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Unity Project Tiny Fall update “Tiny Racing" preview.3 - 020.0 is available

Discussion in 'Project Tiny' started by JC-Cimetiere, Dec 12, 2019.

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  1. lulier

    lulier

    Joined:
    May 22, 2015
    Posts:
    7
    i kind of figuring out why my modification does not take effect, according to ConvertMaterial.cs
    Code (CSharp):
    1. Entities.ForEach((UnityEngine.Material uMaterial) =>
    2.             {
    3.                 var entity = GetPrimaryEntity(uMaterial);
    4.                 switch (uMaterial.shader.name)
    5.                 {
    6.                     case "Universal Render Pipeline/Unlit":
    7.                         ConvertUnlitMaterial(entity, uMaterial);
    8.                         break;
    9.                     case "Universal Render Pipeline/Lit":
    10.                         ConvertLitMaterial(entity, uMaterial);
    11.                         break;
    12.                     case "Sprites/Default":    // Sprite material conversion is handled by Unity.U2D.Entities.MaterialProxyConversion
    13.                     case "Universal Render Pipeline/2D/Sprite-Lit-Default":
    14.                         break;
    15.                     default:
    16.                         UnityEngine.Debug.LogWarning("No material conversion yet for shader " + uMaterial.shader.name);
    17.                         break;
    18.                 }
    19.             });
    there are only four shaders supported so far, still, i would like to know if it is possible to change the build-in shader or use one of my own.
     
  2. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Can you please report a bug from the editor and make sure to include the project? (you can find more about reporting bugs in Unity through this link)

    Tiny is using Dots runtime not the classic "Unity webgl" and we do support mobile browsers
    With ProjectTiny 0.2.0 and above we will only support WebGL on Web targets

    We don't support for facebook ads yet. but will consider this in our roadmap planning
     
  3. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Right now we only support URP Lit and Unlit shaders.
    Can you elaborate more on what changes you did and what you expect to see?

    You can design the drag and drop behaviour yourself
    'Unity.Tiny.Input' provides mouse/Touch events along with input position which you can use to do the drag and drop functionality
     
  4. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    We will share more clear Project Tiny roadmap in Q1 2020 which will have more details about what project Tiny will support :)
     
  5. lulier

    lulier

    Joined:
    May 22, 2015
    Posts:
    7
    thanks for the reply, right now i am developing tiny games embedded within apps like facebook instant game. while i manage to run the html version of tiny3d on that platform, i encounter some render problems. One of the problems is that the pictures seem to render a lot more brighter than they actually are. Here are screenshots illustrating the problem:
    1、pc web
    upload_2020-1-5_13-58-25.png
    upload_2020-1-5_13-58-37.png
    2、mobile embedded web
    upload_2020-1-5_13-58-47.png
    upload_2020-1-5_13-58-53.png
    it seems to be the problem of picture color space, i look up the reference of glTexImage2D on opengl es 2.0
    https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glTexImage2D.xml,
    it seems glTexImage2D on opengl es 2.0 does not support GL_SRGB, so the problem should be webgl load the pictures without transforming them into linear space.
    therefore, i try to parse the pixels to linear space before further processing by editing the shader.
    however, it seems tiny builder would not rebuild the shader files when building.
     
  6. lulier

    lulier

    Joined:
    May 22, 2015
    Posts:
    7
    Following the above reply,


    finally, i have to manually change the gamma value of the pictures to make them darker to event the gamma correction, here are the result:

    upload_2020-1-5_14-1-52.png
    upload_2020-1-5_14-2-0.png

    it looks a lot better than the previous result in mobile embedded web, but i think this is not a perfect method since pictures are not always in SRGB color space.

    what do you think of this problem? how would you suggest to solve this problem? thanks
     
    Last edited: Jan 9, 2020
  7. longkeng

    longkeng

    Joined:
    Sep 2, 2014
    Posts:
    18
    Thank you for your reply.
    I think the game's playable ad is trending and facebook is also a very strong platform in online advertising.
    I'm really glad if the tiny project support for facebook ads as soon as possible.
    Thank you.
     
  8. Zadirion

    Zadirion

    Joined:
    Mar 16, 2015
    Posts:
    88
    @AbdulAlgharbi
    Using entity framework 0.4, getting the following in a webgl dots runtime build, both chrome and firefox, any ideas? Another user reported it earlier in this thread with no reply, basically it's failing to load the serialized scene. I'm hosting this on IIS, and added the application/octet-stream mime type for any file that doesn't have an extension. Is this the correct way?

    Edit: further info,I downloaded the served serialized file through the browser and did a SHA1 checksum on it, compared it to the original file generated by the unity build, same checksum, so mime type doesn't seem to be the issue. I think. What else can I do?

    Edit2: FIGURED IT OUT!
    For anyone else having this issue: so this error happens when your serialized scene contains componentdata that exists in a separate asmdef. You need to make sure the root assembly definition of your dots runtime build references all the asmdefs that contain data types you use in your scene. Unfortunately, Tiny won't tell you what those data types are that it can't deserialize, by default, because the error that would tell you what the data type hash is is inside an exception throw, and Tiny doesn't support exceptions.

    However, you can do this:
    Modify com.unity.entities@0.4.0-preview.10\Unity.Entities\Serialization\SerializeUtility.cs ReadTypeArray(BinaryReader reader) method at line 263.
    Right where it throws exception add these two lines right above it, like this. Rebuild and watch the console in the browser spit out the hash of the missing type. Then look it up inside your build folder, under Logs/SceneExportLogs.txt, where it lists all the types, and their hashes. It will tell you what type it can't deserialize, so you can add the asmdef reference to your core asmdef. Hope this helps someone.

    @AbdulAlgharbi Maybe the way this is reported, or rather the way it's not reported now, could be improved in the future?

    Code (CSharp):
    1. private static NativeArray<int> ReadTypeArray(BinaryReader reader)
    2.         {
    3.             int typeCount = reader.ReadInt();
    4.             var typeHashBuffer = new NativeArray<ulong>(typeCount, Allocator.Temp);
    5.  
    6.             reader.ReadArray(typeHashBuffer, typeCount);
    7.  
    8.             var types = new NativeArray<int>(typeCount, Allocator.Temp);
    9.             for (int i = 0; i < typeCount; ++i)
    10.             {
    11.                 var typeIndex = TypeManager.GetTypeIndexFromStableTypeHash(typeHashBuffer[i]);
    12.                 if (typeIndex < 0)
    13.                 {
    14.                     var typehash = typeHashBuffer[i].ToString();
    15.                     Debug.LogError($"Cannot find TypeIndex for type hash:" + typehash);
    16.                     throw new ArgumentException($"Cannot find TypeIndex for type hash {typeHashBuffer[i].ToString()}. Ensure your runtime depends on all assemblies defining the Component types your data uses.");
    17.                 }
    18.  
    19.                 types[i] = typeIndex;
    20.             }
    21.  
    22.             typeHashBuffer.Dispose();
    23.             return types;
    24.         }

    Code (CSharp):
    1.  
    2. abort    @    07031eed-9207-466c-9d92-1a83b520ab26:120
    3. _llvm_trap    @    07031eed-9207-466c-92-1a83b520ab26:5778
    4. __ZN6il2cpp2os12CrashHelpers9CrashImplEv    @    wasm-044e771e-7737:1
    5. __ZN6il2cpp2os12CrashHelpers5CrashEv    @    wasm-044e771e-7736:1
    6. __ZN4tiny2vm9Exception5RaiseEP15Il2CppException    @    wasm-044e771e-7785:1
    7. __Z30il2cpp_codegen_raise_exceptionP11Exception_t    @    wasm-044e771e-482:1
    8. _SerializeUtility_ReadTypeArray_m62B72E5E25AC9E7AA675A933737A7EB4C29512E0    @    wasm-044e771e-5992:1
    9. _SerializeUtility_DeserializeWorld_m4EA6AA07A57D3D01F1BD0AEB170B497E1E351005    @    wasm-044e771e-5991:1
    10. _SceneStreamingSystem_OnUpdate_mCF55A79992062267AE85863BC662FE59298D6E65    @    wasm-044e771e-7609:1
    11. _ComponentSystem_Update_m7824E4A05510D41B529A13FAC6209AF3C82120CC    @    wasm-044e771e-5498:1
    12. _ComponentSystemGroup_OnUpdate_mCD92A70C8D7A7DAA659AAFACB3D502643552ABBB    @    wasm-044e771e-5555:1
    13. _ComponentSystem_Update_m7824E4A05510D41B529A13FAC6209AF3C82120CC    @    wasm-044e771e-5498:1
    14. _World_Update_mFCE59D42F8399625577B42E53AEAD15842E0BCDF    @    wasm-044e771e-6020:1
    15. _UnityInstance_Update_mBF025C7A213B3980E73520FC52BDB9A0AA2A6B9D    @    wasm-044e771e-7687:1
    16. _U3CU3Ec__DisplayClass0_0_U3CMainU3Eb__0_m38308E5629152C6F37DDB1F8B7C2F30141860823    @    wasm-044e771e-4895:1
    17. _ReversePInvokeWrapper_RunLoopImpl_ManagedRAFCallback_mF925FE255AA713688A997187358E933BB3C01E3E    @    wasm-044e771e-7692:1
    18. __ZL4tickdPv    @    wasm-044e771e-8593:1
    19. dynCall_idi    @    wasm-044e771e-8961:1
    20. tick    @    07031eed-9207-466c-92-1a83b520ab26:3923
    21. requestAnimationFrame (async)  
    22. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    23. requestAnimationFrame (async)  
    24. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    25. requestAnimationFrame (async)  
    26. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    27. requestAnimationFrame (async)  
    28. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    29. requestAnimationFrame (async)  
    30. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    31. requestAnimationFrame (async)  
    32. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    33. requestAnimationFrame (async)  
    34. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    35. requestAnimationFrame (async)  
    36. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    37. requestAnimationFrame (async)  
    38. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    39. requestAnimationFrame (async)  
    40. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    41. requestAnimationFrame (async)  
    42. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    43. requestAnimationFrame (async)  
    44. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    45. requestAnimationFrame (async)  
    46. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    47. requestAnimationFrame (async)  
    48. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    49. requestAnimationFrame (async)  
    50. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    51. requestAnimationFrame (async)  
    52. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    53. requestAnimationFrame (async)  
    54. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    55. requestAnimationFrame (async)  
    56. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    57. requestAnimationFrame (async)  
    58. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    59. requestAnimationFrame (async)  
    60. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    61. requestAnimationFrame (async)  
    62. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    63. requestAnimationFrame (async)  
    64. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    65. requestAnimationFrame (async)  
    66. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    67. requestAnimationFrame (async)  
    68. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    69. requestAnimationFrame (async)  
    70. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    71. requestAnimationFrame (async)  
    72. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    73. requestAnimationFrame (async)  
    74. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    75. requestAnimationFrame (async)  
    76. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    77. requestAnimationFrame (async)  
    78. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    79. requestAnimationFrame (async)  
    80. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    81. requestAnimationFrame (async)  
    82. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    83. requestAnimationFrame (async)  
    84. tick    @    07031eed-9207-466c-92-1a83b520ab26:3924
    85.  
     
    Last edited: Jan 6, 2020
  9. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    87
    Hi
    We will provide min specs and recommendations.as we get closer. We've identified some performance issues on some specific devices and looking into it.
     
    Jamesarndt2018, De-Panther and Maras like this.
  10. Odele

    Odele

    Joined:
    Jun 3, 2015
    Posts:
    8
    Hi
    I try to build Tiny Racing project but I got error Build Windows-DotNet failed in BuildStepRunBee after 3.59s. I try to remove dots-editor-tools follow this instructor. but it still not work. anyone have a solution for this?

    Annotation 2020-01-09 153149.png
     
    Last edited: Jan 9, 2020
  11. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Hi Odele,
    Please make sure you have Visual Studio with the following components installed: Desktop development with c++, .NET desktop development.
     
  12. Odele

    Odele

    Joined:
    Jun 3, 2015
    Posts:
    8
    Hi AbdulAlgharbi,
    Thank you for your answer. I already install Desktop development with c++, .NET desktop development. and it still not work.
    Annotation 2020-01-10 092319.png
     
  13. xhsyy

    xhsyy

    Joined:
    Aug 25, 2015
    Posts:
    1
    I can not find Tiny in Package Manager and I'm sure preview is checked.
    I tried version 2018.4.6f1, 2019.3.0b3, 2020.1.0a16.
    Could someone help me?
     
  14. Odele

    Odele

    Joined:
    Jun 3, 2015
    Posts:
    8
    I can't find it either. so I use TinyRacing to be base project for my study
     
  15. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
  16. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Delete `Library/DotsRuntimeBuild` and try to build again
     
  17. zinkins

    zinkins

    Joined:
    Jun 3, 2015
    Posts:
    16
    I tried to call
    SendMessage("aaaaaa")
    from browser's console to send message to unity from html page but got error:

    ReferenceError: _SendMessage is not defined debugger eval code:89:13
    _sendMessage blob:null/fa0ce938-46aa-4714-9e3a-84ab8c6c3620:95
    <анонимный> debugger eval code:1

    TinyRacing.js file in Builds folder contains
    _SendMessage(messageOnHeap, intOnHeap.byteOffset, intArr.length, floatOnHeap.byteOffset, floatArr.length, bytesOnHeap.byteOffset, byteArray.length);
    call but I can't find where this function is defined.

    How can I send messages to Unity build from JS?
     
  18. zinkins

    zinkins

    Joined:
    Jun 3, 2015
    Posts:
    16
    It seems
    SendMessage
    function from \com.unity.tiny.web@0.20.0-preview.2\Runtime\Unity.Tiny.Web\cpp~\SendMessageCallbackHandler.cpp is stripped from build.

    Found workaround by removing package com.unity.tiny.web@0.20.0-preview.2 from packages and moving to Assets.
    Then I added
    EMSCRIPTEN_KEEPALIVE
    after
    DOTS_EXPORT(void)
    for
    SendMessage
    in SendMessageCallbackHandler.cpp file.
     
  19. Hungweng6

    Hungweng6

    Joined:
    Jan 7, 2014
    Posts:
    8
    Is it possible to output a single HTML file with the current version of Project Tiny?
     
  20. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Not with the current version, we are looking into implementing this
     
    HECer and Hungweng6 like this.
  21. HECer

    HECer

    Joined:
    Mar 17, 2013
    Posts:
    33
    Hello I tried out Project Tiny 3D and Tiny Racing to export with wasm and asmjs for the web, tested with Unity 2020.1.0a18.2166 and 2019.3.0f3, exporting was without problems.
    I tested on Chrome, Edge and Opera to open the compiled project and received:

    Tiny3D.html:7 Access to XMLHttpRequest at 'file:///D:/Projekte%20aktuell/Unity/ProjectTinySamples-master/Tiny3D/Builds/Wasm-Tiny3D/Tiny3D.js' from origin 'null' has been blocked by CORS policy: Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, https.
    (anonymous) @ Tiny3D.html:7

    I also used this batch code to open the html file:
    start chrome.exe "%cd%/Tiny3D.html" --allow-file-access-from-files

    The Screen is white, only Edge is showing a black screen with a dashed line on the borders.
    What should I do to resolve this issue?
     
  22. lulier

    lulier

    Joined:
    May 22, 2015
    Posts:
    7
    i try to import js libs flowing the manual:
    https://docs.unity3d.com/2020.1/Documentation/Manual/webgl-interactingwithbrowserscripting.html
    it works fine when build for webgl, but it failed when build for tiny wasm, and i got this error:

    Build Wasm-Tiny3D failed in BuildStepRunBee after 7.17s.
    warning: unexpected return type i8* in call to 'SetTempSliceHandle', should be void
    warning: unexpected return type i8* in call to 'SetTempMemSafetyHandle', should be void
    warning: unexpected return type i32 in call to 'Close', should be void
    warning: unexpected return type i32 in call to 'Close', should be void
    error: undefined symbol: Hello
    warning: To disable errors for undefined symbols use `-s ERROR_ON_UNDEFINED_SYMBOLS=0`
    Error: Aborting compilation due to previous errors


    it seems the way of importing js libs from the manual does not work for tiny wasm, what is the correct way to import js libs for tiny wasm
     
  23. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    97
    Make a folder "js~", put .js library into it. Place the folder and the script which interacts with js next to asm.def.

    https://github.com/MartinKral/tiny-one-button/tree/master/Assets/Scripts/Main/Utils/URLOpener
     
    tonialatalo likes this.
  24. lulier

    lulier

    Joined:
    May 22, 2015
    Posts:
    7
    thanks a lot man, it works! another problem, since tiny wasm build does not contain a unityInstance plugin, how can the js call back to the c# script function

    i guess i can use the _sendMessage to call unity script function, but i can not find the definition of _SendMessage, and it failed when i try to call _sendMessage
    Code (JavaScript):
    1. var _sendMessage = function (message, intArr, floatArr, byteArray) {
    2.         if (!Array.isArray(intArr)) {
    3.             intArr = []
    4.         }
    5.         if (!Array.isArray(floatArr)) {
    6.             floatArr = []
    7.         }
    8.         if (!Array.isArray(byteArray)) {
    9.             byteArray = []
    10.         }
    11.         var messageOnHeap, intOnHeap, floatOnHeap, bytesOnHeap;
    12.         try {
    13.             messageOnHeap = _allocateStringOnHeap(message);
    14.             intOnHeap = _allocateArrayOnHeap(new Int32Array(intArr));
    15.             floatOnHeap = _allocateArrayOnHeap(new Float32Array(floatArr));
    16.             bytesOnHeap = _allocateArrayOnHeap(new Uint8Array(byteArray));
    17.             _SendMessage(messageOnHeap, intOnHeap.byteOffset, intArr.length, floatOnHeap.byteOffset, floatArr.length, bytesOnHeap.byteOffset, byteArray.length)
    18.         } finally {
    19.             _freeStringFromHeap(messageOnHeap);
    20.             _freeArrayFromHeap(intOnHeap);
    21.             _freeArrayFromHeap(floatOnHeap);
    22.             _freeArrayFromHeap(bytesOnHeap)
    23.         }
    24.     };
     
    Last edited: Jan 16, 2020
  25. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    Use http server to open the web builds. Don't double click the html file, since most browsers won't allow local js file to run.
     
    HECer likes this.
  26. HECer

    HECer

    Joined:
    Mar 17, 2013
    Posts:
    33
    Thank you for your Answer!
    I also tried it with a webserver, but it still doesn't work:
    https://light-and-dance.com/Apps/ProjectTiny/Tiny3D.html

    getting this on chrome:
    upload_2020-1-16_20-54-20.png

    and this on Edge:
    upload_2020-1-16_20-55-16.png

    Do you know what can cause this?
    I really appreciate your help!
     
  27. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
  28. HECer

    HECer

    Joined:
    Mar 17, 2013
    Posts:
    33
  29. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    HECer likes this.
  30. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    306
    I don't get it. I'm trying the Tiny3D instead of TinyRacing

    I open the Tiny3D scene. It plays fine in editor it seems. Shows little island with turning windmill, clouds, all on a turning Island. I go to the builds folder, select "Wasm-Tiny3D". Upper right I click "Build and Run"

    It gives me bunch of web based files, which I stick on my webserver online, I load the Tiny3D.html file, but it results in a blank white screen. Doesnt seem to load anything :-(

    Also, in editor I get this:
    upload_2020-1-20_16-29-25.png

    I'm building with Unity 2020.1.0a19

    EDIT:
    Just tried building TinyRacing and copying the files over to my live server. Same result as Tiny3D. Just a blank white screen without anything seeming to load :-(

    Tried on PC with Edge Browser, and also tried with Firefox 72.0.1 (64-bit). No errors, just white blank screen

    EDIT2:
    Just tried Asmjs instead of WASM, same result. Blank white screen. What am I doing wrong or missing?
     
    Last edited: Jan 20, 2020
    HECer likes this.
  31. kevinmv

    kevinmv

    Unity Technologies

    Joined:
    Nov 15, 2018
    Posts:
    15
    Try changing the BuildSetting asset for wasm/asmjs to build in "Debug" and then when running in the browser, look at the Developer "Console" (press F12 in Firefox/Chrome). That should provide more information on what might be wrong.
     
  32. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    306
    I get this error:
    upload_2020-1-21_0-40-22.png

    What do I do with that error now?

    Also, to future proof, should we be using asmjs or wasm?
     
  33. HECer

    HECer

    Joined:
    Mar 17, 2013
    Posts:
    33
    Configuration:
    upload_2020-1-21_2-33-12.png

    Chrome:

    upload_2020-1-21_2-32-43.png

    try it yourself:
    https://light-and-dance.com/Apps/ProjectTiny/Tiny3D.html

    Where can I send the logfile to you?
     
    Last edited: Jan 21, 2020
  34. zinkins

    zinkins

    Joined:
    Jun 3, 2015
    Posts:
    16
    I faced this issue. Workaround described here https://forum.unity.com/threads/pro...020-0-is-available.792999/page-3#post-5368830
     
  35. GitschiDev

    GitschiDev

    Joined:
    Jan 21, 2020
    Posts:
    1
    We're considering using Tiny mode for our next project and I've been doing some prototyping.
    I've been trying out different things that are necessary for our project, but going through all of them and making a prototype myself just to see if project Tiny is viable would take a lot of time.
    There was a roadmap created in mid 2018 for project tiny that listed 'landed' features and features that are not supported or still in development.
    Is there an update version of a document like that which shows clearly which unity features and functionalities are and aren't usable in 020.0 preview?

    One of the issues I haven't been able to solve at this point is displaying transparency on materials attached to a quad or displaying a sprite correctly.
    The project I created was based on the 'Tiny3D' sample project and I just added my own objects to the scene.
    I tried 3 different ways of displaying a character from a png file with proper transparency, but none of them worked.

    1. Set the image to Texture Type: Sprite (2D and UI) and use a sprite rendered in the scene => The image would display correctly in the editor but would not display at all when building it out and playing in the browser

    2. Leave the image on Texture Type: Default, but check Alpha is Transparency. Then make a material from it and attach it to a quad. On the material I tried both the Universal Render Pipeline/Lit and Unlit => Displays correctly in editor but the game won't even load up in the browser. Would get stuck at the green screen with an error of 'No primary surface renderer node' and 'No camera in scene'.

    3. Leave the image on Texture Type: Default, but not check Alpha is Transparency. Instead I made sure to select the Universal Render Pipeline/Unlit and use Surface Type: Transparent. => Same green screen issue.

    In the Tiny Racing sample i can see quads that have a png attached to it with the same settings that I used, so project tiny should be able to support this functionality. However it seems to me there must be a very specific way of making this work and if you only do one thing differently everything breaks. The biggest problem here is also that it displays properly in the editor, but once I build it out nothing works which introduces many steps to trying out different approaches.

    Does anybody have any suggestions to fix this issue?

    Edit:
    I somehow got it to display correctly not only using the same settings as the fake ui in the Tiny Racing example, but by also using that project as a base and importing my images in there instead of using Tiny3D as the base.
    I guess there is a difference in some settings with the projects?
     
    Last edited: Jan 21, 2020
    drhodor likes this.
  36. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    105
    HECer likes this.
  37. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    97
    I think the trick is Default Texture with material: Unlit, Transparent, RenderFace: Both
     
  38. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    306
    I seem to be getting same issue as HECer

    Sooooo trying to file a bug report from within Unity:
    upload_2020-1-22_11-58-7.png

    Previewing the report before I send, results in the Bug Reporter crashing. That is hilarious. The bug reporter crashes when trying to report a crash bug
     
    Last edited: Jan 22, 2020
    HECer likes this.
  39. HECer

    HECer

    Joined:
    Mar 17, 2013
    Posts:
    33
    When can we expect a fix for the problems we ran into?
     
    newguy123 likes this.
  40. Ted_Wikman

    Ted_Wikman

    Unity Technologies

    Joined:
    Oct 7, 2019
    Posts:
    105
    @newguy123 this is a known issue that we are looking into. Sorry that you are experiencing this issue.

    @HECer we have found a memory leak that could have caused this issue that you are seeing. In the coming release of Project Tiny, this should be fixed.
     
  41. yosi1202

    yosi1202

    Joined:
    Dec 17, 2016
    Posts:
    3
    Hi, is there a tutorial or guid on how to create a new game from start to finish?
    I found some but they are for previous versions and are not relevant anymore
     
  42. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    87
    Hi,
    not yet. We will produce tutorials and more samples once we are getting closer to being feature complete.
    For now the best place to learn is to explore the sample projects:
    https://github.com/Unity-Technologies/ProjectTinySamples
    and the Getting Started guide:
    https://docs.google.com/document/d/1A8hen2hLFY5FLkC5gd3JP2Z-IpHfnAX-CpYLK3aOdwA/edit#
     
  43. JamesArndt

    JamesArndt

    Joined:
    Dec 1, 2009
    Posts:
    2,781
    Quick question. Latest version of Tiny does not support mobile browsers? Will it support them in the future?
     
  44. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    92
    We do support mobile browsers
    try to run the web build via http server and you should be able to run them on mobile
     
    JamesArndt likes this.
  45. JamesArndt

    JamesArndt

    Joined:
    Dec 1, 2009
    Posts:
    2,781
    Thank you for the clarification. I did discover I'm having an issue. I cannot find the package for Tiny Mode in the package manager. I read through the Getting Started guide, but I'm not finding those specific packages in the Package Manager either.
     
  46. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    385
    That's right. Currently now it not publish as package in the manager. You can only use the tiny project as template and start from there
     
    JamesArndt likes this.
  47. JamesArndt

    JamesArndt

    Joined:
    Dec 1, 2009
    Posts:
    2,781
    Thank you. I did grab those sample projects and opened them up. What a mess, to be honest. Scene lighting did NOT represent build lighting at all. I had two scenes I was dealing with and no idea which one to work in to see changes in the build. Why the heck are there two scenes for the same content anyways? I just went ahead and deleted the sample project from my HD. I'll come back when it's actually WYSIWG functional and somewhat intuitive to use. Back to the miserable platform support of Unity's WebGL for me. As a 10+ year Unity developer there have been some really awesome improvements to the engine over this time..but at the same time there have been some serious flaws and weaknesses introduced/exposed.
     
  48. xavax31

    xavax31

    Joined:
    May 13, 2016
    Posts:
    7
    So, i'm confused, i come back to Unity after a year without touch it, and then i see all these new concepts about Tiny, DOTS and ECS. And videos i found on it are all already obsolet (I'm using version 2019.3.2f1). I finally followed this guide, and succeeded to run TinyRacing and tiny3D samples. I'm not afraid to learn new concepts and understand the interest of tiny, but some questions come to me:

    - Will tiny solution gradually replacing totally standard unity flow for making mobile games? In others words, can i choose to go definitively to this direction.
    - When must i today choose to use tiny or not(my main purpose is to make mobile apps and facebook instant game)?
    - Is it today enough stable to making production games with it?
    - Does the manner to do tiny games change at every new tiny package version?
    - Where can i find a good place to learn this new manner to do? except this guide of course. What is the best way to learn today that solution?

    I know, that's a lot of questions and i've certainly others to explain my confusion. I came back to Unity with the intention to quickly make little games with the knowledge that i've already have through many formations, but with all these changes I don't know where to start anymore without spend to much time.

    Any good advices?
     
  49. elliotc-unity

    elliotc-unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    51
    They will coexist for a long time to come, but also tiny is not going anywhere and will grow in capability. Also, it has capabilities that big unity will never have (notably, the ability to have really really small builds).

    You can't make a facebook instant game with big unity, so it's tiny or bust for that part.

    No. It is really actually no-kidding preview, under very heavy development, but it's coming along, and it is possible to make some kinds of games with it.

    Generally, no.

    At the moment, the ways to learn are, 1) the guide, 2) looking at what the current samples do, and 3) asking in this forum. We are working on documentation along with everything else, but it will be a while before it gets to be particularly comprehensive.

    Overall, if you need to ship a complex game soon, or if you need any of the many features we do not yet have, Tiny is not yet for you. On the other hand, if you don't mind getting your hands dirty and messing with the code, nearly the entire runtime source is available in the packages, and you can (and people do) fix things yourself in advance of us releasing a new fixed version of the relevant package.

    So you have a lot of flexibility, and you can write C# code for an instant game, which as far as I know is not available anywhere else.
     
    facundo_unity961, Thaina and xavax31 like this.
  50. xavax31

    xavax31

    Joined:
    May 13, 2016
    Posts:
    7
    Thanks a lot elliotc-unity, for your answers very clear and precise !
     
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