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Official New version of Entities 1.0 pre-release now available - February 2023

Discussion in 'Entity Component System' started by IsaacsUnity, Feb 16, 2023.

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  1. IsaacsUnity

    IsaacsUnity

    Unity Technologies

    Joined:
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    Hello everyone! We’ve just published a new version of Entities and other ECS-based packages compatible with Unity 2022.2 Tech Stream.

    Getting started
    If you are just getting started, refer to our installation and setup guide in our documentation to help with project setup. We recommend using these packages with Unity 2022.2.6f1 and above. You can find the changelog for the latest editor version here.

    We also have the following samples and documentation available for you to get started quickly:
    • Megacity: A sample showcasing how you can stream thousands of entities into the game scene at a stable 60 FPS, with thousands of active physics colliders and dynamic vehicles actively performing collision avoidance.
    • Rival Character Controller: For users looking to quickly jump into building their game, the Rival Character Controller is available and compatible with the pre-release of ECS for Unity, including documentation and implementation samples.
    • DOTS Guide, ECS Samples, and Learn Content: Resources that are especially useful for new users to learn about fundamental concepts of data-oriented design.
    • ECS Network Racing: A multiplayer racing sample showcasing the capabilities of Netcode for Entities and how you can easily build a multiplayer game out of the box. This sample exemplifies an implementation of client/server architecture with client-side prediction, interpolation, and lag compensation.
    Notable Highlights
    Here are some of the notable highlights from this release. For a full list of changes in each package, refer to the changelogs in our documentation (linked below):
    • Editor
      • Fixed null reference errors when loading user scripting objects from ContentFiles
    • Entities
      • Implement ISystem methods (OnCreate/OnUpdate/OnDestroy) are now default interface methods. These no longer need to be defined in the struct implementing the ISystem interface if they are not used.
      • ISystem now doesn't need BurstCompile on the struct. Thus bursting a system simply means to put BurstCompile on either OnCreate, OnStartRunning, OnUpdate, OnStopRunning, or OnDestroy.
    • Entities Graphics
      • EntitiesGraphicsSystem.GetMesh and EntitiesGraphicsSystem.GetMaterial methods are now public.
      • Included various light baking bug fixes
    • Unity Physics
      • Help icons now point to the latest version of documentation for physics authoring components.
      • Added functions that allow you to set impulse event threshold on all constraint joints, or only one of them.
      • Replaced PhysicsTransformAspect with TransformAspect.
      • UnityPhysicsStep component does not show Havok physics engine in the dropdown field when com.havok.physics package is not installed.
      • During baking from GameObject physics joints to Unity Physics joints the joint's spring coefficient is correctly considered.
      • The component in PhysicsShapeAuthoring's Reset() function is now immediately reset to avoid sequential coupling issues
    • Havok Physics for Unity
      • Fixed various stability issues with rotational motors.
      • Fixed an issue where Havok Physics for Unity would stall in some scenarios.
    • Netcode for Entities
      • Added HelpURL linking various Netcode for Entities components to relevant documentation.
      • EnablePacketLogging component is now public to allow for per-connection debug information.
      • GhostUpdateSystem now supports Change Filtering, so components on the client will now only be marked as changed when they actually are changed. We strongly recommend implementing change filtering when reading components containing `[GhostField]`s and `[GhostEnabledBit]`s on the client.
      • Exposed NetworkTick value to Entity Inspector
      • Fixes and improvements to the GhostAuthoringInspectionComponent Inspector.
    Sharing feedback
    This forum is the best place to open discussions and ask questions.
    • If you encounter a bug, please use the Unity Bug Reporter in the Unity Editor, accessible via Help > Report a Bug. Include the name of the package (with version number) in the title to help our team triage things appropriately.
    • To learn more about what we are working on, you can refer to this post and our public roadmap where you can share feedback and submit ideas.
    Thank you again to everyone who has continued to take the time to share feedback. We look forward to hearing from you!
     
    MagiJedi, tjumma, Thaina and 21 others like this.
  2. Kmsxkuse

    Kmsxkuse

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    Absolutely fantastic changes, especially on the core Entities package. The quality of life changes such as no longer requiring OnCreate/OnDestroy methods have really made my day.

    And caught by Tertle on the discord: Unity.Animation -> Unity.Motion. Hrmmmmm??????????
     
    DaxodeUnity likes this.
  3. aburger22

    aburger22

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    The dots 1.0.0-pre44 packages keeps throwing the following error. Removing the Entities Graphics package causes the error to go away. Experienced on Unity Editor 2022.2.7f1.

    BatchRendererGroup requires the use of a ScriptableRenderPipeline.
    UnityEngine.Rendering.BatchRendererGroup:.ctor (UnityEngine.Rendering.BatchRendererGroup/OnPerformCulling,intptr)
    Unity.Rendering.EntitiesGraphicsSystem:OnCreate () (at ./Library/PackageCache/com.unity.entities.graphics@1.0.0-pre.44/Unity.Entities.Graphics/EntitiesGraphicsSystem.cs:860)
    Unity.Entities.ComponentSystemBase:CreateInstance (Unity.Entities.World) (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/ComponentSystemBase.cs:210)
    Unity.Entities.World:AddSystem_OnCreate_Internal (Unity.Entities.ComponentSystemBase) (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/World.cs:462)
    Unity.Entities.World:GetOrCreateSystemsAndLogException (System.Collections.Generic.IEnumerable`1<System.Type>,int,Unity.Collections.AllocatorManager/AllocatorHandle) (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/World.cs:1150)
    Unity.Entities.World:GetOrCreateSystemsAndLogException (System.Type[],Unity.Collections.AllocatorManager/AllocatorHandle) (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/World.cs:1182)
    Unity.Entities.DefaultWorldInitialization:AddSystemToRootLevelSystemGroupsInternal<Unity.Entities.DefaultWorldInitialization/DefaultRootGroups> (Unity.Entities.World,System.Collections.Generic.IEnumerable`1<System.Type>,Unity.Entities.ComponentSystemGroup,Unity.Entities.DefaultWorldInitialization/DefaultRootGroups) (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/DefaultWorldInitialization.cs:235)
    Unity.Entities.DefaultWorldInitialization:AddSystemToRootLevelSystemGroupsInternal (Unity.Entities.World,System.Collections.Generic.IEnumerable`1<System.Type>) (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/DefaultWorldInitialization.cs:274)
    Unity.Entities.DefaultWorldInitialization:Initialize (string,bool) (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/DefaultWorldInitialization.cs:154)
    Unity.Entities.DefaultWorldInitialization:DefaultLazyEditModeInitialize () (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Entities/DefaultWorldInitialization.cs:341)
    Unity.Scenes.SubScene:OnEnable () (at ./Library/PackageCache/com.unity.entities@1.0.0-pre.44/Unity.Scenes/SubScene.cs:318)
    UnityEditor.EditorApplication:Internal_RestoreLastOpenedScenes ()
     
  4. Fabrice_Lete

    Fabrice_Lete

    Unity Technologies

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    Do you have either URP or HDRP installed? If not, you should. ECS isn't compatible with the built-in render pipeline.
     
  5. Laicasaane

    Laicasaane

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    When will the samples be updated to this new version?
     
    BackgroundMover likes this.
  6. hesmeron

    hesmeron

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    Will ECS be compatible with VR? LAst time i tried it i went to a lto of trouble with hybrid renderer and was in the end unable to make it work
     
  7. move_zig

    move_zig

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    Since upgrading from pre.15 I keep getting an error that my aspects don't implement interface member IAspectCreate<MyAspect>.AddComponentRequirements. Its the same thing if I create a brand new 3D URP project in 2022.2.7f1 and add com.unity.graphics. As soon as I create an aspect I get this error.
     
  8. tertle

    tertle

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    How do you do your namespaces? there was a regression here I've already brought to Unity's attention

    Fails
    Code (CSharp):
    1. namespace BovineLabs.Core
    2. {
    3.     using Unity.Entities;
    4.  
    5.     public readonly partial struct TestAspect : IAspect
    6.     {
    7.         public readonly RefRO<BLDebug> Test;
    8.     }
    9. }
    Works
    Code (CSharp):
    1. using Unity.Entities;
    2.  
    3. namespace BovineLabs.Core
    4. {
    5.     public readonly partial struct TestAspect : IAspect
    6.     {
    7.         public readonly RefRO<BLDebug> Test;
    8.     }
    9. }
     
    dwulff and move_zig like this.
  9. tassarho

    tassarho

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    Aug 25, 2019
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    i had some error about inputsystem inputaction "already register by typemanager", i tried everything (including remove all entity packages + inputsystem packages) but i had to make a new project and reimport all my scripts to fixe it.

    Plus i have a strange bug where every time i place a script on my gameobject it's added twice, not a serious issue but weird.. someone has this issue too?
     
  10. tertle

    tertle

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    This issue?
    https://forum.unity.com/threads/ent...ng-is-completely-broken.1401106/#post-8813329

    I have a fix here (as shown in above post.)
    https://forum.unity.com/threads/ent...ng-is-completely-broken.1401106/#post-8814862

    Requires tiny package modification though and if you don't want to do that I think Unity will be releasing a minor update with some fixes soon~
     
  11. tassarho

    tassarho

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  12. IsaacsUnity

    IsaacsUnity

    Unity Technologies

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    I can't give any timelines, but we're working to update the ECS Samples repo to the latest version, will share back when there's more details!
     
    Laicasaane likes this.
  13. OUTTAHERE

    OUTTAHERE

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    Sep 23, 2013
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    upload_2023-2-20_17-31-29.png

    The best thing is: No more warnings, no more errors. (so far) Neither at build time, nor at run time.
    Much, much needed cleanup of a release, I'm very happy with it so far!
     
    Opeth001, Ruchir and elliotc-unity like this.
  14. aburger22

    aburger22

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    May 19, 2020
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    I have URP installed. I have since found out that for me this error occurs in 2022.2.6f1 and 2022.2.7f1. If I create a project in 2022.2.5f1 with DOTS 1.0.0.pre-44 then no such error occurs.
     
  15. BackgroundMover

    BackgroundMover

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    May 9, 2015
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    Note about the megacity sample, if you download it via the zip it'll be missing many assets, use git clone instead
     
    Last edited: Feb 21, 2023
    The-Oddler likes this.
  16. Endlesser

    Endlesser

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    Nov 11, 2015
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    d1favero and UniqueCode like this.
  17. gencontain

    gencontain

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    I had this exact issue in a project that was already set up to use URP. Doing a Reimport All fixed it.
     
  18. IsaacsUnity

    IsaacsUnity

    Unity Technologies

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    Yes, ECS for Unity is supported on VR platforms as well. We're still working on doing more robust testing, but if you encounter any difficulties, please raise a bug so we can triage and fix them accordingly. Thank you!
     
    MagiJedi likes this.
  19. Volshar

    Volshar

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    Hi, awesome work! Is there any possibility that DOTS will support 2D workflow in the future? Or was that all canceled with Project Tiny?
     
  20. Laicasaane

    Laicasaane

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    They would likely not give out any concrete answer for this. This is from Dev Blitz 2022:
    upload_2023-2-22_10-4-53.png
     
    bb8_1, Volshar and charleshendry like this.
  21. Thaina

    Thaina

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    Jul 13, 2012
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    Is it possible to do pure ECS project as of now? Do we still need GameObject system?

    Also are there any tutorial for ECS navigation exist?
     
    Last edited: Feb 22, 2023
  22. Antypodish

    Antypodish

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    DOTS 1.0 uses scene based conversion work flow.

    Saying that, you still can generate entities manually if you want to. Or via baking process with GO prebas.

    Either way, you can bake initial prefabs and then crate any archetype for these entities as you want.

    Regarding navigation, you may need to use one of community proposed solutions. At least one of them discusses using Unity navmesh.
     
    MadeFromPolygons and Thaina like this.
  23. Thaina

    Thaina

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    Thanks. Sadly 1.0 should have editor template and tools for pure dots project already
     
  24. Antypodish

    Antypodish

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    There is no such thing like PURE DOTS. It is false convention, which floats about.

    You will use UI API, which isn't DOTS. Unless you will create own API, for UI, which will use also raycast. But is it needed really?
    You will use Unity Inputs API, which isn't DOTS.
    You will use either hybrid or, URP / HDRP API.
    You have DOTS based physics.
    You can make various type of games already.
    Inspector is very helpful utility to assist and speed up game making.
    Depending what you are planning to do, you will need for some type of games animation, navigation etc.
    Saying that, not all game need these. So it isn't stopper.

    Let unity DOTS team focus on polishing DOTS core, rather than being demanding; and instead making things like Unity does, releasing halve asset APIs.
     
  25. Thaina

    Thaina

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    The concept of pure DOTS is about replacing scene and gameobject/component system

    Input is independence system, or we could consider replace new input EventSystem with DOTS

    Canvas system should be replaced by 2D ECS. Or using new UIElements, I think that was underlyingly ECS

    We used to have Inspector and other editor's component that refurbished to support DOTS and Tiny subscene, which also convert scene into subscene system

    The point is DOTS system is not really compatible with gameobject and scene system. And it's like we have engine inside engine and I don't feel that was a good direction
     
    apkdev and ThynkTekStudio like this.
  26. Laicasaane

    Laicasaane

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    Pure DOTS might happen in the far future. But in the near future, they have to address many issues at the core first for the foundation to be stable. And it should be able to support user-defined workflows that only depend on core functionality. Currently it breaks for some of us just because we want to extend the core for custom functions and tighter control over the world.
     
  27. Antypodish

    Antypodish

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    I doubt it to be honest.
    As I would like be mistaken, we will most likely not see anything special for 2-3 years on the matter.
    Unity DOTS already pursue hybrid approach since few years.
    They addressed that there will be DOTS and GO.
    They do work on certain API which meant to be DOTS sided.
    But seeing works been done on Unity, they may want to rather optimize GO domain, to be more compatible with DOTS and support hybrid GO-DOTS solutions, rather having PURE DOTS.
    I.e. adapting Unity NavMesh, to be usable with Jobs, as we experienced.
     
  28. runner78

    runner78

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    GO will stay in the editor as an authoring object, but I think that more and more features will get an ECS variant.

    Basically, input system in combination with ECS without a GameObject is already possible, e.g. a system (based on SystemBase) that implements the autogenerated ActionInterface and writes the inputs to a component.
     
  29. Thaina

    Thaina

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    What I say is there should be an option to create new project and ditch all gameObject if we liked to

    GameObject could be common way. But should have option to not using it if we would do DOTS anyway. I just don't want to maintain project that has 2 system that can do the same thing and require conversion
     
  30. move_zig

    move_zig

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    Yep that was it. Thanks!
     
  31. axmsw

    axmsw

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    Could we get an update on WebGL roadmap? Is it still a Unity first-class citizen for DOTS, or maybe, or unlikely?

    WASM threads are now GA (ref), but the issue seems to be DOTS use of compute shaders? WebGPU spec is still in draft, Unity is progressing but no visibility of WebGPU yet (ref)... perhaps a "poly-fill" is needed?

    Browser support especially for enterprise deployments is important... even if we can't yet get full DOTS performance improvements WebGL in its current form should still be compilable and executable with at least current performance levels (IMHO).
     
  32. Vacummus

    Vacummus

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    Was Unity.Animation renamed to Unity.Motion?
     
  33. UniqueCode

    UniqueCode

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    You can already do that. But this line of thinking is wrong. You don't really want to setup raw components in the editor. It's tedious, designer unfriendly and requires knowledge about the inner workings of your dots code. Authoring components provide an abstract, designer friendly way to compose data. And if dots had animation and audio, at runtime, there would be only one runtime running (dots). Right now you still need the old systems. So in the future, GameObjects are the "editor-side composable gameplay elements" while at runtime it's only dots code. If you actually try the baking workflow you'll find that it's quite nice. There's nothing hacky or workaroundy about it, it's much better than having just pure dots (except that there's more api surface to understand but it will get easier over time with more tutorials).
     
    Enzi, zandalus and Luxxuor like this.
  34. IsaacsUnity

    IsaacsUnity

    Unity Technologies

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    Hello everyone! Please note that we've released a hotfix for the following packages:
    Looking forward to your feedback as always!
     
  35. toomasio

    toomasio

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  36. elliotc-unity

    elliotc-unity

    Unity Technologies

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    There are several issues discussed in that thread, and I definitely fixed at least a subset of them. What's your current symptom?
     
    DreamingImLatios likes this.
  37. toomasio

    toomasio

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  38. tertle

    tertle

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    Somehow this slipped through being fixed, you'll still need to apply the fix I mentioned in that post. I'll update my cloned repo with the fix shortly.
     
  39. toomasio

    toomasio

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    Thanks @tertle for the fix. Was just hoping there would be an official patch rolled out. I'll just work on other things till this is fixed.
     
  40. Quit

    Quit

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    Do you guys get that sometimes when you drag and drop the authoring component onto the game object, it double adds the authoring component? Becomes annoying after some time.
     
    OUTTAHERE, AlexHolderDev and Thaina like this.
  41. UniqueCode

    UniqueCode

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    2022.2.9f1 crashes every 5 minutes for me while 2022.2.5f1 was very stable :(

    -> IN-34582
     
    Last edited: Mar 9, 2023
  42. elliotc-unity

    elliotc-unity

    Unity Technologies

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    Have you submitted a bug? If so, can you report the bug number (like IN-*****) here? Helps it not get lost.
     
  43. OUTTAHERE

    OUTTAHERE

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    You want crash logs? Here's a couple...
    IN-34638
    IN-34634
    IN-34631
    IN-34592
    IN-34482
    IN-34398
    IN-34374
    IN-34369
    IN-34365
    IN-34685

    A common theme might be the Editor Application receiving focus (but not necessarily from being minimized, just a window in front)
     
    Last edited: Mar 9, 2023
    elliotc-unity likes this.
  44. Quit

    Quit

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    Another annoying bug - selecting runtime mode and then selecting assets in the project. Doesn't render any details on them, cuz they aren't entities.
     
    OUTTAHERE likes this.
  45. OUTTAHERE

    OUTTAHERE

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    Fresh crash report, this time with the new and shiny 2022.2.10f1, and attached the full project (sans Library, which I backed up for later possible reference). Importer logs may have been clobbered by the next editor process as I was working on the reproduction, but this thing will probably crash 2-3 times an hour after fairly moderate work iteration, or even literally nothing, like coming back from a coffee break or moving a side a browser window, while in edit mode.

    You can find plenty of logs in the other issues I reported.

    https://unity3d.atlassian.net/servicedesk/customer/portal/2/IN-34770


    Enjoy. (and hopefully please fix / diagnose soon - this has been a complete Nightmare to work with these past weeks)
     
  46. tertle

    tertle

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    What do your stacks point to the crash being out of interest?
     
  47. OUTTAHERE

    OUTTAHERE

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    Was able to reproduce the crash after just 5 minutes from full clean reimport. Just opened a few subscenes, closed them again, recompiled once, and then mashed the play button.

    Most common crash yesterday (March 9th):
    ========== OUTPUTTING STACK TRACE ==================

    0x00007FFC29BA587B (d3d11) CreateDirect3D11SurfaceFromDXGISurface
    0x00007FF60A4EB9B6 (Unity) BufferD3D11::EndWrite
    0x00007FF60A4DEA53 (Unity) GfxDeviceD3D11Base::EndBufferWrite
    0x00007FF60A29CCD6 (Unity) GeometryJobTasks::putGeometryJobTaskInternal
    0x00007FF60A29CC87 (Unity) GeometryJobTasks::putGeometryJobTask
    0x00007FF60A299731 (Unity) GeometryJobTasks::EndFrame
    0x00007FF60BB78412 (Unity) GfxDeviceWorker::RunCommand
    0x00007FF60BB83FBB (Unity) GfxDeviceWorker::RunExt
    0x00007FF60BB840D8 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    0x00007FF60A1D9417 (Unity) Thread::RunThreadWrapper
    0x00007FFC2F3726BD (KERNEL32) BaseThreadInitThunk
    0x00007FFC3050A9F8 (ntdll) RtlUserThreadStart

    ========== END OF STACKTRACE ===========

    The above is common. Also commonly got one with the following on top, the rest the same:
    0x00007FFBA151D0F5 (d3d11) EnableFeatureLevelUpgrade

    or
    0x00007FF68074B1AD (Unity) BufferD3D11::EndWrite



    This one was the star on March 8th, with 5 crashes, and 4 more being the above.
    ========== OUTPUTTING STACK TRACE ==================

    0x00007FF680206CA7 (Unity) DebugDidSyncFence_NoLock
    0x00007FF680206B9C (Unity) DebugDidSyncFence
    0x00007FF68020FB4F (Unity) CompleteFenceInternal
    0x00007FF6804FC507 (Unity) GeometryJobTasks::putGeometryJobTask
    0x00007FF6804FC42A (Unity) GfxDevice::putGeometryJobFence
    0x00007FF681DD76DF (Unity) GfxDeviceWorker::RunCommand
    0x00007FF681DE315B (Unity) GfxDeviceWorker::RunExt
    0x00007FF681DE3278 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
    0x00007FF680438DF7 (Unity) Thread::RunThreadWrapper
    0x00007FFBA74226BD (KERNEL32) BaseThreadInitThunk
    0x00007FFBA7F4A9F8 (ntdll) RtlUserThreadStart

    ========== END OF STACKTRACE ===========
     
    Last edited: Mar 10, 2023
  48. OUTTAHERE

    OUTTAHERE

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    Notably, these don't occur on the same machine and the same unity version with a different project, which is similar in asset size, has much more code, but not ECS.

    It does have a simpler camera setup, though.
     
    Last edited: Mar 9, 2023
  49. Quit

    Quit

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    Got this one as well on GTX 2060S.
     
  50. OUTTAHERE

    OUTTAHERE

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    Tertle's question gave me an idea.

    What I have been trying now is changing the default (the top in the list) graphics API in Player Settings.
    Direct3D 12 unfortunately renders broken shadows (as if entities with DisableRendering still render shadows, but other things are going ont, too), but... Vulkan seems fine and workable.
    upload_2023-3-10_12-33-14.png
    Both D3D12 and Vulkan haven't crashed on me... yet. (hope I did not jinx it)

    EDIT: After being able to positively reproduce and unproduce the issue in the past, with recent Windows and nVidia updates, I am no longer able to reproduce the crash on either graphics API. Might still be there (it was intermittent, but in bursts), but so people don't run down a rabbit hole.
     
    Last edited: Mar 15, 2023
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