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Project Tiny C# Preview (0.15.3) available

Discussion in 'Project Tiny' started by JC-Cimetiere, Jun 3, 2019.

  1. Rocco_B

    Rocco_B

    Joined:
    Oct 28, 2016
    Posts:
    25
    Thank you for the swift reply and clarification! :)
     
  2. MiraiMimpi

    MiraiMimpi

    Joined:
    Apr 21, 2016
    Posts:
    4
    It turns out i didn't install newest Windows SDK in visual studio 2019.
    If anyone encouter this problem please do install Widows SDK in visual studio 2019 / 2017 also enable internet connection for the unity editor in the firewall.

    Sorry for bad english. Hope it helps !
     
  3. Rocco_B

    Rocco_B

    Joined:
    Oct 28, 2016
    Posts:
    25
    Hmm, I'm not sure if this is also a bug now. I am trying to use the TMP Font Asset Creator. It seems to generate the Font Atlas correctly and I am able to click Save to get the Save Dialog to appear. However, right when I click Save in the Save Dialog popup I get the following 3 errors immediately after clicking it. The SDF saves and I am able to use it in the editor. I just wanted to report this incase this is a bug.

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. TMPro.TMP_FontAsset.get_atlasTexture () (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_FontAsset.cs:158)
    3. Unity.Editor.Assets.BitmapFontAsset.GetAssetInfo (Unity.Editor.Assets.IAssetEnumerator ctx, TMPro.TMP_FontAsset font) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/FontAsset.cs:14)
    4. Unity.Editor.Assets.UnityObjectAsset`1[T].GetAssetInfo (Unity.Editor.Assets.IAssetEnumerator ctx, UnityEngine.Object obj) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetEnumerator.cs:201)
    5. Unity.Editor.Assets.AssetEnumerator.GetAssetInfo (UnityEngine.Object obj) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetEnumerator.cs:163)
    6. Unity.Editor.AssetManager.HandleImportAsset (UnityEngine.Object asset, Unity.Editor.Persistence.PostprocessEventArgs args) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetManager.cs:248)
    7. Unity.Editor.Persistence.AssetPostprocessorCallbacks+TypedAssetCallbacks`1[TAsset].Dispatch (UnityEngine.Object asset, Unity.Editor.Persistence.PostprocessEventArgs args) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/AssetPostprocessorCallbacks.cs:36)
    8. Unity.Editor.Persistence.AssetPostprocessorCallbacks.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/AssetPostprocessorCallbacks.cs:194)
    9. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    10. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    11. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    12. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    13. UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:572)
    14. UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:144)
    15. UnityEditor.AssetDatabase:CreateAsset(Object, String)
    16. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:Save_SDF_FontAsset(String) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1425)
    17. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:SaveNewFontAsset(Object) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1216)
    18. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:DrawControls() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1032)
    19. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:OnGUI() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:257)
    20. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    21.  
    Code (CSharp):
    1. NotSupportedException: Property is ReadOnly
    2. Unity.Entities.EntityContainerPropertyBag+ComponentsProperty+DynamicBufferProperty`1[TValue].SetValue (Unity.Entities.EntityContainer& container, Unity.Entities.DynamicBufferContainer`1[T] value) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:197)
    3. Unity.Properties.PropertyVisitor.VisitProperty[TProperty,TContainer,TValue] (TProperty property, TContainer& container, Unity.Properties.ChangeTracker& propertyChangeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:72)
    4. Unity.Properties.VisitCollectionElementCallback`1[TContainer].VisitProperty[TElementProperty,TElement] (TElementProperty property, TContainer& container) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:21)
    5. Unity.Entities.EntityContainerPropertyBag+ComponentsProperty+GetBufferElementDataCallback`1[TCallback].Invoke[TBuffer] () (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:95)
    6. Unity.Properties.PropertyBag`1[TContainer].Cast[TCallback] (TCallback callback) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/IPropertyBag.cs:37)
    7. Unity.Entities.EntityContainerPropertyBag+ComponentsProperty.GetPropertyAtIndex[TGetter] (Unity.Entities.EntityContainer& container, System.Int32 index, Unity.Properties.ChangeTracker& changeTracker, TGetter getter) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:239)
    8. Unity.Properties.PropertyVisitor.TryVisitCollectionWithAdapters[TProperty,TContainer,TValue] (TProperty property, TContainer& container, TValue& value, Unity.Properties.ChangeTracker& changeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:164)
    9. Unity.Properties.PropertyVisitor.VisitCollectionProperty[TProperty,TContainer,TValue] (TProperty property, TContainer& container, Unity.Properties.ChangeTracker& propertyChangeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:93)
    10. Unity.Entities.EntityContainerPropertyBag.Accept[TVisitor] (Unity.Entities.EntityContainer& container, TVisitor visitor, Unity.Properties.ChangeTracker& changeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:256)
    11. Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer& container, TVisitor visitor, Unity.Properties.ChangeTracker& changeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:27)
    12. Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer& container, TVisitor visitor, Unity.Properties.IVersionStorage versionStorage) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:15)
    13. Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer container, TVisitor visitor, Unity.Properties.IVersionStorage versionStorage) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:8)
    14. Unity.Editor.AssetManager.RemapEntityReferences (Unity.Collections.NativeHashMap`2[TKey,TValue] remap) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetManager.cs:318)
    15. Unity.Editor.AssetManager.HandleEndPostprocess () (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetManager.cs:292)
    16. Unity.Editor.Persistence.AssetPostprocessorCallbacks.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/AssetPostprocessorCallbacks.cs:242)
    17. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    18. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    19. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    20. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    21. UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:572)
    22. UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:144)
    23. UnityEditor.AssetDatabase:SaveAssets()
    24. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:Save_SDF_FontAsset(String) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1561)
    25. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:SaveNewFontAsset(Object) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1216)
    26. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:DrawControls() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1032)
    27. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:OnGUI() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:257)
    28. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    29.  
    Code (CSharp):
    1. NotSupportedException: Property is ReadOnly
    2. Unity.Entities.EntityContainerPropertyBag+ComponentsProperty+DynamicBufferProperty`1[TValue].SetValue (Unity.Entities.EntityContainer& container, Unity.Entities.DynamicBufferContainer`1[T] value) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:197)
    3. Unity.Properties.PropertyVisitor.VisitProperty[TProperty,TContainer,TValue] (TProperty property, TContainer& container, Unity.Properties.ChangeTracker& propertyChangeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:72)
    4. Unity.Properties.VisitCollectionElementCallback`1[TContainer].VisitProperty[TElementProperty,TElement] (TElementProperty property, TContainer& container) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:21)
    5. Unity.Entities.EntityContainerPropertyBag+ComponentsProperty+GetBufferElementDataCallback`1[TCallback].Invoke[TBuffer] () (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:95)
    6. Unity.Properties.PropertyBag`1[TContainer].Cast[TCallback] (TCallback callback) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/IPropertyBag.cs:37)
    7. Unity.Entities.EntityContainerPropertyBag+ComponentsProperty.GetPropertyAtIndex[TGetter] (Unity.Entities.EntityContainer& container, System.Int32 index, Unity.Properties.ChangeTracker& changeTracker, TGetter getter) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:239)
    8. Unity.Properties.PropertyVisitor.TryVisitCollectionWithAdapters[TProperty,TContainer,TValue] (TProperty property, TContainer& container, TValue& value, Unity.Properties.ChangeTracker& changeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:164)
    9. Unity.Properties.PropertyVisitor.VisitCollectionProperty[TProperty,TContainer,TValue] (TProperty property, TContainer& container, Unity.Properties.ChangeTracker& propertyChangeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyVisitor.cs:93)
    10. Unity.Entities.EntityContainerPropertyBag.Accept[TVisitor] (Unity.Entities.EntityContainer& container, TVisitor visitor, Unity.Properties.ChangeTracker& changeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities.Properties/EntityContainer.cs:256)
    11. Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer& container, TVisitor visitor, Unity.Properties.ChangeTracker& changeTracker) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:27)
    12. Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer& container, TVisitor visitor, Unity.Properties.IVersionStorage versionStorage) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:15)
    13. Unity.Properties.PropertyContainer.Visit[TContainer,TVisitor] (TContainer container, TVisitor visitor, Unity.Properties.IVersionStorage versionStorage) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.properties@0.5.0-preview/Unity.Properties/PropertyContainerVisit.cs:8)
    14. Unity.Editor.AssetManager.RemapEntityReferences (Unity.Collections.NativeHashMap`2[TKey,TValue] remap) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetManager.cs:318)
    15. Unity.Editor.AssetManager.HandleEndPostprocess () (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Assets/AssetManager.cs:292)
    16. Unity.Editor.Persistence.AssetPostprocessorCallbacks.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor/AssetPostprocessorCallbacks.cs:242)
    17. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    18. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    19. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    20. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <23c160f925be47d7a4fd083a3a62c920>:0)
    21. UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:572)
    22. UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:144)
    23. UnityEditor.AssetDatabase:ImportAsset(String)
    24. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:Save_SDF_FontAsset(String) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1563)
    25. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:SaveNewFontAsset(Object) (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1216)
    26. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:DrawControls() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1032)
    27. TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:OnGUI() (at /Users/roccobriganti/Documents/GitHub/project-tiny-hauler-c#/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:257)
    28. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    29.  
     
  4. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @Frickinlaser you need to install visualstudio with c++ support
     
  5. brunocoimbra

    brunocoimbra

    Joined:
    Sep 2, 2015
    Posts:
    21
    The DOTS mode is not only for Project Tiny, it is only for DOTS, which includes Project Tiny and excludes everything non-DOTS (MonoBehaviours, GameObjects and current Prefabs).
     
  6. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    21
    Please use 2019.2.0b3 or above as indicated.
     
  7. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    21
    On the topic of the general direction of the DOTS Mode Editor (also responding to @brunocoimbra sorry if i missed anyone else)

    DOTS Mode Editor is built for DOTS, no question. Project Tiny happens to be the first use case to be pure DOTS.
    While building current Unity we learnt a lot over the years. DOTS is the opportunity to build for the future and apply the learning from the past. So while a few temporary shortcuts maybe taken during the preview phase to make Project Tiny usable enough to receive feedback, you can expect that major features will land for DOTS Mode Editor with lots of attention and careful design.
    And don't forget as well that some major DOTS pieces also work in the hybrid mode, exposing itself to the larger Unity user base who cares about big ambitious games on Mobile, PC, Console.
    I hope that helps understanding how we are proceeding.

    And thanks for you for your support ;-)
    JC
     
    GliderGuy and brunocoimbra like this.
  8. nt_aofl

    nt_aofl

    Joined:
    Dec 16, 2016
    Posts:
    2

    I get this same error when trying to run the Hello World example on Windows 10. I have Visual Studio 2017 and 2019 installed but have set 2019 as my preferred editor in Unity. My error message still says "Error with Visual Studio 2017 installation" but then goes on to list the path for Visual Studio 2019.

    Until I can find a way to point Unity to the correct installation, I'm unable to build anything with the C# version of Project Tiny :(.
     
  9. Kleptine

    Kleptine

    Joined:
    Dec 23, 2013
    Posts:
    19
    Appreciate the response. That's the answer I was hoping to hear! Sounds like you're going in the right direction, then.
     
  10. labandunga

    labandunga

    Joined:
    Aug 1, 2012
    Posts:
    26
    How do we build Tiny Projects as headless. Also, how do we remove unwanted features such as Audio, Physics, etc.
     
  11. Twoorb-Studios

    Twoorb-Studios

    Joined:
    Mar 6, 2013
    Posts:
    26
    Building the BrowserInterop sample for Windows DotNet/IL2CPP build target produces the following error

    Code (CSharp):
    1. ##### ExitCode
    2. 1107
    3. ##### Output
    4. [...]\Assets\Samples\Project Tiny\0.15.3-preview\BrowserInterop\prejs~\RandomUserSdk.js : fatal error LNK1107: invalid or corrupt file: cannot read at 0x293
    5. *** Bee build failed (5.36 seconds), 42 items updated
    6.  
    I assume that I am only supposed to use it for the Web build target but what kind of workflow should I adapt to develop for Web but still maintain the "standalone" build setup to do debugging?
     
    Last edited: Jun 5, 2019
  12. Twoorb-Studios

    Twoorb-Studios

    Joined:
    Mar 6, 2013
    Posts:
    26
    Checking the "Allow 'unsafe' code" under Project Settings -> Player seems to have no effect.

    Found the solution, had to check "Allow 'unsafe' code" it in the assembly definition file created for the DOTS project.
     
  13. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @labandunga you can choose what you reference your app/game's asmdef file. Don't want rendering? then don't reference the rendering module. don't want input, then don't reference input module etc. Also take a look at Unity.Tiny.EntryPoint. It also pulls in a few modules for convenience. If you do not want those to get pulled in, you can stop referencing the EntryPoint (and instead provide your own static void Main(), and take over responsibility of getting the system started).

    We have not yet put a lot of work in the usecase of "make desktop builds be distributable". We've so far focussed on the usecase of "make desktop builds be reasonable iteration targets for your webgame". That said, they run fine on mono and system dotnet and dotnet core. Just don't expect them to have a fancy icon :)
     
    labandunga likes this.
  14. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @Twoorb-Studios looks like a bug. That specific example obviously won't provide much value in a dotnet build, because the very thing it demonstrates is how to interact with a browser, but we should still make sure that it builds. Noted.
     
  15. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @nt_aofl It looks like your visual studios are installed without C++ support, which tiny requires. Try going back to the vs2017 or vs2019 (or mabye both if unlucky) installers, and make sure to have the c++ workload installed.
     
  16. sp_steffenhees

    sp_steffenhees

    Joined:
    May 2, 2019
    Posts:
    3
    I use char.IsDigit(myVar) and get the error:
    error CS0117: 'char' does not contain a definition for 'IsDigit'
    Am I doing something wrong or can't I use this method? If so, how do I know which classes and methods I can use?
     
  17. JJJohan

    JJJohan

    Joined:
    Mar 18, 2016
    Posts:
    199
    Aww, you guys didn't port over the Shape2D class. Now I can't create fake 3D cubes anymore :p.

    Wait, yes you did.. Turns out I just needed to add it to the assembly definition reference list.
     
  18. castana1962

    castana1962

    Joined:
    Apr 10, 2013
    Posts:
    362
    Great Job Unity !!!!
     
  19. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @sp_steffenhees we don't have great docs for this yet, but you do get correct intellisense in VisualStudio and in Rider that let's you explore which (very limited) functionality is available in our "tiny" c# base class library.
     
  20. sp_steffenhees

    sp_steffenhees

    Joined:
    May 2, 2019
    Posts:
    3
    @Lucas-Meijer There are some base function we need, like string's substring or int32's parse. Will those be supported in the future, or will there be a lib offering this kind of functions? If yes, do you know a rough timetable for this?
    Thank you!
     
  21. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    @sp_steffenhees we'll be fleshing out the tiny corlib based on your feedback. Generally, additional methods that add little code size, but are convenient, we're very open to adding. functionality that would add meaningful amount of size, we'll likely put in a different lib.

    Please let us know which particular ones you are missing. In the mean time, a way to unblock right now is to grab code like that from here:

    https://github.com/dotnet/corefx/blob/master/src/Common/src/CoreLib/System/Int32.cs#L104
     
    Rocco_B and MaDDoX like this.
  22. furroy

    furroy

    Joined:
    Feb 24, 2017
    Posts:
    93
  23. davenirline

    davenirline

    Joined:
    Jul 7, 2010
    Posts:
    471
    Just tried. Building for Windows DotNet works. Building for web however didn't work:
    upload_2019-6-6_0-7-29.png

    Edit:
    Well, it worked now.
     
    Last edited: Jun 5, 2019
  24. UniversalCreative

    UniversalCreative

    Joined:
    Apr 4, 2019
    Posts:
    9
    Are strings not supported?...
     
  25. jkampitakis

    jkampitakis

    Joined:
    Dec 27, 2015
    Posts:
    56
    Hello, I want to parse a JSON file using Tiny C#, how can I do that?
    Thanks.
     
  26. AlexMasse

    AlexMasse

    Joined:
    Jun 29, 2014
    Posts:
    17
    If you right-click in the Hierarchy window, you should have the option to create a Sprite, a Canvas and a Camera
     
  27. furroy

    furroy

    Joined:
    Feb 24, 2017
    Posts:
    93
    yes but what about creating tiny components, enums, and structs?
     
  28. AlexMasse

    AlexMasse

    Joined:
    Jun 29, 2014
    Posts:
    17
    You can't have string fields in Components because it's not blittable data. If you know the max size of your string, you can use NativeString64, NativeString512 and NativeString4096 instead. Another option, for string and arrays, is to create a struct that implement the IBufferElementData interface.


    public struct MyString : IBufferElementData
    {
    public Char char;
    }


    You can then add it to your entity in the editor, just like a Component, and access in code like this: EntityManager.GetBuffer<MyString>(entity);
     
    Last edited: Jun 5, 2019
    MaDDoX and jkampitakis like this.
  29. AlexMasse

    AlexMasse

    Joined:
    Jun 29, 2014
    Posts:
    17
    The Component editor will be back soon. At the moment, you have to create components, structs and enums in code like this:


    public struct MyComponent : IComponentData
    {
    public int MyField;
    }


    There's no menu item to create a Component C# script at the moment so just select "Create -> C# System" and declare your IComponentData there instead of the ComponentSystem that's in the default script.
     
    Last edited: Jun 5, 2019
    MaDDoX and jkampitakis like this.
  30. Twoorb-Studios

    Twoorb-Studios

    Joined:
    Mar 6, 2013
    Posts:
    26
    For future updates:
    1. What is the plan for attributes / MemberInfo (GetCustomAttribute) ?
    2. What is the plan for editor scripts? (I noticed the new code for creating scripts (C# system) which is using a template. I currently use a solution for quickly creating scripts based on templates and it includes namespaces which is really useful for my workflow / projects.
    3. Is it in any plan DOTS / Tiny to add functions to Get/Set IComponentData in the EntityManager based on ComponentType instead of using generics? (I sync data over network using type and its doable with reflection to call the correct functions, but I assume Tiny won't be adding reflection)

    Thanks for a great way forward with Unity, so far I feel that its a very nice first preview (bugs/roughness/weirdness is to be expected)
     
    AlexMasse likes this.
  31. Rocco_B

    Rocco_B

    Joined:
    Oct 28, 2016
    Posts:
    25
    In some of the previous examples pre C# to do something like State management I would write the following

    ut.EntityGroup.instantiate(pWorld, "game.MainMenu"
    );

    What would the equivalent be now? It seems that EntityManager.Instantiate requires an entity reference. All the examples have one scene. I was thinking of making a GameConfig component with an array of SceneReference types that correspond to each state then I could use the SceneService class to load and unload the appropriate scenes when switching from Menu to Game. Does anyone have any thoughts on how this might be accomplished?
     
  32. AlexMasse

    AlexMasse

    Joined:
    Jun 29, 2014
    Posts:
    17
    That is a good way to do it! You can look at the SpawnAndDestroy sample, SpawnShipSystem.cs, it does exactly that.
     
  33. Rocco_B

    Rocco_B

    Joined:
    Oct 28, 2016
    Posts:
    25
    I took a look at that example. That's actually where I got the idea to make a GameConfig component from. However what data type would I use for an array? I can't seem to make a standard array as it's not blittable and I tried NativeArray but the same thing happens. Is there another type that I can use to make an array in an IComponentData?
     
  34. AlexMasse

    AlexMasse

    Joined:
    Jun 29, 2014
    Posts:
    17
    In the same sample, take a look at AllyShips.cs. It defines a IBufferElementData. Components cannot contain arrays so when you need them, you can create a BufferElementData instead and add it to any entity or config, just like a Component.
     
  35. yossi_horowitz_artie

    yossi_horowitz_artie

    Joined:
    Jan 30, 2019
    Posts:
    56
    Is there garbage collector support, or if you instantiate a C# class does it stick around for the lifetime of the application?

    Thanks! :)
     
  36. underkitten

    underkitten

    Joined:
    Nov 1, 2018
    Posts:
    23
    Need help! Getting this during the build DotNet.

    Code (CSharp):
    1. Cannot find TypeIndex for type hash 'AD17CE5ECC2F98B1'. Ensure your runtime depends on all assemblies defining the Component types your data uses.
    2.    at Unity.Entities.Serialization.SerializeUtility.ReadTypeArray(BinaryReader reader) in E:\TinyC#\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\SerializeUtility.cs:line 215
    3.    at Unity.Entities.Serialization.SerializeUtility.DeserializeWorld(ExclusiveEntityTransaction manager, BinaryReader reader, Int32 numSharedComponents) in E:\TinyC#\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\SerializeUtility.cs:line 53
    4.    at Unity.Tiny.Scenes.SceneStreamingSystem.OnUpdate() in E:\TinyC#\Library\PackageCache\com.unity.tiny@0.15.3-preview\DotsModules\Unity.Tiny.Scenes\SceneStreamingSystem.cs:line 259
    5.    at Unity.Entities.ComponentSystem.InternalUpdate() in E:\TinyC#\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\ComponentSystem.cs:line 818
    6.    at Unity.Entities.ComponentSystemBase.Update() in E:\TinyC#\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\ComponentSystem.cs:line 287
    7.    at Unity.Entities.ComponentSystemGroup.OnUpdate() in E:\TinyC#\Library\PackageCache\com.unity.entities@0.0.12-preview.33\Unity.Entities\ComponentSystemGroup.cs:line 451
     
  37. Fido789

    Fido789

    Joined:
    Feb 26, 2013
    Posts:
    331
    What C++ modules should I install to VS? The default ones are like 4.6 GB. That's quite much for a project calling itself "tiny".
     
  38. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    I can't get VS2019 to even do debugging with normal unity code in the 2019.2 beta . . . grumble
     
    Last edited: Jun 5, 2019
  39. Dudledok

    Dudledok

    Joined:
    Oct 24, 2013
    Posts:
    110
    Same issue as @Jay-Pavlina but it doesn't seem anyone answered them.

    I'm on Windows, had to download the C++ workloads for Visual Studio 2017 (previously just had the Unity one) to get the game to build. I use Rider, tried with 2018.3 and 2019.1.1 (Those are Rider versions not Unity versions, Unity version 2019.2.0b4 of course).

    When selecting Assets > Open DOTS C~ Project I get the following error:

    Code (CSharp):
    1. Failed to generate DOTS C# project files.
    2. System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified.
    3.  
    4.   at System.Diagnostics.Process.StartWithShellExecuteEx (System.Diagnostics.ProcessStartInfo startInfo) [0x00102] in <d465e2b2e5054d2787d6364114c43446>:0
    5.   at System.Diagnostics.Process.Start () [0x00032] in <d465e2b2e5054d2787d6364114c43446>:0
    6.   at (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
    7.   at System.Diagnostics.Process.Start (System.Diagnostics.ProcessStartInfo startInfo) [0x0001b] in <d465e2b2e5054d2787d6364114c43446>:0
    8.   at System.Diagnostics.Process.Start (System.String fileName, System.String arguments) [0x00007] in <d465e2b2e5054d2787d6364114c43446>:0
    9.   at Unity.Editor.Bridge.EditorApplication.OpenCSharpSolution (System.IO.FileInfo solutionFile) [0x00027] in C:\Users\---\Documents\Unity Projects\DOTS Test\Library\PackageCache\com.unity.tiny@0.15.3-preview\Unity.InternalAPIEditorBridge.002\EditorApplication.cs:169
    10.   at Unity.Editor.MenuItems.AssetMenuItems.OpenCSharpProject () [0x000ab] in C:\Users\---\Documents\Unity Projects\DOTS Test\Library\PackageCache\com.unity.tiny@0.15.3-preview\Unity.Editor\Unity.Editor.Modes\MenuItems\AssetMenuItems.cs:178
    11. UnityEngine.Debug:LogError(Object)
    12. Unity.Debug:LogError(Object) (at Library/PackageCache/com.unity.entities@0.0.12-preview.33/Unity.Entities/Stubs/Unity/Debug.cs:10)
    13. Unity.Editor.MenuItems.AssetMenuItems:OpenCSharpProject() (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/MenuItems/AssetMenuItems.cs:184)
    14. Unity.Editor.MenuItems.AssetMenuItems:OpenCSharpProject(CommandExecuteContext) (at Library/PackageCache/com.unity.tiny@0.15.3-preview/Unity.Editor/Unity.Editor.Modes/MenuItems/AssetMenuItems.cs:154)
    15. UnityEditor.<LoadMenu>c__AnonStorey1:<>m__1()
     
    Last edited: Jun 8, 2019
  40. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    172
    They say use the 2019.2 beta
     
  41. labandunga

    labandunga

    Joined:
    Aug 1, 2012
    Posts:
    26
    Glad to hear.
     
  42. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    7,073
    Wait a minute I thought Burst was low level native SIMD instruction set optimisation how can Tiny compiled to asm.js or WebAssembly possibly use such low level native optimisations within web browsers?
     
  43. JJJohan

    JJJohan

    Joined:
    Mar 18, 2016
    Posts:
    199
    There's a WebAssembly SIMD proposal in the works, which I'd imagine would be utilised when it is available.
     
  44. Ferran_SP

    Ferran_SP

    Joined:
    Jul 9, 2018
    Posts:
    26
    I don't quite understand how this works.
    This line in particular

    var allyShips = env.GetConfigBufferData<AllyShips>().Reinterpret<SceneReference>().ToNativeArray(Unity.Collections.Allocator.Temp);


    I understand what this produces (an array with references to the AllyShip scenes), but not how it does it.
    How does it get from GetConfigBufferData<AllyShips> to actual references to a scene?
     
  45. Ferran_SP

    Ferran_SP

    Joined:
    Jul 9, 2018
    Posts:
    26
    Alright, so turns out there's this Configuration button? window? thingie placed right at the bottom of the Hierarchy Window, and it's there where this data is set.
    @Unity I really, really suggest you find a better place for this. It's right in plain sight, but in the latest place I'd look at. :p

    Pic for reference:
    upload_2019-6-6_11-57-11.png
     
  46. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    We have strings, but not all of the methods on string that you are used to. You can explore which methods exist and do not exist most easily by using VisualStudio/Rider intellisense/autocomplete. You will find that you have much, much less base class functionality than you're used to. Part of that is the price to pay for getting really small games, Part of that is that we still need to further flesh out the tiny c# base class library.
     
  47. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    Burst will use SIMD instruction sets for platforms where they are available, but there's a lot of non-simd benefits to using burst. It puts the inliner on 11. It doesn't have to do a lot of things that regular dotnet runtimes have to do (like check if static constructors have already run. integrate with the garbage collector). Even just from the agressive inlining alone, you can see dramatic speedups. We're working on getting burst support in tiny, but have no strong eta yet.
     
  48. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    There is a (tiny :) ) garbage collector. In ECS style, it's much easier to not allocate managed memory, so we recommend not generating a lot of garbage every frame, but if you do, it will be cleaned up for you.
     
  49. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    125
    The smallest (and right now probably only) way, is to let the browser do it for you. Take a look at the BrowserInterop sample. That way you can use the parser that ships with the browser, and you don't have to pay for the codesize of one.
     
    facundo_unity961 likes this.
  50. davenirline

    davenirline

    Joined:
    Jul 7, 2010
    Posts:
    471
    Is the Job System (and multithreading) supported in Unity Tiny? I'm asking because I have systems that I'd like to reuse but most of them are JobComponentSystem.