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Official Now Available - Native Apple Silicon Editor Preview Builds

Discussion in '2021.2 Beta' started by KevinWelton, Jun 8, 2021.

  1. lawsonh

    lawsonh

    Joined:
    Jul 25, 2018
    Posts:
    80
    I'm using 2021.2.3f1, painting terrain texture and raising lower height as well. Haven't encountered this bug yet.
     
  2. morrhugg

    morrhugg

    Joined:
    Oct 17, 2020
    Posts:
    3
    To repro the bug first enter play mode, close it and then try to edit the terrain.
     
    Last edited: Nov 30, 2021
  3. sakus

    sakus

    Joined:
    Oct 9, 2013
    Posts:
    46
    Just tried this and can confirm, it doesn't happen until after I've entered play mode at least once. Also, after that it's enough to just select the terrain in hierarchy and it starts happening.

    Another thing I noticed just now, selecting the terrain object in hierarchy and then moving around the scene view (before having entered play mode at all yet) I got messages like this in console: "Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak"

    The project I have this on is almost 20GB big so might not be feasible to report using that but I can see if I could strip it out of the heavy hitting gfx assets and such or if I could repro it in a more barebones project..
     
  4. sakus

    sakus

    Joined:
    Oct 9, 2013
    Posts:
    46
    Stripped down my project to more manageable size and submitted a bug. Case 1384836.
     
    RaventurnStefan likes this.
  5. RobertOne

    RobertOne

    Joined:
    Feb 5, 2014
    Posts:
    240
    watching this thread for a while now and it looks like the complaints are getting less and less. so i assume its "stable" now? How about the backporting plans to 2020LTS?
     
  6. sameng

    sameng

    Joined:
    Oct 1, 2014
    Posts:
    159
    Unfortunately I'll have to say it's not "stable" for me. The editor has many issues, performance problems and input problems. The devs are working hard on fixing the issues but I've reverted back to 2020 LTS for now.
     
    RobertOne likes this.
  7. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    For me, it's just barely reached the point where the code compilation/assembly reload performance improvements over 2020 are worth it, but yes I still crash at least once a day, and the input problems and game view/scene view low FPS is quite annoying.
     
  8. thegreatmiasma

    thegreatmiasma

    Joined:
    Mar 27, 2016
    Posts:
    42
    It used to work for me but now the editor crashes every time I exit play mode.
     
  9. alkannyunus

    alkannyunus

    Joined:
    Jul 6, 2020
    Posts:
    19
    Still lots of performance problem on 2021.2.5f1 with Macbooks. I dont really know why unity tech team doesnt fix the editor FPS issue yet.
     
    YamyStudio and Ulnari like this.
  10. olegkuzyk

    olegkuzyk

    Joined:
    Dec 2, 2015
    Posts:
    7
    In my case the performance is much better than the Intel version (2020.3). Yeah, Game window drops fps to around 30 if Scene and Game windows are both on screen. If only Game window on screen - fps is ok (60 fps).
    And crashes mush less.

    One thing that annoys - every time I restart editor popup appears saying I need to refresh the license in Hub.
     
  11. Ng0ns

    Ng0ns

    Joined:
    Jun 21, 2016
    Posts:
    184
    Don't know if this is a known problem but ...

    Using HDRP on my Mac Mini (16gb) completely freezes the system.

    I created a new project using the template "3D HDRP". It opened up fine, shader recompiled etc. Once done i pressed play and my system just froze. After a while my monitor turned off. Had to cut power.

    Second time i managed to press play a few times, but after ~10 mintues i eventually press play for the last time; and had to power cycle again.

    I know people are unlikely to use the Mini for a HDRP project, but.. :(

    Edit: this was on 2021.2.5f1
     
    Last edited: Dec 4, 2021
  12. kendrick_unity

    kendrick_unity

    Joined:
    Apr 14, 2021
    Posts:
    4
    Hi all, why is there no Progressive CPU Lightmapper for 2021.2.5f1? Is this work in progress? Or totally removed for 2021 versions? Thanks
     
  13. ryanmillerca

    ryanmillerca

    Joined:
    Aug 12, 2012
    Posts:
    141
    It was removed intentionally (see below). Not sure if it's supposed to be returning. I would hope so, as Enlighten is quite old. Does the GPU Lightmapper work for you as an alternative?

    https://forum.unity.com/threads/now...or-preview-builds.1122712/page-5#post-7575751
     
    Last edited: Dec 6, 2021
  14. thegreatmiasma

    thegreatmiasma

    Joined:
    Mar 27, 2016
    Posts:
    42
    Crashes a lot recently. Here is a crash log. I can't find a reason in the log but maybe someone else can.

    Unity Editor version: 2021.2.0a19 (f81c6ad18371)
    Branch: trunk
    Build type: Release
    Batch mode: NO
    macOS version: Version 12.0.1 (Build 21A559)
    Darwin version: 21.1.0
    Architecture: arm64
    Running under Rosetta: NO
    Available memory: 16384 MB
    [Licensing::Module] Channel doesn't exist: "LicenseClient-stconvenience"
    Launching external process: /Applications/Unity/Unity.app/Contents/Frameworks/UnityLicensingClient.app/Contents/Resources/Unity.Licensing.Client
    [Licensing::Module] Successfully launched the LicensingClient (PId: 25311)
    [LicensingClient] Handshaking with LicensingClient (version: 1.9.0.a238837)
    [Licensing::Module] Successfully connected to LicensingClient on channel: "LicenseClient-stconvenience" (connect: 1.12s, validation: 0.11s, handshake: 0.05s)
    [Licensing::Module] Connected to LicensingClient (PId: 25311, launch time: 0.00, total connection time: 1.28s)
    Entitlement-based licensing initiated
    [Licensing::Module] Serial number assigned to: "F4-WB57-3D6W-PDN6-U749-XXXX"
    Pro License: NO
    [Licensing::Module] Successfully updated the access token OphlHGX7jrfFYYXtBtzCPyOM7QH68Ns2EaLLimUyB-4001f
    [LicensingClient] Licenses updated successfully
    [Package Manager] Server::Start -- Port 53203 was selected
    Launching external process: /Applications/Unity/Unity.app/Contents/Resources/PackageManager/Server/UnityPackageManager

    COMMAND LINE ARGUMENTS:
    /Applications/Unity/Unity.app/Contents/MacOS/Unity
    -projectpath
    /Users/stconvenience/Documents/ROA
    -useHub
    -hubIPC
    -cloudEnvironment
    production
    -hubSessionId
    9435d2a0-53a4-11ec-8ddc-6ddff959429f
    -accessToken
    OphlHGX7jrfFYYXtBtzCPyOM7QH68Ns2EaLLimUyB-4001f
    Successfully changed project path to: /Users/stconvenience/Documents/ROA
    /Users/stconvenience/Documents/ROA
    [Package Manager] Restoring resolved packages state from cache
    [Package Manager]
    Registered 47 packages:
    Packages from [https://packages.unity.com]:
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    com.unity.addressables@1.18.19 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.addressables@1.18.19)
    com.unity.collab-proxy@1.5.7 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.collab-proxy@1.5.7)
    com.unity.ide.rider@3.0.7 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.ide.rider@3.0.7)
    com.unity.textmeshpro@3.0.6 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.textmeshpro@3.0.6)
    com.unity.timeline@1.6.0-pre.5 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.timeline@1.6.0-pre.5)
    com.unity.ext.nunit@1.0.6 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.ext.nunit@1.0.6)
    com.unity.nuget.newtonsoft-json@2.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.nuget.newtonsoft-json@2.0.0)
    com.unity.scriptablebuildpipeline@1.19.2 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.scriptablebuildpipeline@1.19.2)
    com.unity.2d.common@5.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.2d.common@5.0.0)
    com.unity.2d.animation@6.0.7 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.2d.animation@6.0.7)
    com.unity.mathematics@1.2.1 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.mathematics@1.2.1)
    Built-in packages:
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    com.unity.modules.ai@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.ai@1.0.0)
    com.unity.modules.androidjni@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.androidjni@1.0.0)
    com.unity.modules.animation@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.animation@1.0.0)
    com.unity.modules.assetbundle@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.assetbundle@1.0.0)
    com.unity.modules.audio@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.audio@1.0.0)
    com.unity.modules.cloth@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.cloth@1.0.0)
    com.unity.modules.director@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.director@1.0.0)
    com.unity.modules.imageconversion@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.imageconversion@1.0.0)
    com.unity.modules.imgui@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.imgui@1.0.0)
    com.unity.modules.jsonserialize@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.jsonserialize@1.0.0)
    com.unity.modules.particlesystem@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.particlesystem@1.0.0)
    com.unity.modules.physics@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.physics@1.0.0)
    com.unity.modules.physics2d@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.physics2d@1.0.0)
    com.unity.modules.screencapture@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.screencapture@1.0.0)
    com.unity.modules.terrain@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.terrain@1.0.0)
    com.unity.modules.terrainphysics@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.terrainphysics@1.0.0)
    com.unity.modules.tilemap@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.tilemap@1.0.0)
    com.unity.modules.ui@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.ui@1.0.0)
    com.unity.modules.uielements@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.uielements@1.0.0)
    com.unity.modules.umbra@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.umbra@1.0.0)
    com.unity.modules.unityanalytics@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.unityanalytics@1.0.0)
    com.unity.modules.unitywebrequest@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.unitywebrequest@1.0.0)
    com.unity.modules.unitywebrequestassetbundle@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.unitywebrequestassetbundle@1.0.0)
    com.unity.modules.unitywebrequestaudio@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.unitywebrequestaudio@1.0.0)
    com.unity.modules.unitywebrequesttexture@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.unitywebrequesttexture@1.0.0)
    com.unity.modules.unitywebrequestwww@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.unitywebrequestwww@1.0.0)
    com.unity.modules.vehicles@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.vehicles@1.0.0)
    com.unity.modules.video@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.video@1.0.0)
    com.unity.modules.vr@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.vr@1.0.0)
    com.unity.modules.wind@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.wind@1.0.0)
    com.unity.modules.xr@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.xr@1.0.0)
    com.unity.modules.subsystems@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.subsystems@1.0.0)
    com.unity.modules.uielementsnative@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.modules.uielementsnative@1.0.0)
    com.unity.2d.sprite@1.0.0 (location: /Users/stconvenience/Documents/ROA/Library/PackageCache/com.unity.2d.sprite@1.0.0)

    [Subsystems] No new subsystems found in resolved package list.
    Package Manager log level set to [2]
    [Package Manager] Done registering packages in 0.26s seconds
    Refreshing native plugins compatible for Editor in 7.73 ms, found 2 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Initialize engine version: 2021.2.0a19 (f81c6ad18371)
    [Subsystems] Discovering subsystems at path /Applications/Unity/Unity.app/Contents/Resources/UnitySubsystems
    [Subsystems] Discovering subsystems at path /Users/stconvenience/Documents/ROA/Assets
    GfxDevice: creating device client; threaded=1; jobified=0
    preferred device: Apple M1 (high power)
    Metal devices available: 1
    0: Apple M1 (high power)
    Using device Apple M1 (high power)
    Initializing Metal device caps: Apple M1
    Initialize mono
    Mono path[0] = '/Applications/Unity/Unity.app/Contents/Managed'
    Mono path[1] = '/Applications/Unity/Unity.app/Contents/MonoBleedingEdge/lib/mono/unityjit-macos'
    Mono config path = '/Applications/Unity/Unity.app/Contents/MonoBleedingEdge/etc'
    Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56310
    ImportWorker Server TCP listen port: 0
    AcceleratorClientConnectionCallback - disconnected - :0
    Begin MonoManager ReloadAssembly
    Error scanning for extension ivy.xml files: System.UnauthorizedAccessException: Access to the path '/Applications/Unity/PlaybackEngines/AndroidPlayer/Tools/Pram/runtimes\win\lib\' is denied. ---> System.IO.IOException: Permission denied
    --- End of inner exception stack trace ---
    at System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) [0x00032] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.IO.Enumeration.FileSystemEnumerator`1[TResult].DequeueNextDirectory () [0x00035] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.IO.Enumeration.FileSystemEnumerator`1[TResult].DirectoryFinished () [0x00023] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.IO.Enumeration.FileSystemEnumerator`1[TResult].FindNextEntry (System.Byte* entryBufferPtr, System.Int32 bufferLength) [0x0001d] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.IO.Enumeration.FileSystemEnumerator`1[TResult].MoveNext () [0x00054] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.Collections.Generic.LargeArrayBuilder`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] items) [0x0003d] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.Collections.Generic.EnumerableHelpers.ToArray[T] (System.Collections.Generic.IEnumerable`1[T] source) [0x00033] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.IO.MonoLinqHelper.ToArray[T] (System.Collections.Generic.IEnumerable`1[T] source) [0x00000] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) [0x00009] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) [0x00008] in <56a09cea74224b4cafcbda9f814f7d23>:0
    at UnityEditor.Modules.ModuleManager.LoadLegacyExtensionsFromIvyFiles () [0x000a5] in /Users/bokken/buildslave/unity/build/Editor/Mono/Modules/ModuleManager.cs:253
    Registering precompiled unity dll's ...
    Register platform support module: /Applications/Unity/Unity.app/Contents/PlaybackEngines/MacStandaloneSupport/UnityEditor.OSXStandalone.Extensions.dll
    Register platform support module: /Applications/Unity/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll
    Register platform support module: /Applications/Unity/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll
    Registered in 0.020616 seconds.
    [usbmuxd] Start listen thread
    [usbmuxd] Listen thread started
    [usbmuxd] Send listen message
    Native extension for iOS target not found
    Native extension for Android target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 3.03 ms, found 2 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Mono: successfully reloaded assembly
    - Completed reload, in 0.908 seconds
    Domain Reload Profiling:
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    ExecutionOrderSort (0ms)
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    ProcessInitializeOnLoadMethodAttributes (25ms)
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    ExecutionOrderSort2 (0ms)
    AwakeInstancesAfterBackupRestoration (0ms)
    Platform modules already initialized, skipping
    Application.AssetDatabase Initial Script Refresh Start
    Registering precompiled user dll's ...
    Registered in 0.006527 seconds.
    Starting: /Applications/Unity/Unity.app/Contents/bee_backend --profile="Library/Bee/backend_profiler0.traceevents" --stdin-canary --dagfile="Library/Bee/900b0aE.dag" --continue-on-failure ScriptAssemblies
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    AssetDatabase: script compilation time: 0.186312s
    Begin MonoManager ReloadAssembly
    Native extension for iOS target not found
    Native extension for Android target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 36.43 ms, found 2 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Mono: successfully reloaded assembly
    - Completed reload, in 1.470 seconds
    Domain Reload Profiling:
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    BeginReloadAssembly (115ms)
    ExecutionOrderSort (0ms)
    DisableScriptedObjects (3ms)
    BackupInstance (0ms)
    ReleaseScriptingObjects (0ms)
    CreateAndSetChildDomain (17ms)
    EndReloadAssembly (1331ms)
    LoadAssemblies (48ms)
    RebuildTransferFunctionScriptingTraits (0ms)
    SetupTypeCache (256ms)
    ReleaseScriptCaches (2ms)
    RebuildScriptCaches (32ms)
    SetupLoadedEditorAssemblies (873ms)
    LogAssemblyErrors (0ms)
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    SetLoadedEditorAssemblies (0ms)
    RefreshPlugins (36ms)
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    EditorAssembliesLoaded (0ms)
    ExecutionOrderSort2 (0ms)
    AwakeInstancesAfterBackupRestoration (2ms)
    Platform modules already initialized, skipping
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    Asset DB Process Time: managed=0 ms, native=224 ms
    Asset DB Callback time: managed=0 ms, native=0 ms
    Scripting: domain reloads=1, domain reload time=1545 ms, compile time=187 ms, other=578 ms
    Project Asset Count: scripts=3262, non-scripts=4862
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    ApplyChangesToAssetFolders: 0.026ms
    Scan: 165.429ms
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    CategorizeAssets: 38.654ms
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    InitializingProgressBar: 1.788ms
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    Launching external process: /Applications/Unity/Unity.app/Contents/Tools/UnityShaderCompiler
    Launched and connected shader compiler UnityShaderCompiler after 0.04 seconds
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    Initializing Unity extensions:
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    2021-12-08 08:35:10.158 Unity[25310:926721] NSEventModifierFlagFunction specified to -setKeyEquivalentModifierMask: for item <NSMenuItem: 0x6000024d76b0 Font Asset, ke='Command-F12'>, but is only supported for system-provided menu items; will not be used
    Unloading 877 Unused Serialized files (Serialized files now loaded: 0)
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    [LAYOUT] About to load UserSettings/Layouts/default-2021.dwlt, keepMainWindow=False
    2021-12-08 08:35:10.877 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
    2021-12-08 08:35:10.878 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
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    2021-12-08 08:35:10.878 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
    2021-12-08 08:35:10.878 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
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    2021-12-08 08:35:11.320 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
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    2021-12-08 08:35:11.320 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
    2021-12-08 08:35:11.321 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
    2021-12-08 08:35:11.321 Unity[25310:926721] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
    [MODES] ModeService[default].InitializeCurrentMode
    [MODES] ModeService[default].RaiseModeChanged(default, default)
    2021-12-08 08:35:11.411 Unity[25310:926721] NSEventModifierFlagFunction specified to -setKeyEquivalentModifierMask: for item <NSMenuItem: 0x6000024b76b0 Font Asset, ke='Command-F12'>, but is only supported for system-provided menu items; will not be used
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    Subscribe to USB device events
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    Created GICache directory at /Users/stconvenience/Library/Caches/com.unity3d.UnityEditor/GiCache. Took: 0.003s, timestamps: [9.219 - 9.222]
    gi::BakeBackendSwitch: switching bake backend from 3 to 1.
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    Error setting thread affinity!
    Error setting thread affinity!
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    Error setting thread affinity!
    Error setting thread affinity!
    Request Asset Garbage Collect because used heap size increased from 337.5 MB to 0.59 GB, exceeding the threshold of 256.0 MB.
    Unloading 108 Unused Serialized files (Serialized files now loaded: 0)
    Error setting thread affinity!
    Unloading 54 unused Assets / (18.5 MB). Loaded Objects now: 6573.
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    Total: 27.208167 ms (FindLiveObjects: 0.293709 ms CreateObjectMapping: 0.082125 ms MarkObjects: 24.677708 ms DeleteObjects: 2.153542 ms)

    2021-12-08 08:35:13.154 Unity[25310:926721] NSEventModifierFlagFunction specified to -setKeyEquivalentModifierMask: for item <NSMenuItem: 0x60000a69c4d0 Font Asset, ke='Command-F12'>, but is only supported for system-provided menu items; will not be used
    Request Asset Garbage Collect because used heap size increased from 0.58 GB to 0.85 GB, exceeding the threshold of 256.0 MB.
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    Memory consumption went from 0.86 GB to 0.86 GB.
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    [PathTracer] Loaded OpenRL shaders in 3.089 secs -> Timestamps: [10.263 - 13.351].
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    alloc: 0x2bcf40000
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    Thread 0x2a1747000 may have been prematurely finalized
    SpriteAtlasPacking completed in 1.539152 sec
    Reloading assemblies for play mode.
    Begin MonoManager ReloadAssembly
    Native extension for iOS target not found
    Native extension for Android target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 1.82 ms, found 2 plugins.
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    [MODES] ModeService[none].Initialize
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    RefreshPlugins (2ms)
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    AwakeInstancesAfterBackupRestoration (268ms)
    Platform modules already initialized, skipping
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    Integration: 48.774 ms
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    TrimDiskCacheJob: Current cache size 3mb
    Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
    UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
    UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
    UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
    UnityEngine.Transform:set_parent (UnityEngine.Transform) (at /Users/bokken/buildslave/unity/build/Runtime/Transform/ScriptBindings/Transform.bindings.cs:83)
    InventoryAnimation:Run () (at Assets/Scripts/EventSystem/PuzzleEvents.cs:259)
    PuzzleEventSequencer/<waitForSeconds>d__8:MoveNext () (at Assets/Scripts/PuzzleEventSequencer.cs:50)
    UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/MonoBehaviour.bindings.cs:91)
    PuzzleEventSequencer:RunList () (at Assets/Scripts/PuzzleEventSequencer.cs:26)
    PuzzleEventSequencer/<waitForSeconds>d__8:MoveNext () (at Assets/Scripts/PuzzleEventSequencer.cs:54)
    UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)

    (Filename: /Users/bokken/buildslave/unity/build/Runtime/Transform/ScriptBindings/Transform.bindings.cs Line: 83)

    Asset '135': Transition 'DeliverIt -> empty' in state 'DeliverIt' doesn't have an Exit Time or any condition, transition will be ignored
    UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
    InventoryAnimation:Run () (at Assets/Scripts/EventSystem/PuzzleEvents.cs:268)
    PuzzleEventSequencer/<waitForSeconds>d__8:MoveNext () (at Assets/Scripts/PuzzleEventSequencer.cs:50)
    UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/MonoBehaviour.bindings.cs:91)
    PuzzleEventSequencer:RunList () (at Assets/Scripts/PuzzleEventSequencer.cs:26)
    PuzzleEventSequencer/<waitForSeconds>d__8:MoveNext () (at Assets/Scripts/PuzzleEventSequencer.cs:54)
    UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)

    [/Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs line 37]

    Asset '135': Transition 'swap -> empty' in state 'swap' doesn't have an Exit Time or any condition, transition will be ignored
    UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
    InventoryAnimation:Run () (at Assets/Scripts/EventSystem/PuzzleEvents.cs:268)
    PuzzleEventSequencer/<waitForSeconds>d__8:MoveNext () (at Assets/Scripts/PuzzleEventSequencer.cs:50)
    UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/MonoBehaviour.bindings.cs:91)
    PuzzleEventSequencer:RunList () (at Assets/Scripts/PuzzleEventSequencer.cs:26)
    PuzzleEventSequencer/<waitForSeconds>d__8:MoveNext () (at Assets/Scripts/PuzzleEventSequencer.cs:54)
    UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)

    [/Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs line 37]

    Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
    UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
    UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
    UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
    UnityEngine.Transform:set_parent (UnityEngine.Transform) (at /Users/bokken/buildslave/unity/build/Runtime/Transform/ScriptBindings/Transform.bindings.cs:83)
    InventorySwapAnimation:Run () (at Assets/Scripts/EventSystem/PuzzleEvents.cs:294)
    PuzzleEventSequencer/<waitForSeconds>d__8:MoveNext () (at Assets/Scripts/PuzzleEventSequencer.cs:50)
    UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/MonoBehaviour.bindings.cs:91)
    PuzzleEventSequencer:RunList () (at Assets/Scripts/PuzzleEventSequencer.cs:26)
    PuzzleSolveMain:RunListAfterCollection () (at Assets/Scripts/EventSystem/PuzzleEvents.cs:52)
    PuzzleSolveMain:RunPuzzle (int) (at Assets/Scripts/EventSystem/PuzzleEvents.cs:45)
    PuzzleSolved:RunPuzzleCompletion (int) (at Assets/Scripts/Processors/PuzzleSolved.cs:13)
    OnDropPart:Run () (at Assets/Scripts/Puzzles/PuzzleSolutions.cs:370)
    CheckForPuzzleCompletionPart:CheckCompletion (int,bool&,bool&) (at Assets/Scripts/Puzzles/PuzzleSolutions.cs:526)
    PuzzleOnDrop:OnPointerClick (UnityEngine.EventSystems.PointerEventData) (at Assets/Scripts/Puzzles/PuzzleOnDrop.cs:19)
    UnityEngine.EventSystems.ExecuteEvents:Execute (UnityEngine.EventSystems.IPointerClickHandler,UnityEngine.EventSystems.BaseEventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57)
    UnityEngine.EventSystems.ExecuteEvents:Execute<UnityEngine.EventSystems.IPointerClickHandler> (UnityEngine.GameObject,UnityEngine.EventSystems.BaseEventData,UnityEngine.EventSystems.ExecuteEvents/EventFunction`1<UnityEngine.EventSystems.IPointerClickHandler>) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)
    UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse (UnityEngine.EventSystems.PointerEventData,UnityEngine.GameObject) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:190)
    UnityEngine.EventSystems.StandaloneInputModule:processMousePress (UnityEngine.EventSystems.PointerInputModule/MouseButtonEventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:640)
    UnityEngine.EventSystems.StandaloneInputModule:processMouseEvent (int) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:546)
    UnityEngine.EventSystems.StandaloneInputModule:processMouseEvent () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:526)
    UnityEngine.EventSystems.StandaloneInputModule:process () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:280)
    UnityEngine.EventSystems.EventSystem:Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)

    (Filename: /Users/bokken/buildslave/unity/build/Runtime/Transform/ScriptBindings/Transform.bindings.cs Line: 83)

    Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
    UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
    UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
    UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
    UnityEngine.Transform:set_parent (UnityEngine.Transform) (at /Users/bokken/buildslave/unity/build/Runtime/Transform/ScriptBindings/Transform.bindings.cs:83)
    InventoryAnimation:Run () (at Assets/Scripts/EventSystem/PuzzleEvents.cs:259)
    PuzzleSolveMain:RunListAfterAnimation () (at Assets/Scripts/EventSystem/PuzzleEvents.cs:72)
    ObjectAnimator:RunPostAnimationActions () (at Assets/Scripts/Animation/ObjectAnimator.cs:19)

    (Filename: /Users/bokken/buildslave/unity/build/Runtime/Transform/ScriptBindings/Transform.bindings.cs Line: 83)

    Unloading 3187 Unused Serialized files (Serialized files now loaded: 0)

    =================================================================
    Native Crash Reporting
    =================================================================
    Got a segv while executing native code. This usually indicates
    a fatal error in the mono runtime or one of the native libraries
    used by your application.
    =================================================================

    =================================================================
    Native stacktrace:
    =================================================================
    0x28b3408f8 - /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/MonoEmbedRuntime/osx/libmonobdwgc-2.0.dylib : mono_dump_native_crash_info
    0x28b3030d0 - /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/MonoEmbedRuntime/osx/libmonobdwgc-2.0.dylib : mono_handle_native_crash
    0x28b28b960 - /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/MonoEmbedRuntime/osx/libmonobdwgc-2.0.dylib : mono_sigsegv_signal_handler_debug
    0x1964944e4 - /usr/lib/system/libsystem_platform.dylib : _sigtramp
    0x28b47187c - /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/MonoEmbedRuntime/osx/libmonobdwgc-2.0.dylib : mono_traverse_object_internal
    0x28b47187c - /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/MonoEmbedRuntime/osx/libmonobdwgc-2.0.dylib : mono_traverse_object_internal
    0x28b471b48 - /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/MonoEmbedRuntime/osx/libmonobdwgc-2.0.dylib : mono_traverse_objects
    0x28b471c60 - /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/MonoEmbedRuntime/osx/libmonobdwgc-2.0.dylib : mono_unity_liveness_calculation_from_root
    0x1031da388 - /Applications/Unity/Unity.app/Contents/MacOS/Unity : _Z16MarkDependenciesR27GarbageCollectorThreadStatej
    0x1031d96e8 - /Applications/Unity/Unity.app/Contents/MacOS/Unity : _ZL19MarkAllDependenciesR27GarbageCollectorThreadState
    0x1031d8d80 - /Applications/Unity/Unity.app/Contents/MacOS/Unity : _ZN9AGCThread3RunEv
    0x1031e0f44 - /Applications/Unity/Unity.app/Contents/MacOS/Unity : _ZN9AGCThread9RunThreadEPv
    0x103394160 - /Applications/Unity/Unity.app/Contents/MacOS/Unity : _ZN6Thread16RunThreadWrapperEPv
    0x19647d4ec - /usr/lib/system/libsystem_pthread.dylib : _pthread_start
    0x1964782d0 - /usr/lib/system/libsystem_pthread.dylib : thread_start

    =================================================================
    Telemetry Dumper:
    =================================================================
    Thread 0x16da43000 may have been prematurely finalized* Assertion at mono-threads.c:702, condition `info' not met, function:mono_thread_info_current,
    AcceleratorClientConnectionCallback - disconnected - :0
     
  15. lawsonh

    lawsonh

    Joined:
    Jul 25, 2018
    Posts:
    80
    There's a much newer version released already: 2021.2.5f1
     
  16. roman_sedition

    roman_sedition

    Joined:
    Nov 6, 2016
    Posts:
    13
    2021.2.5f1 cannot create an APK that the Quest 2 can use, it only shows a black scene with the 3 loading dots which continues until the app kills itself. Produces same results on either Windows machine or M1 Mac. Can play the app in editor via link cable fine, it's just the resultant APK that doesn't work. Can duplicate this result by just using the VR template project and building only the sample scene. Downgrading the project to 2021.2.4f1 on Windows machine does work at creating a usable APK by the Quest 2 though.
     
  17. thegreatmiasma

    thegreatmiasma

    Joined:
    Mar 27, 2016
    Posts:
    42
    Are the new versions silicon ready?
     
  18. SurreyMuso

    SurreyMuso

    Joined:
    Mar 16, 2020
    Posts:
    62
    The Unity Hub is your friend :) You can find a link there to the Silicon version of 2021.2.5f1

    If you want the complete list of what's available, the Archive page is one worth bookmarking. Under the Mac button, you'll find both Intel and Silicon versions of the latest releases from 2021.2.0 to 2021.2.5. Take your pick!

    https://unity3d.com/get-unity/download/archive
     
  19. roman_sedition

    roman_sedition

    Joined:
    Nov 6, 2016
    Posts:
    13
    If I use the pre-release of Oculus plugin 3.0.0-pre.1 the VR template project will build a working APK on 2021.2.5f1 but building with the release version 1.11.0 won't and produces the results above. However with the project I downgraded to 2021.2.4f1, when I upgraded it back to 2021.2.5f1 and tried building with the pre-release of Oculus plugin it fails to build with the pre release version of the Oculus plugin but it succeeds in building if I remove the OpenXR package, but also it now also succeeds in building with the release version of the Oculus plugin and OpenXR package coexisting when it previously didn't before downgrade to re upgrade.
     
  20. MariusEthiel

    MariusEthiel

    Joined:
    Nov 13, 2021
    Posts:
    17
    Man, I'm lost .... So, when does it work?
     
  21. roman_sedition

    roman_sedition

    Joined:
    Nov 6, 2016
    Posts:
    13
    Well you could just use 2021.2.5f1 with the pre-release version of the oculus plugin since it at least builds a working apk, cross fingers you don't find something happen down the line.

    Though honestly I think maybe hold off on 2021 for VR development til it has an LTS version and stick to what you're using now.
     
    MariusEthiel likes this.
  22. adslitw

    adslitw

    Joined:
    Aug 23, 2012
    Posts:
    258
    @Tautvydas-Zilys @KevinWelton Sorry to bug you guys, but do you know if anyone has managed to replicate this input issue yet, and/or is a fix on the way? I've downgraded to Intel 2020.3.24 for the time being, but it would be awesome to be able to use the editor at full speed!

    I'd just really like to know that it's on someone's radar and will be fixed (at some point!), cos so far all I have is a QA person telling me they can't reproduce it... (#1381681)

    Here's some of the threads about the issue, FYI:

    https://forum.unity.com/threads/pla...nts-on-macos-doesnt-fire-as-expected.1183165/
    https://forum.unity.com/threads/key-release-is-not-detected-until-another-input-is-made.1208914/
    https://forum.unity.com/threads/key...lways-being-sent-in-new-input-system.1202965/
    https://forum.unity.com/threads/inp...etimes-not-detected-in-update-method.1197550/
    https://forum.unity.com/threads/input-getkey-keeps-returning-true-when-a-key-is-released.1202044/
     
  23. lawsonh

    lawsonh

    Joined:
    Jul 25, 2018
    Posts:
    80
    I've been using 2021.2.3f1 on M1 without any input issues
     
  24. adslitw

    adslitw

    Joined:
    Aug 23, 2012
    Posts:
    258
    That's odd! It's not *super* obvious in my repro project, but in my current 'proper' project it's basically unusable.

    I was definitely worried that it was something about my machine, or project config or something, but I can repro it with an empty project, and there seem to be enough threads about it so I'm fairly confident it's not just me...

    Do you use keyboard input a lot when in play mode? That's when I have the problem, inputs are missed and / or get stuck in their pressed state. Although I've seen others complain about the same issue with mouse button presses too (unsure if that's related or not).
     
  25. lawsonh

    lawsonh

    Joined:
    Jul 25, 2018
    Posts:
    80
    Ah, i've been using mouse input only, sorry.
    This should be looked into.
     
  26. sameng

    sameng

    Joined:
    Oct 1, 2014
    Posts:
    159

    I ran into the problem too and submitted a clean repro and a thread: https://forum.unity.com/threads/sticky-keyboard-input-keys-get-stuck-in-down-state.1196482/

    There's a response from a unity dev in that thread. Unfortunately it looks like it's not a trivial fix, we might still be waiting for some time :(
     
  27. adslitw

    adslitw

    Joined:
    Aug 23, 2012
    Posts:
    258
    @sameng - thank you!! I've been trawling the forum looking for some sort of response, no idea how I missed that thread. At least it is on someones radar. Thanks again.
     
  28. damelin

    damelin

    Joined:
    Jul 3, 2012
    Posts:
    62
    2020 LTS is crashing quite a lot for me, and 2021 preview isn't an option.
    I guess M1 support isn't treated with higher priority because they are used by a minority of dev?
     
  29. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    2021 is no longer a preview and has been considered "stable" for a few weeks now. Why can't you use it?
     
  30. damelin

    damelin

    Joined:
    Jul 3, 2012
    Posts:
    62
    Considered stable isn't enough for a released game.

    I'm afraid of the URP update that comes with 2021. It's probably not battled tested for Android (with thousand of devices to support.) I have already seen enough rendering issues since our project has migrated to LWRP/URP.

    And even if Unity 2021 would be super stable, most plugins/packages developers aren't super active when it comes to support lastest non-LTS Unity version

    Ex: the External Dependency Manager for Unity has been broken for a month now for 2021.2 and I consider this package as a somewhat popular one
     
    RobertOne likes this.
  31. Ulnari

    Ulnari

    Joined:
    Feb 9, 2014
    Posts:
    15
    No crashes (except the occasional unity always had), only frame rate issues in play window. Overall I am quite happy with the M1 version. Thank you devs!
     
    McGravity and MariusEthiel like this.
  32. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    My experience has been different than yours. I use External Dependency Manager in 2021.2 without issue. I have been using LWRP for several months in production on those platforms without issues, on both 2020 and 2021.

    Obviously, you know your project better than I do. But in my experience I haven't had any issues with 2021 or URP/LWRP except Apple Silicon specific stuff.
     
  33. thegreatmiasma

    thegreatmiasma

    Joined:
    Mar 27, 2016
    Posts:
    42
    My version of the Hub didn't have a Silicon option. Updated to V3 and it's there. Thanks for the insight.
     
  34. sakus

    sakus

    Joined:
    Oct 9, 2013
    Posts:
    46
    This thread seems to be dying down but fwiw the latest version (2021.2.6f1) is working ok, although I can't seem to be able to work on an HDRP project at all without my Mac getting so locked up I have to force shutdown.

    That and the terrain problem are the only major things I've noticed. I even started a new URP project and right away go the same terrain issue, at that point I hadn't brought in anything extra either aside from the TMPRO essentials and Cinemachine. Not saying these cause it, but at least it's not any 3rd party plugin I might have had on the tfirst project where I ran into the issue.

    My bug report is still open after two weeks, let's see if someone gets to it at some point.
     
  35. McGravity

    McGravity

    Joined:
    Nov 2, 2013
    Posts:
    60
    I'm using the 2021 silicon editor with a medium sized URP project on a M1 Max and It's working really good. I migrated from 2020 to the 2021 beta version with a lot of third party assets and with every release it runs smoother with less crashes. Thanks to all devs working hard on the native apple silicon version!
     
  36. GluedPixel

    GluedPixel

    Joined:
    Nov 26, 2018
    Posts:
    11
    Unity 2020 was pretty bad for mac, both intel and AS. But I agree, 2021 is getting better and better! Already battle tested for a released project. :) Only issues with 2021.2.6 is from time to time randomly not responding.
     
    MariusEthiel likes this.
  37. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,328
    How is the performance in the editor?
    Do you have a stable framerate without stutters?
     
  38. walthedude

    walthedude

    Joined:
    Dec 1, 2021
    Posts:
    1
    Yes, Unity Editor keeps crashing with the Loading Sign. I am trying to run Vuforia with Unity Editor. Vuforia does not support the M1 yet so I have to run on Rosetta 2.
     
  39. McGravity

    McGravity

    Joined:
    Nov 2, 2013
    Posts:
    60
    Yes very stable. Only problem I'm experiencing is that the fly camera in editor is glitchy in a way where it sometimes keeps flying in a direction when releasing a key (wasd) instead of stopping.
     
    Lars-Steenhoff and MariusEthiel like this.
  40. hjupter2

    hjupter2

    Joined:
    Dec 3, 2013
    Posts:
    14
    Has anyone else seen this problem?
    Basically lists on my Pro Display XDR doesn't show up, works fine when I use Unity in the MacBook Pro display. Maybe this version of Unity can't handle monitor resolutions above 4k?

     
  41. muhammad_ali_safdar

    muhammad_ali_safdar

    Joined:
    Jan 7, 2015
    Posts:
    13
    Unity 2021.2.7 Silicon , working smooth and fast , very low rate of crashes .
    Use FaceBook sdk , gameanalytics sdk , not work Google ios Resolver , just use External Dependency Manager .
    and publish this game from this silicon version unity , https://apps.apple.com/us/app/id1602351830
     
  42. Ritzilla

    Ritzilla

    Joined:
    Mar 24, 2016
    Posts:
    9
    is there any info on when the hub will be sillicon ready?
     
  43. boryai

    boryai

    Joined:
    Dec 24, 2021
    Posts:
    1
    Hello,
    I am brand new to Unity. I've installed the apple Silicon editor but noticed that the tutorials in the Unity Hub "Learn" tab all require the previous Intel editor. Are there any beginner tutorials that work with the Silicon editor 2021.2.7f1?
    Thank you for your help.
     
  44. ryanmillerca

    ryanmillerca

    Joined:
    Aug 12, 2012
    Posts:
    141
    It's a little awkward but you can run those projects (the newer ones anyways) in the silicon editor. Close the project, choose to "keep" it, then open it up again in the Hub and specify the Unity version to use (choose the silicon version you have installed of 2021.2.x). Would be great for this to great a little more streamlined, though!
     
  45. Dalsia

    Dalsia

    Joined:
    Apr 7, 2017
    Posts:
    19
    In general 2021.2.7 is working well for me, but it did crash/freeze my entire Macbook Pro last night when I tried to drag a sprite onto a sprite renderer (even though doing this was fine every other time). I've also noticed a few minor editor quirks that happen only occasionally.

    Really looking forward to the Unity Hub running natively, and a more "official" Apple Silicon release.
     
  46. Cato11

    Cato11

    Joined:
    Jan 5, 2021
    Posts:
    187
    I'm actually experiencing the game view/scene view low FPS issue with 2020.3.25f1 on an M1 Pro (framerate effectively being halved). I've heard reports that downgrading to 2020.3.18f1 fixes the issue, do you know if this is true?

    I have a very poor internet connection right now so I don't fancy waiting hours to download the older version if it doesn't actually solve the problem.
     
  47. marwanzaky

    marwanzaky

    Joined:
    Mar 20, 2019
    Posts:
    11
    When will we expect the Apple Silicon release of Unity Hub? Because it is very slow and consumes a lot of energy in the background.
     
    Dalsia, embraceware and aromana like this.
  48. DrViJ

    DrViJ

    Joined:
    Feb 9, 2013
    Posts:
    153
    Last edited: Jan 13, 2022
  49. Ng0ns

    Ng0ns

    Joined:
    Jun 21, 2016
    Posts:
    184
    Finding myself having to force quit very often when maximising the viewport. Like most people (I assume) I use the shortcut to quickly toggle in and out of different views, but quite often it'll lock up afterwards, showing the twirling mouse cursor (osx)... waiting does not help.
    Luckily its possible to force quit, but due to the frequency (about every 10 mins); its making the editor very hard to work with.

    Edit: seems to happen at other times as well, e.g. toggling a dropdown. Very hard to use the editor like this, as it happens completely randomly.

    Tested in 2021.2.7f1 and 2.8f1, URP project.
     
    Last edited: Jan 15, 2022
  50. MariusEthiel

    MariusEthiel

    Joined:
    Nov 13, 2021
    Posts:
    17
    Wow. I thought the engine was now stable but reading the new posts... I'm wondering about not getting my M1 Max.
    Any of you have created a simple game with M1 version of the engine, without constant crashings?