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Official Project Tiny 0.29 preview is available

Discussion in 'Project Tiny' started by JC-Cimetiere, Aug 19, 2020.

  1. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    UPDATE: new version available see https://forum.unity.com/threads/project-tiny-0-31-preview-is-available.998752/

    We have just published a new preview “Project Tiny” that brings a few new features and bug fixes.
    As always, please visit the “Getting Started Guide” for important details, and remember that the best way to experiment with Project Tiny is to start from the samples available at https://github.com/Unity-Technologies/ProjectTinySamples.


    Highlights: 2D Entities 0.29 released and debugging on Web builds

    2D Entities 0.29 has been released with support for Project Tiny 0.29 and requires Unity 2020.1.0f1 or later. Read more about it here.

    You can now debug code in builds for Web (set breakpoints, inspect variables etc) from your IDE. See the Debug section.



    What's new
    • Web managed debugger
    • Webp lossless is now the default texture format
    • Implement signing settings support for Android and iOS
    • Implement build & run functionality for iOS builds
    • 2D Entities package updated to latest version of Project Tiny
    Bug fixes
    • Improved performance of debugger attaching
    • Error when instantiating an entity with animation component
    • Web: Wasm build throws exception on startup when build contains multiple subscenes
    • Enable memory growth by default for web builds
    • Optimize float4x4 SIMD multiplications
    • Optimize temp linear allocator
    • Fix input offset on some Android web browsers
    • Fix an issue where building macos desktop fails after building iOS
    • Fix a bug where changes in the scene don’t get built on Android
    • Set correct depth on tiny text submit calls for transparency sorting
    • Fix an issue where tiny builds will fail if Unity china version is used
    • Fix depth sorting in Tiny particles
    • Managed debugger Android builds are crashing on launch if built using Android FAT configuration
    Reminder: Play-in-Editor Game view no longer supported
    Starting with preview 0.28, the Play-in-Editor (in Game view via DOTS Hybrid mode) was no longer supported and will be replaced in the future with an embedded DOTS Runtime player taking over and replacing the Game view. For now we recommend you use “Built and Run” with the Windows/Mac DotNet build configurations for the best result and still fast iteration. The Build process is incremental and relatively fast when you’ve made only small changes.
    Stay tuned for further improvements in this area.

    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: Nov 2, 2020
  2. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    126
    Does this mean that 2D and 3D are now both in 0.29?

    If so can I use previous features now in 2D? (such as dynamic text)
     
  3. SINePrime

    SINePrime

    Joined:
    Jan 24, 2019
    Posts:
    54
    Moving forward, are new releases of Tiny going to include 2D entities support?

    Also (and this may have been asked already) could you share what the hurdles for supporting 2D entities in new releases of Tiny are?
     
  4. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    905
    What's will be next in 0.30 ?
     
  5. ClaireJY

    ClaireJY

    Joined:
    Mar 26, 2018
    Posts:
    4
    Will project tiny verified version run on Unity 2019 ?
     
  6. TheUltimateRichu

    TheUltimateRichu

    Joined:
    Dec 25, 2018
    Posts:
    11
    Can anyone of you build with this version?

    First i got an error who told me, that the tundra build failed, then, after downgrading and upgrading again, I get this error:

    InvalidOperationException: Unable to create a SharedStatic for this key. It is likely that the same key was used to allocate a shared memory with a smaller size while the new size requested is bigger
    Unity.Burst.SharedStatic.CheckResult (System.Void* result) (at Library/PackageCache/com.unity.burst@1.4.0-preview.2/Runtime/SharedStatic.cs:161)
    Unity.Burst.SharedStatic.GetOrCreateSharedStaticInternal (System.Int64 getHashCode64, System.Int64 getSubHashCode64, System.UInt32 sizeOf, System.UInt32 alignment) (at Library/PackageCache/com.unity.burst@1.4.0-preview.2/Runtime/SharedStatic.cs:169)
    Unity.Burst.SharedStatic`1[T].GetOrCreate[TContext] (System.UInt32 alignment) (at Library/PackageCache/com.unity.burst@1.4.0-preview.2/Runtime/SharedStatic.cs:59)
    Unity.Entities.EntityComponentStore..cctor () (at Library/PackageCache/com.unity.entities@0.14.0-preview.18/Unity.Entities/EntityComponentStore.cs:1428)
    Rethrow as TypeInitializationException: The type initializer for 'Unity.Entities.EntityComponentStore' threw an exception.
    Unity.Entities.EntityDataAccess.Initialize (Unity.Entities.EntityDataAccess* self, Unity.Entities.World world) (at Library/PackageCache/com.unity.entities@0.14.0-preview.18/Unity.Entities/EntityDataAccess.cs:164)
    Unity.Entities.EntityManager.Initialize (Unity.Entities.World world) (at Library/PackageCache/com.unity.entities@0.14.0-preview.18/Unity.Entities/EntityManager.cs:220)
    Unity.Entities.World..ctor (System.String name, Unity.Entities.WorldFlags flags) (at Library/PackageCache/com.unity.entities@0.14.0-preview.18/Unity.Entities/World.cs:472)
    Unity.Entities.World..ctor (System.String name) (at Library/PackageCache/com.unity.entities@0.14.0-preview.18/Unity.Entities/World.cs:452)
    Unity.Entities.Runtime.Build.BuildStepExportEntities.<Run>g__ExportSceneToFile|4_0 (UnityEngine.SceneManagement.Scene scene, System.Guid guid, Unity.Entities.Runtime.Build.BuildStepExportEntities+<>c__DisplayClass4_0& ) (at Library/PackageCache/com.unity.dots.runtime@0.29.0-preview.22/Unity.Entities.Runtime.Build/BuildStepExportEntities.cs:46)
    Unity.Entities.Runtime.Build.BuildStepExportEntities.Run (Unity.Build.BuildContext context) (at Library/PackageCache/com.unity.dots.runtime@0.29.0-preview.22/Unity.Entities.Runtime.Build/BuildStepExportEntities.cs:90)
    Unity.Build.BuildStepCollection.Run (Unity.Build.BuildContext context) (at Library/PackageCache/com.unity.platforms@0.7.0-preview.10/Editor/Unity.Build/BuildStepCollection.cs:77)
    UnityEngine.Debug:LogException(Exception, Object)
    Unity.Build.ResultBase:LogResult() (at Library/PackageCache/com.unity.platforms@0.7.0-preview.10/Editor/Unity.Build/ResultBase.cs:64)
    Unity.Build.Editor.<>c:<.cctor>b__41_0(BuildConfiguration) (at Library/PackageCache/com.unity.platforms@0.7.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationScriptedImporterEditor.cs:55)
    Unity.Build.Editor.BuildConfigurationScriptedImporterEditor:ExecuteCurrentBuildAction() (at Library/PackageCache/com.unity.platforms@0.7.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationScriptedImporterEditor.cs:127)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  7. brunocoimbra

    brunocoimbra

    Joined:
    Sep 2, 2015
    Posts:
    671
    starting from entities 0.12, the packages are only compatible with 2020.1. So no, as the latest version already relies on 0.14
     
    tonialatalo likes this.
  8. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

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    May 8, 2014
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    No, the Unity version for Project Tiny will be at least on 2020.x minimum.
     
    tonialatalo likes this.
  9. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

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    Jul 27, 2018
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    319
    Can you remove the library folder and try to build again?
     
  10. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
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    Tiny 0.30 is still in progress and I don't have the list of features that will be included yet
    Are you looking for a specific feature/bug fix?
     
    deus0 and NotaNaN like this.
  11. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    905
    For very specific is UI and font that it really feel blocking to me. I wish I could use dynamic font and emoji for some in game chat

    But I also wish to know what you have specific short term goal so I could plan what I should do with tiny and the direction of unity tiny
     
    Eldridge likes this.
  12. TheUltimateRichu

    TheUltimateRichu

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    Dec 25, 2018
    Posts:
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    I couldn't remove this folder completely. The ILPostProcessorRunner can't be removed, so I set up a new project and tried again. I found, that the debugger needs to be disabeled (set do release mode). The build worked, but I just see a black window, when I start the completed build.
     
    Last edited: Aug 28, 2020
  13. TheUltimateRichu

    TheUltimateRichu

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    It now looks like this:
     

    Attached Files:

  14. TheUltimateRichu

    TheUltimateRichu

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    Update: It works now. I forgot to leave a copy from the camera and the light outside the subscene. Sorry for that one.
     
    AbdulAlgharbi likes this.
  15. Lajaylar

    Lajaylar

    Joined:
    Jan 3, 2020
    Posts:
    5
    Fix an issue where tiny builds will fail if Unity china version is used!~:D:D:DTiny is very important in China. Thank you~
     
    NotaNaN likes this.
  16. SteelX_AW

    SteelX_AW

    Joined:
    May 29, 2017
    Posts:
    2
    Any updates on when HTTP request library will be included? Will it be in 0.30?
     
    tonialatalo likes this.
  17. itsarjunsinh

    itsarjunsinh

    Joined:
    Nov 9, 2019
    Posts:
    16
    How would IAP (Google Play) work in project tiny? Is it possible right now?
     
  18. TheUltimateRichu

    TheUltimateRichu

    Joined:
    Dec 25, 2018
    Posts:
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    I'm sorry if I disturb again. Some of the builds work now, but when I want to build for macOS or Linux, I get this (type) error:

    Build DotsRuntimeBuildConfiguration_linux failed after 6.72s.
    [ 3s] Executed build program. Created build graph with 1605 nodes.
    [ 3s] Build frontend of artifacts\tundra_gamesystems-dotsruntimebuildconfiguration_linux_au4.dag ran (build file timestamp changed: buildconfiguration.json)
    tundra: error: unable to map gamesystems-dotsruntimebuildconfiguration_linux to any named node or input/output file

    UnityEngine.Debug:LogError(Object, Object)
    Unity.Build.ResultBase:LogResult() (at Library/PackageCache/com.unity.platforms@0.7.0-preview.10/Editor/Unity.Build/ResultBase.cs:60)
    Unity.Build.Editor.<>c:<.cctor>b__41_0(BuildConfiguration) (at Library/PackageCache/com.unity.platforms@0.7.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationScriptedImporterEditor.cs:55)
    Unity.Build.Editor.BuildConfigurationScriptedImporterEditor:ExecuteCurrentBuildAction() (at Library/PackageCache/com.unity.platforms@0.7.0-preview.10/Editor/Unity.Build.Editor/BuildConfigurationScriptedImporterEditor.cs:127)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    Does anybody know, what that means?
     
    dannyalgorithmic likes this.
  19. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
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    Can you try to remove Library\DotsRuntimeBuild\settings directory and try to build again?
     
  20. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
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    Hey
    HTTP request development is still in progress and won't be in 0.30
    There is no implementation out of the box in Tiny for IAP but you can do it yourself
    we support packing custom libraries into your build
     
    itsarjunsinh and tonialatalo like this.
  21. Grizzant

    Grizzant

    Joined:
    Jun 4, 2015
    Posts:
    8
    Hello,

    In how many versions / how much time can i expect to have lightmaps and custom shaders ( shaderlab or shadergraph ) ?
    In fact, i need to provide great visual and VFX experience but at the moment it is pretty limited on this topic. :(


    Thanks beforehand
     
  22. dannyalgorithmic

    dannyalgorithmic

    Joined:
    Jul 22, 2018
    Posts:
    96
    Default collision behaviour such as simulating bounces and resting collisions
     
  23. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
    52
    Hi,
    I'm trying to build Tiny3D
    please, help I cannot solve the :

    Build Wasm failed after 1.75s.
    error: Value cannot be null.
    Parameter name: executableStringFor (System.ArgumentNullException)
    at Bee.Core.Backend.AddAction

    My project is in C:\ root folder, I tried to delete Library/DotsRuntimeBuild and my Visual studio has installed .Net desktop development and C++
    upload_2020-9-29_21-34-2.png

     
  24. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
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    Nevermind, I uploaded to mac built it without problems
     
  25. tmars

    tmars

    Joined:
    Jul 26, 2013
    Posts:
    35
    superblockio likes this.
  26. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

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    Jul 27, 2018
    Posts:
    319
    Hey
    It's still in progress and expected to be released later this month but there is no exact date yet
     
    superblockio, NotaNaN and tmars like this.
  27. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    905
    I wish to know what feature will enabled this release
     
    superblockio likes this.
  28. tarikisildar

    tarikisildar

    Joined:
    May 3, 2019
    Posts:
    7
    Hey, I am getting this too, I can build without any problems on version 0.26 but 0.29 gives this error.
    I am using Rider btw.
     
    Sergey_Droba likes this.
  29. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
    52
    @AbdulAlgharbi could you give me a tip on how can I install .Net desktop development and C++ development in Rider, since it has advised in the docs file.
     
  30. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
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    I can confirm, I tried 0.26 on Windows and it can build without problems unlike 0.29
     
  31. tarikisildar

    tarikisildar

    Joined:
    May 3, 2019
    Posts:
    7
    Now I tried with VS and it worked well. But I don't think these are the problem, it wouldn't build in 0.26 either if C++ development was missing or something like that.
     
  32. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    So you need to install Visual Studio, .Net desktop development, and C++ development alongside with rider
    Visual Studio is required for building any target on Windows
    Just make sure if you are switching Tiny versions on the same project to remove Library/DotsRuntimeBuild/settings
    Also, can you check that .net and il2cpp builds work for you?
     
  33. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
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    So the upcoming release is a big one and we have many new things such as:
    • Support HLSL shaders
    • Game saves/preferences support
    • New scene management pipeline
    • Multi-camera support
    • Blendshapes support
    • Support incremental conversion
    • Support for Tiny JSON
    • Custom web templates are now supported
    • Support for native app icons in Android and iOS apps
    But it's in the early testing stages and we won't release it unless we make sure it's stable so I expect we have it ready later this month
     
    superblockio, dred236, Thaina and 7 others like this.
  34. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
    52
    I solved the issue by installing Windows 10 SDK.

    But now I have on local web server, but the Tiny 3D works fine
    Code (CSharp):
    1. 011671be:0x254c89 Uncaught RuntimeError: unreachable
    2.     at il2cpp::os::CrashHelpers::CrashImpl() (<anonymous>:wasm-function[10507]:0x254c89)
    3.     at il2cpp::os::CrashHelpers::Crash() (<anonymous>:wasm-function[10501]:0x254b1e)
    4.     at tiny::vm::Exception::Raise(Il2CppException*) (<anonymous>:wasm-function[10474]:0x253091)
    5.     at SerializeUtility_ReadTypeArray_m205C2AB503852F31AB8AC21C24D488AE80257E61 (<anonymous>:wasm-function[7913]:0x14ae5c)
    6.     at SerializeUtility_DeserializeWorld_m7E5A33B65484368B4C2732D5C7FDA53CAADC8951 (<anonymous>:wasm-function[7912]:0x149eb7)
    7.     at SceneStreamingSystem_U3COnUpdateU3Eb__6_1_mADA80C1EA1C914DF327FFAFA2A59D60C56D4E005 (<anonymous>:wasm-function[10149]:0x2282f1)
    8.     at U3CU3Ec__DisplayClass_OnUpdate_LambdaJob1_PerformLambda_m276756501FCA16D116348877F537474B37A9C71E (<anonymous>:wasm-function[10166]:0x229668)
    9.     at StructuralChangeEntityProvider_IterateEntities_m13968DBB352308AF1E23C4C6A20EAFA18E75E304 (<anonymous>:wasm-function[7900]:0x149158)
    10.     at SceneStreamingSystem_OnUpdate_m33E47B472922F8AB1C13BDC3E7B9B85EFB38C876 (<anonymous>:wasm-function[10146]:0x227d1c)
    11.     at SystemBase_Update_m9ABDC8490E61C7C7A010F259C0CE94DB03F76270 (<anonymous>:wasm-function[7928]:0x14c135)
    Am I missing something?
    Thank you!
     
    Last edited: Oct 3, 2020
  35. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    905
    Thank you very much. We can wait for the awesome
     
    AbdulAlgharbi likes this.
  36. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    What server are you using?
    Also does "build and run" from the editor work?
     
  37. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
    52
    I'm just trying to run wasm on my local browser, it "build and run" fine but I got a white screen in Chrome. In console it says: Failed to load resource: the server responded with a status of 404 (Not Found). I tried to restart Unity.
     
  38. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    If you are using FileZilla make sure the transfer mode is set to Binary
    http://docs.inboundnow.com/guide/set-filezilla-into-binary-mode/
     
  39. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
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    52
  40. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

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    Jul 27, 2018
    Posts:
    319
  41. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
    52
  42. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

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    Jul 27, 2018
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    319
    Can you zip and share the build files?
    also, how are you running the server? some repro steps would really help to identify the issue
     
    Sergey_Droba likes this.
  43. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
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    Of course, thank you very much for your help!
    There it is
     
  44. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    hmmm I can't reproduce locally
    I used http-server and the build was loading for me
    here is what I used


    cd gamesystems-wasm
    http-server -c-1

    then I navigated the server address given by http-server
    and I was able to load the game, although its just white screen (is this expected?)
    upload_2020-10-12_10-30-21.png
     
  45. Sergey_Droba

    Sergey_Droba

    Joined:
    Nov 6, 2016
    Posts:
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    No, the white screen is the issue I encountered too.
     
  46. Fotal

    Fotal

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    Apr 9, 2019
    Posts:
    38
    Looks great! Any performance improvements?

    In Russia, we have issues with a low internet connection (not stable 4g), and, for example,TinyRacing can load 10 - 15 seconds, and when loaded, most of the game elements are just white squares). All these 10-15 seconds the game screen is just white, which does not give our player an understanding of what is happening with the game and why it does not load.
    We tested your game on our audience and they also have a long white screen and white squares problem just if they are using mobile internet. Everything works fine with wi-fi.

    We are profiled our own UnityTiny Web game and notice that the 8mb .wasm file load Is too slow with this internet connection.

    We would like to at least display the process of loading (%) of this .wasm file so that our player sees at least something and does not leave. And also to be sure that when the game is loaded our player will not see the white squares that for some reason didn't load.

    You can test this behaviour:
    1. Open incognito mode
    2. Enable mobile internet with "only 3g" option
    3. Open TtinyRacing https://tiny.vision/demos/TinyRacing/Wasm/TinyRacing.html

    P.s. I cannot load game properly with my 4g internet, lol, 25 seconds with white squares (((
     
    deus0 likes this.
  47. CocosGames

    CocosGames

    Joined:
    Aug 31, 2014
    Posts:
    37
    Not OpenGL?
     
  48. CocosGames

    CocosGames

    Joined:
    Aug 31, 2014
    Posts:
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    Dots is Unity's future, Tiny based on Dots, so it's based on the future.
    In the future, do we need a " tiny game " any more?
     
  49. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    905
    I think unity tiny, even in the future, will have 3 places to be used
    - Small mobile game and app. Such as android instant app, which I think would be more common
    - HTML Web game, the same scale as above
    - Interactive Ads or injectable game for social media. As small as possible to be able to load as fast as possible

    While the "non tiny" would be used for the normal to large scale. Console or PC platform. And majority of conventional mobile game
     
    deus0 and NotaNaN like this.
  50. d_grass

    d_grass

    Joined:
    Mar 6, 2018
    Posts:
    45
    In my opinion there is a big market about online 3D-Configurators (for cars, bikes, kitchens, etc...), which have to be lightweight in size and performant for the casual online visitor and an average mobile device (including apples). Currently most companies are using frameworks which are targeting webgl explicitly for this purpose (like babylon.js, three.js etc...) because Unity comes with a huge overhead at the moment. But these frameworks are not convinient enough like Unity with its editor and builtin asset management solutions which some have todo themselfs in these frameworks.

    I hope that Unity Tiny is also targeting to be a solution for such cases, where someone want to implement it as a application inside a website which also can communicate more effortless with the website and its DOM.
     
    deus0 and NotaNaN like this.