Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Issue after upgrading to Pro

Discussion in 'Editor & General Support' started by arkantose, Aug 20, 2023.

  1. arkantose

    arkantose

    Joined:
    Dec 22, 2021
    Posts:
    8
    Hi, I recently got a pro license and it says its active. In project settings .... player.... splash image. I was able to uncheck the show splash screen option to remove the Unity splash screen logo. This was the reason for getting the pro license. When i unchecked the Show splash screen and then loaded my build; the application was skipping scene 0 and loading straight into scene 1 and also there were shader issues.

    This is where it gets interesting.....

    Before upgrading to pro this did not happen. After upgrading to pro even though it seemed nonsensical that unchecking show splash screen would cause this.... I decided to roll the die and try putting it back on just to see because I have noticed sometimes Unity likes to act up ha-ha.

    After checking it back on and building it exactly the same way as i did when it was checked off; The application loaded properly, showed scene 0 and transitioned to scene 1 as its set up to.

    Not really sure why this is happening or how to fix it. I need to be able to uncheck it and have my application still run as designed so any help would be appreciated.

    I have restarted my computer as well as deleted my library folder for the project and reopened it which didn't solve the problem.
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    3,899
    What editor version? Try upgrading to the latest patch version if you haven‘t already.

    The behaviour does change when disabling the logo however, so this may be explicable if only under some weird circumstances:

    The Unity Splash Screen [..] displays immediately while the first Scene of your application loads asynchronously in the background. However, if you use your own introductory screens or animations, this might take longer to appear because Unity has to load the entire engine and first Scene before it can display your own custom splash screen.

    Meaning the Unity logo is seen while the first scene is loading, whereas otherwise the first scene has to load before any custom (or no) logo is shown. Check if any of that could change the behaviour of your scene 0 and its scripts, specifically whether its your own scripts that load scene 1 possibly after some delay or Unity event that would otherwise fire at a different time.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Time to start debugging! 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

    "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.