiler errors have to be fixed".

    Edit: to add the LWRP discussion above, I haven't installed LWRP and can't remove it because it's not in my project.
     
  5. dcolman

    dcolman

    Joined:
    May 21, 2017
    Posts:
    8
  6. CSelwood

    CSelwood

    Joined:
    Oct 2, 2016
    Posts:
    6
    This solution hasn't fixed this issue for me at all. I'm getting close to switching to UDK for development, Unity gives me more problems than any other software I've ever used.
     
  7. shreyanshanchlia

    shreyanshanchlia

    Joined:
    Jun 7, 2018
    Posts:
    21
    Thanks a lot @dcolman the thread you found solved my issue. It apparently was an error by the unity hub.
    For those of you who haven't tried goto
    C:\unity\2019.2.14f1\Editor\Data\Tools\RoslynScripts
    or wherever you have installed the editor. Then, edit unity_csc.bat file and override it to this. Note that this issue came up when there was trouble with rendering and LWRP.

    @echo OFF
    set APPLICATION_CONTENTS=%~dp0..\..
    "%APPLICATION_CONTENTS%\Tools\Roslyn\csc.exe" /shared %*
    exit /b %ERRORLEVEL%

    Thanks a lot, guys. This thread saved a lot of my work.
     
  8. negipa

    negipa

    Joined:
    Jan 25, 2022
    Posts:
    2
    Hi, I am facing similar error using unity 2020.3.7f1, with a fresh new project it directly prompt the safe mode popup and the when i ignore it and goes into unity editor there is 2 timestamp errors adding editor logs to it,
     

    Attached Files:

  9. User2007kt

    User2007kt

    Joined:
    Dec 20, 2022
    Posts:
    2
    Did you fix it?
     
  10. aatl9812356

    aatl9812356

    Joined:
    Nov 24, 2021
    Posts:
    2
    having similar errors i've tried 2019 and 2022 unity versions i can.t use 2018 due to my code id have to completely redo every thing and don't want to anybody got any ideas
     
  11. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,674

    Please don't necro-post. If you have a new question, make a new post. It's FREE!!




    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to actual Unity3D documentation you used to cross-check your work (CRITICAL!!!)

    The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven't put effort into finding the documentation, why should we bother putting effort into replying?



    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    - Do not TALK about code without posting it.
    - Do NOT post unformatted code.
    - Do NOT retype code. Use copy/paste properly using code tags.
    - Do NOT post screenshots of code.
    - Do NOT post photographs of code.
    - Do NOT attach entire scripts to your post.
    - ONLY post the relevant code, and then refer to it in your discussion.



    If you need more information about what your program is doing as well as how and where it is deviating from your expectations, that means it is...



    Time to start debugging!

    By debugging you can find out exactly what your program is doing so you can fix it.

    Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.