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Unity Project Tiny 0.23 preview is available

Discussion in 'Project Tiny' started by JC-Cimetiere, Mar 25, 2020.

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  1. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    87
    >> Update - New preview available - Check the latest
    We have just published a new preview Project Tiny that brings a few new features and bug fixes.
    We still recommend that you use TinyRacing and/or Tiny3D sample projects (available here https://github.com/Unity-Technologies/ProjectTinySamples) to experiment as they are the easiest way to get all components required for Project Tiny.
    Go to the “Getting Started Guide” for details.

    Note that 2D Foundational features (com.unity.2d.entities) are not compatible yet with 0.23 (see details below).

    What’s new?

    Here’s a list of new/improved features:
    • 3D audio, demoed in TinyRacing sample on the Audio component for the Crowd game object:


    • Fog options available, demoed in TinyRacing sample on the subscene lighting options:

    • Support for player connection in Desktop, Android, and iOS which enables you to use Debug.Log() to display messages in the console. The Editor and the mobile device need to be on the same Wifi. Enter the IP of the device to connect:
    • Once connected Debug.Log() messages go to the console.

      Know limitation & bug: You must have only one Unity Editor open to enable this feature and you must click/open the “Editor/Player Connection” listbox at least once to enable connection.
    • Burst is now available for Windows (DotNet/IL2CPP) and MacOS (DotNet) with Debug, Development & Release builds.
    • Updated DOTS Runtime to use Emscripten 1.39.8.2
    Fixed:
    • Opening DOTS Solution on Mac will sometimes open in the wrong editor
    • Better matching between editor and runtime rendering colors.
      • Convert shader color fields to linear
      • Camera background color now matches the scene view
      • Fix metallic, and smoothness colors
    • Compiler errors in LambdaJobDescription when building with entities 0.7.0-preview.19 and above
    • AsmJS-debug builds failing due to unaligned access in GuardHeap
    • Convert all Tiny ComponentSystems to SystemBase
    About 2D Foundational features: not compatible yet with 0.23
    Please note that anyone using the 2D Foundational features (see forum announcement) which includes com.unity.2d.entities 0.22.0-preview.8, you need to continue using com.unity.tiny.all 0.22 and the related Getting started guide for Preview 0.22. We are working on upgrading these features to the latest com.unity.tiny.all and will post an update in the forum when available.


    Full Change logs of Project Tiny (package dependencies):
    com.unity.tiny@0.23
    • Fixed an issue where stopping audio would cancel all in-flight web requests as reported https://forum.unity.com/threads/tiny-3rd-party-api-requests-iframes-bug.819057/ (Thank you, Maras!)
    • Renamed DefaultTinyWorldInitialization to DefaultWorldInitialization. The original type is deprecated and will be removed in the next release.
    • The interface Unity.Entities.IJobForEach is deprecated for Project Tiny. Any jobs using this interface should be changed to use IJobChunk and Entities.ForEach. Support for IJobForEach in Project Tiny will be removed in the next release.
    • Changed all public fields of components in Tiny Animation to be PascalCase instead of camelCase. This is a breaking change and no automatic upgrade has been provided.
    • Removed the TinyAnimationAuthoring component; Tiny Animation now uses the classic Animation component for conversion. This is a breaking change and no automatic upgrade has been provided.
    • Added TinyAnimationMecanimSupport and TinyAnimationScalePatcher to re-introduce features lost by removing TinyAnimationAuthoring.
    • Removed Animation menu entry: it's incomprehensible and no longer needed.
    com.unity.tiny.rendering@0.23
    • Fixes in the runtime lit shader: metallic, smoothness and emission are now working as expected. The runtime and Editor appearance are getting closer.
    com.unity.dots.runtime@0.23
    • Added window to select what configs to generate the dots solution with.
    • Stopped requiring a reference to Unity.Tiny.Main and Unity.Tiny.EntryPoint for a root assembly to work. Implicitly adds those if an entry point is not referenced.
    Sharing feedback
    This forum is the best place to open discussions and ask questions. When you encounter a bug, please use the Unity Bug Reporter in the Unity Editor, accessible via Help > Report a Bug. Include “Project Tiny” in the title to help our staff triage things appropriately!
    For more details on how to report a bug, please visit this page..

    Thanks again for your feedback and engagement!
     
    Last edited: Apr 15, 2020
  2. eizenhorn

    eizenhorn

    Joined:
    Oct 17, 2016
    Posts:
    1,944
    Link broken, missed
    tree/master/
     
  3. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    87
    Thanks for catching! Fixed.
     
  4. Sarkahn

    Sarkahn

    Joined:
    Jan 9, 2013
    Posts:
    277
    Having a few issues with the runtime mesh sample in the editor. It works when I build it but I can't load the scene in the editor or run it from the editor

    Unity_NpwvecgUGC.png

    I guess there's some problem with the subscene? Also I get a some warnings and errors in the console after running a build:

    Unity_k7yArxy2MM.png
     
  5. gwenaelle_unity

    gwenaelle_unity

    Unity Technologies

    Joined:
    Jul 24, 2018
    Posts:
    9
    We don't support nested subscenes yet. Remove the "missing subscene". Also for this sample, the scene is empty, the geometry is only created at runtime in a dots runtime build, and doesn't work in play mode.
     
    Last edited: Mar 25, 2020
    Sarkahn likes this.
  6. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Sorry about that
    The RuntimeGeometry3D Dots Subscene should be empty
    I've pushed a fix, please pull the latest changes and it should work
     
    Sarkahn likes this.
  7. dora-gt

    dora-gt

    Joined:
    Feb 15, 2018
    Posts:
    6
    I'm stuck at "Code Setup" step 2.
    There isn't `Unity.Tiny.EntryPoint` and `Unity.Tiny.Main`.
    Every time I set the references, it is reset. Idk why.
    Do you come up with any causes?

    Also, could you please allow readers to comment on the document?

    Code (CSharp):
    1. Exception: This method should have been replaced by codegen
    2. LambdaForEachDescriptionConstructionMethods.ThrowCodeGenException[TDescription] () (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/CodeGeneratedJobForEach/LambdaJobDescription.cs:394)
    3. LambdaForEachDescriptionConstructionMethods.ForEach[TDescription,T0] (TDescription description, Unity.Entities.UniversalDelegates.R`1[T0] codeToRun) (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/CodeGeneratedJobForEach/UniversalDelegates.gen.cs:175)
    4. Unity.Tiny.Rendering.UpdateCameraMatricesSystem.OnUpdate () (at Library/PackageCache/com.unity.tiny.rendering@0.23.0-preview.2/Runtime/Unity.Tiny.Rendering/Camera.cs:340)
    5. Unity.Entities.SystemBase.Update () (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/SystemBase.cs:480)
    6. Unity.Entities.ComponentSystemGroup.UpdateAllSystems () (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/ComponentSystemGroup.cs:134)
    7. UnityEngine.Debug:LogException(Exception)
    8. Unity.Debug:LogException(Exception) (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/Stubs/Unity/Debug.cs:19)
    9. Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/ComponentSystemGroup.cs:138)
    10. Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/ComponentSystemGroup.cs:114)
    11. Unity.Entities.ComponentSystem:Update() (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/ComponentSystem.cs:108)
    12. Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at Library/PackageCache/com.unity.entities@0.8.0-preview.8/Unity.Entities/ScriptBehaviourUpdateOrder.cs:152)
    upload_2020-3-30_13-23-18.png
     
    Last edited: Mar 30, 2020
  8. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

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    With version 0.23 there is no need to reference `Unity.Tiny.EntryPoint` and `Unity.Tiny.Main`.
    The build program will handle that for you
    I've updated the user guide doc, thanks for reporting this.
     
  9. dora-gt

    dora-gt

    Joined:
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    Thanks for the fix but I'm still experiencing the error.

    > Exception: This method should have been replaced by codegen

     
  10. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

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    Can you share more information?
    Is this one of our samples or your own project?
    Can you also share the assembly definition file and the build configuration that you are using?
     
  11. dora-gt

    dora-gt

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    I'm following the procedure of "Setting up a New Project" of the document, creating a new project.
    I'm trying to create a new "Assembly Definition" and it is always reset maybe because Unity fails to compile.
    The error says "Exception: This method should have been replaced by codegen".

     
  12. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
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    You need to press apply after setting the references.
    Currently, it's not fun to create a project from scratch in tiny, there are a lot of steps and we are working on improving that.
    I recommend that you copy Tiny3D sample and modify the assembly definition file and build configuration.
     
  13. dora-gt

    dora-gt

    Joined:
    Feb 15, 2018
    Posts:
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    Oops, sorry I was pushing "Apply" on this dialog.

    upload_2020-3-30_16-12-16.png
    It seems that this "Apply" button doesn't work well in this case. Thanks.
    Also it would be helpful if you could show the procedure of building for WebAssembly. I could build and deployed but it didn't work well like: https://tiny-unity.netlify.com/gamesystems

    Btw, I tried https://tiny.vision/TinyRacing/ this app on my iPhone but it freezes if the car collides another.
     
  14. Ted_Wikman

    Ted_Wikman

    Unity Technologies

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    Oct 7, 2019
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    Hello @dora-gt ,

    Thank you for reporting the issue with the Apply button. We will file a bug report about this.

    Regarding your build issues, if you build the same project for Windows or MacOS, does it work then?
    If this works, try to build an wasm build and run it from a local web server.

    We have also noticed that some users have issues with their FTP programs. Make sure the FTP program of your choice has its transfer mode set to binary, to avoid corruption of the data files on upload.

    Keep us posted on your progress.
     
  15. dora-gt

    dora-gt

    Joined:
    Feb 15, 2018
    Posts:
    6
    I tried to build for macOS. It says:

    Code (CSharp):
    1. $ ./GameSystems
    2. [libil2cpp] A managed exception was thrown. The Tiny runtime does not support managed exceptions.
    3. [libil2cpp] The exception message is: System error.
    4. [libil2cpp] Managed stack trace:
    5. at Unity.Entities.Serialization.SerializeUtility.DeserializeWorld(Unity.Entities.ExclusiveEntityTransaction,Unity.Entities.Serialization.BinaryReader,System.Object[])
    6.   at Unity.Tiny.Scenes.SceneStreamingSystem.<OnUpdate>b__6_1(Unity.Entities.Entity,Unity.Tiny.Scenes.SceneData&,Unity.Tiny.Scenes.SceneLoadRequest&)
    7.   at Unity.Tiny.Scenes.SceneStreamingSystem/Unity.Tiny.Scenes.<>c__DisplayClass_OnUpdate_LambdaJob1.PerformLambda(System.Void*,System.Void*,Unity.Entities.Entity)
    8.   at Unity.Entities.CodeGeneratedJobForEach.StructuralChangeEntityProvider.IterateEntities(System.Void*,System.Void*,Unity.Entities.CodeGeneratedJobForEach.StructuralChangeEntityProvider/PerformLambdaDelegate)
    9.   at Unity.Tiny.Scenes.SceneStreamingSystem.OnUpdate()
    10.   at Unity.Entities.SystemBase.Update()
    11.   at Unity.Entities.ComponentSystemGroup.OnUpdate()
    12.   at Unity.Entities.ComponentSystem.Update()
    13.   at Unity.Entities.World.Update()
    14.   at Unity.Tiny.UnityInstance.Update()
    15.   at Unity.Tiny.EntryPoint.Program/<>c__DisplayClass0_0.<Main>b__0()
    16. [libil2cpp] Native stack trace:
    17. 0   GameSystems                         0x0000000104618269 _ZN6il2cpp2os10StackTrace16NativeStackTraceEv + 57
    18. 1   GameSystems                         0x00000001046171d0 _ZN6il2cpp2os12CrashHelpers5CrashEv + 32
    19. 2   GameSystems                         0x0000000104614d25 _ZN4tiny2vm9Exception5RaiseEP15Il2CppException + 261
    20. 3   GameSystems                         0x00000001045c95a9 _Z30il2cpp_codegen_raise_exceptionP11Exception_t + 9
    21. 4   GameSystems                         0x0000000104886b26 SerializeUtility_ReadTypeArray_m205C2AB503852F31AB8AC21C24D488AE80257E61 + 630
    22. 5   GameSystems                         0x0000000104885c5d SerializeUtility_DeserializeWorld_m7E5A33B65484368B4C2732D5C7FDA53CAADC8951 + 669
    23. 6   GameSystems                         0x0000000104921911 SceneStreamingSystem_U3COnUpdateU3Eb__6_1_mADA80C1EA1C914DF327FFAFA2A59D60C56D4E005 + 785
    24. 7   GameSystems                         0x00000001049226d1 U3CU3Ec__DisplayClass_OnUpdate_LambdaJob1_PerformLambda_m276756501FCA16D116348877F537474B37A9C71E + 193
    25. 8   GameSystems                         0x00000001048885e2 StructuralChangeEntityProvider_IterateEntities_m13968DBB352308AF1E23C4C6A20EAFA18E75E304 + 290
    26. 9   GameSystems                         0x000000010492130d SceneStreamingSystem_OnUpdate_m33E47B472922F8AB1C13BDC3E7B9B85EFB38C876 + 701
    27. 10  GameSystems                         0x0000000104888961 SystemBase_Update_m9ABDC8490E61C7C7A010F259C0CE94DB03F76270 + 145
    28. 11  GameSystems                         0x0000000104863376 ComponentSystemGroup_OnUpdate_mFB899980685B4F6B088098C1F766F773C0DC9B85 + 310
    29. 12  GameSystems                         0x0000000104861b65 ComponentSystem_Update_m28896FBD179C0241C8B015E4179DCAE23BFDA2FF + 261
    30. 13  GameSystems                         0x000000010488c32f World_Update_m830072D163FEBBDED3A1449E6B234895ED517ACE + 63
    31. 14  GameSystems                         0x0000000104922afe UnityInstance_Update_mAE7A0D2670F4367D0B663953C6C8CAA30400DED3 + 46
    32. 15  GameSystems                         0x00000001047f0543 U3CU3Ec__DisplayClass0_0_U3CMainU3Eb__0_m3F51DBC96CBF9C52A427FCC385A798BB909DE7E0 + 19
    33. 16  GameSystems                         0x0000000104922fd6 RunLoop_EnterMainLoop_mFBDF03F8383490F657BB0367C022CC82E2D2AC01 + 86
    34. 17  GameSystems                         0x00000001045c956e main + 14
    35. 18  libdyld.dylib                       0x00007fff6ab91cc9 start + 1
    36. 19  ???                                 0x0000000000000001 0x0 + 1
    37.  
    38. Illegal instruction: 4
    Hmmm should I add something else?
     
  16. Atstec

    Atstec

    Joined:
    Feb 25, 2017
    Posts:
    3
    Hello everyone. I have a problem - on my samsung s4 (only open gl2.0) Tiny Racing start with black screen and without any sound. What's a problem? In logcat has not any error message.
     
  17. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
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    @dora-gt, thank you for the log. It seems that you have hit a bug we have discovered in Tiny 0.23. We are currently investigating the cause of this issue. Sorry for the inconvenience.
     
  18. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
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  19. Atstec

    Atstec

    Joined:
    Feb 25, 2017
    Posts:
    3
    In current runtime requirements says that Android 4.4+ and nothing more. My phone has Android 5 and could run other unity application with graphic api gles 2.0. Maybe problem in hardcoded graphic api? How can I change it in build configuration?

    update: I started application from Androin Studio and application put in log this message:
    E/libEGL: called unimplemented OpenGL ES API
    E/IMGSRV: :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: MakeTextureMipmapLevels: Unknown texture format !
    E/IMGSRV: :0: MakeTextureMipmapLevels: Unknown texture format !
    E/IMGSRV: :0: MakeTextureMipmapLevels: Unknown texture format !
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    E/IMGSRV: :0: MakeTextureMipmapLevels: Unknown texture format !
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: MakeTextureMipmapLevels: Unknown texture format !
    E/IMGSRV: :0: MakeTextureMipmapLevels: Unknown texture format !
    E/IMGSRV: :0: MakeTextureMipmapLevels: Unknown texture format !
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: MakeTextureMipmapLevels: Unknown texture format !
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Switching psTex 0x9dcb9200 to XBGR
    :0: ComputeFrameBufferCompleteness: Switching psLevel 0x9dcd6000 to XBGR
    E/IMGSRV: :0: ComputeFrameBufferCompleteness: Unknown texture format
    :0: ComputeFrameBufferCompleteness: Unknown texture format
    E/IMGSRV: :0: MakeTextureMipmapLevels: Unknown texture format !
     
    Last edited: Apr 3, 2020
  20. Johnsms123

    Johnsms123

    Joined:
    Nov 13, 2016
    Posts:
    1
    Do you plan to support the new netcode
     
  21. sebastianm_unity

    sebastianm_unity

    Unity Technologies

    Joined:
    May 3, 2018
    Posts:
    17
    None of those messages indicate an error.
    Our graphics backend does probing of functionality (we are going to reduce this!) even if it is not used.
    None of the above functions are required.

    We'll try to get QA to test on your device specs.
     
  22. QnRA

    QnRA

    Joined:
    Nov 28, 2013
    Posts:
    4
    Is it possible to build ASMJS into single file with 0.23? I'm trying to use Tiny for Playable Ad project.
    There are examples of doing that for 0.14, but can't figure out how to do it now.
     
  23. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Hi,
    Exporting web builds into single file support is currently in progress and will be available in the upcoming releases either in Tiny 0.25 or 0.26
     
    exoainteractive likes this.
  24. yossi_horowitz_artie

    yossi_horowitz_artie

    Joined:
    Jan 30, 2019
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    <<The interface Unity.Entities.IJobForEach is deprecated for Project Tiny. Any jobs using this interface should be changed to use IJobChunk and Entities.ForEach. Support for IJobForEach in Project Tiny will be removed in the next release.>>

    How come? The vast majority of ECS Systems in our codebase are IJobForEach-based!
     
  25. yossi_horowitz_artie

    yossi_horowitz_artie

    Joined:
    Jan 30, 2019
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    Oh, I see -- they're going away in core ECS as well. Hmm.
     
  26. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    104
    @yossi_horowitz_artie , correct. IJobForEach is getting deprecated. You can read more about the reasons behind it from @Joachim_Ante in this post. The thread also contains some good suggestions from other developers on how to handle the transition over to Entities.ForEach.
     
  27. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    384
    Do we now have any expand support of dotnet tiny profile as of yet? I still waiting for `System.IO.Stream`
     
  28. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    306
    With the requirement being Visual Studio 2019 for development, will support be added for Visual Studio Code at some point?
     
  29. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    7,391
    Could you combine the cake animation demo with the generative mesh example to make a better looking demo?
     
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