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Help me standalone? And how to EASY PZ take a GameObject Game and make it Entity

Discussion in 'Entity Component System' started by goodnewsjimdotcom, Jun 10, 2022.

  1. goodnewsjimdotcom

    goodnewsjimdotcom

    Joined:
    May 24, 2017
    Posts:
    342
    I've compiled standalone DOTS/ECS before, but something changed recently I think with .50 that will not let me make a standalone build, or it has something to do with assets I need to bring over manually... I'm guessing ojne of those two. Enjoy a cool video:




    Bonus I share: where I share some wisdom of how to make your popular GameObject game have levels with DOTS ecs no sweat. Short: One player controller for GameObject, you hijack it for entities, make gameobject invisible, grab entity position/rotation/velocity at the start and then do your gameobject player controller junk on the invisible gameobject and at the end, feed the rotation/velocity to the active entity... DOn't feed position or it messes up the physics system.
     
  2. goodnewsjimdotcom

    goodnewsjimdotcom

    Joined:
    May 24, 2017
    Posts:
    342
    bump?

    I spent a year and over 500 hours on ECS/DOTS. I have a final game.

    Can someone help me make a standalone?

    ,Jim
     
  3. Micz84

    Micz84

    Joined:
    Jul 21, 2012
    Posts:
    436
    U need to post some details about this crash. Without it it is hard to tell what went wrong.
     
  4. goodnewsjimdotcom

    goodnewsjimdotcom

    Joined:
    May 24, 2017
    Posts:
    342
    I posted a video about it. I try and run, it crashes. That's all I know.

    Another forum said to check these files: https://docs.unity3d.com/Manual/LogFiles.html

    I think they're on to something. Which one has relevant data and what should I be looking for? Probably crash logs. I probably have to run in debug mode too then.
     
  5. goodnewsjimdotcom

    goodnewsjimdotcom

    Joined:
    May 24, 2017
    Posts:
    342
    From Player.Log:



    <RI> Initializing input.

    <RI> Input initialized.

    <RI> Initialized touch support.

    The file 'C:/UnityProjectfiles/StarfighterGeneralOnSteam/Builds/WindowsClassicBuildConfiguration 3/Starfighter General_Data/level0' is corrupted! Remove it and launch unity again!
    [Position out of bounds!]
     
  6. MostHated

    MostHated

    Joined:
    Nov 29, 2015
    Posts:
    1,218
    Are you building using a scriptable build config asset? I am guessing you are just going to file and build? Probably need to do it with the asset file.
     
  7. DreamingImLatios

    DreamingImLatios

    Joined:
    Jun 3, 2017
    Posts:
    3,983
    Also check the AssetImportWorker logs. The process that writes those logs can fail, and I have seen that lead to the errors you are seeing.
     
  8. goodnewsjimdotcom

    goodnewsjimdotcom

    Joined:
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    Posts:
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    I cannot find this on the disk. Does it export to disk?

    Wait, I have many addressables. Wasn't there something weird with em where I need to manually copy folders to standalone?
     
  9. goodnewsjimdotcom

    goodnewsjimdotcom

    Joined:
    May 24, 2017
    Posts:
    342
    I don't even have a level0 anywhere in my project which is weird.
    I backed up my project.
    I deleted library.
    I closed unity.
    I opened Unity.
    2 hours later it was rebuilt, and level 0 there. I don't get that.

    I deleted level0 from my standalone D:\starfighter\starfighter_Data folder.

    I got a new error, game does not immediately crash, but does not play.

    It loads up with a debugger console which directs me to this: https://pastebin.com/V2udCEDb

    Key error message:

    AssertionException: Ensure TypeManager.Initialize has been called before using the TypeManager
    Assertion failure. Value was False
    Expected: True

    Would this mean I'm using DOTS entities before its loaded or something? This could be an error expected for faster run times locally standalone vs editor.
     
  10. mbaker

    mbaker

    Joined:
    Jan 9, 2013
    Posts:
    52
    I think I just responded to your Reddit post too but just in case it helps someone else. I had this issue (same error stack) and adding the `DISABLE_ENTITIES_JOURNALING` scripting define for a debug build worked for me.

    The Editor menu options for journaling do not affect exported builds.