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Rock Log - The Unity Log you have always wanted!

Discussion in 'Assets and Asset Store' started by Lightning-Rock, Feb 12, 2014.

  1. mdrotar

    mdrotar

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    Sorry for the delayed reply - I've been on holidays. After the update, I can close the other chart windows now but I'm getting some weird issues when I try to resize the panels. Also, the stack traces are backwards now.
     
  2. Lightning-Rock

    Lightning-Rock

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    Thanks mdrotar,

    Sorry for the delay getting back. The thread watch seemed to have timed out.

    Glad to hear the update addressed some of your concerns.

    Can you let me know what you mean by weird issues re: the panels?

    Will follow up with Bear re: the stack traces see if we can duplicate it.
     
  3. mdrotar

    mdrotar

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    I no longer have Rock Log integrated into the project so I can't try anything specific but just from memory it was something like after re-docking the chart above the normal chart window, I would try to drag the panel edge up to resize it smaller but it would actually make the re-docked chart drawing area larger, going in the opposite direction of where I was dragging. Weird.
     
  4. mdrotar

    mdrotar

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    Hey there again. I'm just curious if this was looked into at all?
     
  5. FundaySoftware

    FundaySoftware

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    So, I've just purchased Rock Log for our project, and I'm having trouble getting it to work. The red light in the webdashboard never turns green. Some basic info:
    Windows 8.1
    Unity 4.5.4 PRO
    Chrome / Internet Explorer (I have disabled all popup blockers in both browsers)

    Unity never logs anything of notice. It simply states "RockLog webserver started on port 4040" (I've tried a few different ports now).

    I have opened my Firewall for the specific ports (even disabled it entirely), which does not help at all.
    The "Logs" panel on the webdashboard just shows the little loading animation, and never continues on from there.

    Any help on what could be wrong here? It's a little disappointing buying this plugin, just to see that it doesn't work.
     
  6. the bear

    the bear

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    FundaySoftware: If the webpage is loading at all you are not having any firewall problems, the html for the webpage and the log data all use the same port. From the sounds of it, its probably a problem in the javascript of the webpage. Could you check a few things for me to help me troubleshoot this:

    1) Can you check the example scene and make sure its working correctly (displaying logs in the webpage and updating the watch variables on the webpage)
    2) In your scene have you set up any charts or watch variables or are you just using logs at the moment?
    3) In chrome, once you have the rocklog page loaded and the loading circle in the logs window can you press F12 to bring up the developer tools and check if there are any errors in the console

    Hopefully we can get this sorted out quickly for you.
     
  7. FundaySoftware

    FundaySoftware

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    Okay, so I've tried the example scene, and a few things seem wrong. Firstly, there are lots of import errors of some StreamingAssets....assets? I've tried reimporting several times, and it keeps failing on this.

    You can see a screengrab of this here: http://puu.sh/bSsBO/13493236e2.png
    This leads to the following console output in Unity: http://puu.sh/bSsub/aec1b1f098.png
    Which makes the web dashboard and console look like this: http://puu.sh/bSsEJ/653e9c88df.png
    I'm sorry, I dont know a whole lot about how to read the console, and I've no clue if the JQuery stuff in the console is important or not.
    Hopefully this can help you determine the issue in some way?

    EDIT: for some reason, the unity log didnt output these errors in my normal project, but it does in this clean project with only Rock Log imported. Figured it was better to have a clean project for debugging this
     
    Last edited: Sep 29, 2014
  8. the bear

    the bear

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    FundaySoftware: Sorry for the delayed response, we just released our latest game on tuesday so its been a few hectic days...

    Back to your problems, those errors about the StreamingAssets folder are normal and can be ignored, those png's are from the webpage, but unity thinks their textures and is giving you an error because it can't convert them into textures. It wont be causing your problem.

    The second screenshot is much more interesting, in the Unity console its showing an error I don't recall seeing before. could you give me a screenshot of the details of the "Write failure" logs (or just the text of the details)? Also the console is showing one error, could I get a screenshot (or text) of that error?

    The third screenshot looks normal, so that doesn't seem to be the problem.
     
  9. FundaySoftware

    FundaySoftware

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    Hey.

    Well thats the thing. The "Write Failure" says nothing at all in the console, otherwise I would have posted it :)

    It looks like this: http://puu.sh/c1q1P/4eba1d58d6.png

    The error I didn't highligt in the previous screenshot was just your test exception in the RockLogger.cs file.

    EDIT: Its strange, because the web dashboard does seem to get SOME values through: http://puu.sh/c1q7t/fed34b2f91.png altough the status indicator is still red. Not sure if that is normal?
     
  10. FundaySoftware

    FundaySoftware

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    Also, congrats on launch :)
     
  11. FundaySoftware

    FundaySoftware

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    any development here? otherwise we would prefer a refund
     
  12. the bear

    the bear

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    FundaySoftware, again sorry about the delayed replay, we are happy to provide you a refund if thats what you want but we would prefer to get your problems sorted out.

    From your last screenshots it seems that its just the logging thats not working, the status indicator only actually checks if you are getting log data, so it saying red would be expected given your not getting any log data.

    Could I get you to test a url for me, start up the project and load the web dashboard, then go to the url http://localhost:8080/json/log (thats the url of the web service the web dashboard gets logs from), you should get a screen of text back (with stack traces and the like scattered all over it), that should tell me if its a html/js issue or a unity issue.

    Also at the moment you will get much quicker responses from me if you email be directly, I'm PM'ed you my email.
     
  13. TokyoDan

    TokyoDan

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    Is it possible to use Rock.Log from a built app?
     
  14. the bear

    the bear

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    TokyoDan: it is possible to use rock.log from a build app, you just need to go to the rocklog gameobject and tick the run on release tick box. That will allow rocklog to start in non-debug builds.
     
  15. TokyoDan

    TokyoDan

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    I built a (non-Development build) Mac app with the run on release box ticked. I run the app and start the browser with http://localhost:8080/index.htmp in the URL field and the browser usually can't connect. I can see the progress bar stall about halfway as it is loading the page. No firewalls are on.
     
  16. the bear

    the bear

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    TokyoDan: I forgot to mention the issues with running in background. So by default a unity game will pause when it looses focus, this means when you switch to your web browser your game looses focus and pauses, which also pauses the web server built into your game that RockLog needs to work.

    There are two ways to resolve this, obviously if you connect to RockLog over the network from a different PC so you can still have your game focused while viewing the webpage (this option really only makes sense when debugging mobile games), the better option is to tick the "Run in Background" tickbox in the player settings within Unity. This will allow you to run your game and view RockLog on a single PC.
     
  17. TokyoDan

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    @the bear That doesn't seem to work The browser stops while trying to load the page. Same with or without "Run in Background" tickbox checked.
     
  18. the bear

    the bear

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    TokyoDan, do you get the same behavior if you do a dev build (not running in the editor) or does RockLog work for there? Also could you try this url and let me know if you get any data back (should be a huge page of text) http://localhost:8080/json/log

    One other thing, can you try with your virus scanner disabled, some of them really mess with rocklog when in a stand-along build.
     
  19. TokyoDan

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    @the bear I tried with a dev build, and that url. I got the same results...nothing.
    I have no virus scanners running. I'm on Unity 4.5.5p1
     
  20. imtrobin

    imtrobin

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    I think it didn't work properly on 4.5.5 . I tried with a new project, and getting these same errors/issues.
     
  21. the bear

    the bear

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    imtrobin, I currently have the 4.6 RC on my PC, I'll download 4.5.5 and give it a go.
     
  22. Lightning-Rock

    Lightning-Rock

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    Just letting you know we are still working on this one, just trying to make sure the next update will work with the 4.6 change as well as updating for 4.5.5
     
  23. Lightning-Rock

    Lightning-Rock

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    Rock Log Update 1.2 is now finished and available in the asset store.

    We cleaned up the code a lot in this version and have fixed numerous bugs that were causing crashes or conflicts.

    Also Rock Log now has implemented an option to export all log's to a csv file. Making analysis much simpler when you to find those elusive bugs and issues!

    Good luck with your dev everyone!
     
    Last edited: Jan 28, 2015
  24. TokyoDan

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    I haven't used RockLog since the 1.1.2 update which fixed the problems I had at the start. But I saw an update to 1.2 so I thought I'd try it again. So I upgraded to 1.2 and I get that ThreadAbortException error again:
    ---------------------------------------------------------------------------------------------------------
    System.Threading.ThreadAbortException: Thread was being aborted
    at SimpleWebServer.WebServer.<Run>m__F (UnityThreadingRockLog.ActionThread o) [0x00038] in /Users/Caster/Data1/TOTu/TOT3 copy/Assets/Plugins/Rocklog/SimpleHTTPServer.cs:135
    at RockLog.UnityThreadHelper+<CreateThread>c__AnonStorey14.<>m__16 (UnityThreadingRockLog.ActionThread currentThread) [0x00000] in /Users/Caster/Data1/TOTu/TOT3 copy/Assets/Plugins/UnityThreadHelper/UnityThreadHelper.cs:99
    ---------------------------------------------------------------------------------------------------------
    I went back over my previous posts here and I see that I'm running into mostly the same problems I did in the beginning with the version before 1.1.2.

    Also I can start the browser and it loads the UI completely but in the middle Log info window no logs are displayed...just an indicator that looks like it is either waiting for or loading something.

    I'm now running Unity 4.5.5p5
     
    Last edited: Feb 1, 2015
  25. the bear

    the bear

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    TokyoDan: Sorry to hear your still having problems with the new version. Can you check a few things for me to help figure this one out.

    1) What browser are you using and what version is it? Does it happen in other browsers?
    2) Can you open the developer tools in your web browser (by pressing F12) before loading the RockLog webpage and let me know what messages are in the console, the new version of RockLog has more verbose messages.
    3) With RockLog running, can you checkout this url http://localhost:8080/json/log (change the port if RockLog is using a different port) and let me know if any text is displayed.
    4) Are you running a release or a debug build in Unity?

    Thanks.
     
  26. TokyoDan

    TokyoDan

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    Thanks. Actually I don't think it is a browser problem, I mean it doesn't really get to that point because Rocklog is erroring out before it ever gets going...

    System.Threading.ThreadAbortException: Thread was being aborted
    at SimpleWebServer.WebServer.<Run>m__F (UnityThreadingRockLog.ActionThread o) [0x00038] in /Users/Caster/Data1/TOTu/TOT3-rock/Assets/Plugins/Rocklog/SimpleHTTPServer.cs:135
    at RockLog.UnityThreadHelper+<CreateThread>c__AnonStorey14.<>m__16 (UnityThreadingRockLog.ActionThread currentThread) [0x00000] in /Users/Caster/Data1/TOTu/TOT3-rock/Assets/Plugins/UnityThreadHelper/UnityThreadHelper.cs:99
     
  27. the bear

    the bear

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    TokyoDan: I am a little confused by this one. I just want to confirm a few things to make sure I am understanding you correctly. When you start debugging your scene in Unity you get the ThreadAbortException in the unity console, but then can open the webpage and get some content (but with logs not loading correctly) or do you get the ThreadAbortException when changing scenes?

    I've spent the last hour trying to reproduce the ThreadAbortException, would it be possible for you to send me a project where the fault is reproducible?
     
  28. TokyoDan

    TokyoDan

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    When my project starts it automatically loads three scenes in order. The 1st two scenes are for various stages of initialization. The 3rd scene is the actual game play scene.

    If I put the RockLog object on the 1ST SCENE and check Persist Between Scenes I get that error. I can start the browser which loads the RockLog display BUT it just has a loading indicator in the log messages window. No Debug.Log() output is ever displayed. If i DON'T check Persist Between Scenes I DON'T get that error and I CAN'T load the RockLog display in my browser.

    BUT I just found that for some reason if I add the RockLog object to my 2ND scene (and NOT the 1st scene) and check Persist Between Scenes I still get that error (probably when it loads the 3rd scene) BUT I CAN load the RockLog in my browser and it works fine.

    I wanted to catch all log messages from the very 1st scene but I guess I can't do that. I don't know why it doesn't work if I attach it to the 1st scene, but works fine if attached to the 2nd scene. Both scenes pretty much do the same thing... just some initialization then load the next scene. The only difference is there is one DontDestroyOnLoad game object in the 1st scene that persists throughout the whole game. I tried attaching the RockLogger.cs script to that game object with Persist Between Scenes both checked and unchecked but I had no luck there.

    Anyway. Since I found a good enough workaround I am happy. I'll just use it with RockLog attached to my 2nd scene..

    Thanks for your help.
     
  29. TokyoDan

    TokyoDan

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    STOP THE PRESSES! I wrote too soon. Up to now I've been talking about using it in the Unity Editor. But I just built a Mac App and when I try to load RockLog in my browser (http://localhost:8080) I get "Safari can not connect to server."

    I didn't change a thing from when it was running in the Unity Editor. I just built a Mac app hoping to see some debug messages.
     
  30. TokyoDan

    TokyoDan

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    I tried it again but this time I checked the Run on Release and rebuilt the Mac App. This time I can start the browser which loads the RockLog display BUT it just has that damn animated loading indicator in the log messages window. No Debug.Log() output is ever displayed. S***.

    If i run the very same project in the Unity Editor everything works.

    BTW. What is "Run on Release" for (I can't find it in the docs)?
     
    Last edited: Feb 3, 2015
  31. the bear

    the bear

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    TokyoDan, good to hear you got it working in the Unity editor, if you want I'm happy to do more debugging on why it wont work in the first scene for you.

    As far as your questions about "Run on Release", it was added a while ago, by default RockLog will only run in development builds. This was to ensure RockLog wouldn't run in a released bit of software if someone forgot to remove RockLog before doing a final build. The run on release option was added to allow RockLog to run in release builds. I thought we had updated the docs when we added the feature, I will ensure this is done soon.

    Now to your remaining problem. I just need to figure out if the problems you are having now are Unity/C# problems or browser/JavaScript issues. Could you check a few things for me, firstly is it possible to try in a different browser (firefox or chrome) and see if you get the same issues. Also can you pull up the javascript/error console in the browser (instructions can be found here http://debugbrowser.com/) before loading the RockLog webpage and post the debug messages you get after the page has finished loading.
     
  32. TokyoDan

    TokyoDan

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    The reason I was not seeing and messages in the Rocklog display messages window was because I was building my Mac app WITHOUT the Development Build checked. If I check it and rebuild I can See Debug.Log output in the Rocklog display messages window. But the setting of Run on Release has absolutely no effect....

    Development Build----RockLog Run On Release----Result
    checked-------------------checked---------------------------good
    unchecked---------------checked----------------------------bad
    unchecked---------------unchecked-------------------------bad
    checked------------------unchecked-------------------------good

    So you see, the only thing that matters is if Development Build is checked.
     
  33. TokyoDan

    TokyoDan

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    I have the same problem in Google Chrome and there was no debug messages in the Developer Tools output window.
     
  34. the bear

    the bear

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    TokyoDan, I just ran the tests you ran on my mac and got different behavior, for me the run on release worked as expected (as long as run on release was checked, it worked regardless of if development build was checked). At this stage my best guess is that something went wrong when you upgraded RockLog to the latest version. Could I get you to check a few things for me.

    1) Is there a RockLog.dll anywhere in your project? If so delete it as it is from an old version (before we shipped with source).
    2) In Rock.cs can you check what the version variable is set to, it should be "Nebula Stone v1.2.0"
    3) In RockLogger.cs the Awake method should start with an if statement, can you confirm it reads:
    if ((UnityEngine.Debug.isDebugBuild || runOnRelease) && RockLog.Rock.Instance == null)
    4) If none of the above sort your issue, can you try starting a new empty project, import RockLog then do a build and re-run your tests regarding development build and run on release.
     
  35. TokyoDan

    TokyoDan

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    Here are the answers to your questions:
    1. No
    2. It is "Nebula Stone v1.2.0".
    3. It reads: if ((UnityEngine.Debug.isDebugBuild || runOnRelease) && RockLog.Rock.Instance == null)
    4. It'll take me a while to do this as I have to set up my project will all the profiles and such to build a Mac app. I need to do it this way so I can test Unibill and my In-App Purchases in a live situation)

    You know. I just thought of something. Maybe the problem is with how I make the Mac build. My builds are for distribution through Apple's Mac Store. I use Unibill for In-App-Purchases. To prepare the Unity build for the Mac App Store you have to go through about 10 steps. I use this tool to automate this: http://jemast.com/unity/mac-app-store-toolset (maybe he'll give you a free version for getting RockLog to work with his asset.)
    There is a free version also but I have never used it: http://jemast.com/unity/unity-entitlements-tool

    But to do the same thing manually you can try these steps. (starts with the editing of the info.plist file and ends with the codesign & productbuild commands. http://outlinegames.com/unibill-documentation/#toc-mac-app-store-2

    I believe that the Mac Appstore Toolset does the same thing. So maybe this process is stripping something out of the final build that is necessary for RockLog to function correctly in a final Mac build:
     
  36. TokyoDan

    TokyoDan

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  37. the bear

    the bear

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    TokyoDan: first thing, I can't run the build you did. it looks like its lost all its permissions inside the app bundle when you uploaded it, I'm assuming you just renamed the file untitled.app.zip rather then zipping it. Could you zip it and then re-upload it.

    Second thing, when I build your project in unity on my mac (just doing a build and run), with run on release ticked and development build unticked, RockLog works for me, I can't find any fault. Any chance this is a firewall problem? Could you turn the OSX firewall off and retest?
     
  38. TokyoDan

    TokyoDan

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  39. imtrobin

    imtrobin

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    I'm trying out the new 1.2, in u4.6.2 empty project with your sample. I can run in editor Pc fine but when I deployed on android phone, the browser could not connect. I have Run on Release ticked. When I tick Dev build, the app hangs on startup in phone.

    I can connect to my android phone using airdroid via web browser, so that's part is not an issue. I remember it was working in previous rev, the only thing needed was tick "Run on Release" in the sample.
     
  40. the bear

    the bear

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    TokyoDan: I still can't run the build you have posted, when I download it its lost its execute permissions (within the .app) and OSX claims its a classic app. Can you try downloading it to confirm (I'm not a mac guy so may be missing something). Also apologies for the delayed response, its been real hectic here.

    imtrobin: I'll test it out later today when I'm in the office, I can't remember if we tested u4.6.2 and android. My guess is there are issues with the android manifest but I'll get back to you.
     
  41. TokyoDan

    TokyoDan

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    I'm sorry. I didn't zip it so it was appearing as a folder instead of an zipped app.

    Please try this:

    https://www.dropbox.com/s/o4rw24zvoq4wm8z/RockApp.app.zip?dl=0

    BTW it's been almost a month and I completely lost track of what is going on. So in the meantime I found something that actually works like a dream: SRDebugger It has a whole lot of features and the stuff that RockLog does is on their feature list roadmap. You may want to take a look at it.

    But that doesn't mean that I don't want to use RockLog. Please give me some time to review what I was doing almost a month ago so I can keep up.
     
    Last edited: Feb 24, 2015
  42. spryx

    spryx

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    Did anyone else come here thinking it would just be a model of a log? ......*crickets*
     
  43. Lightning-Rock

    Lightning-Rock

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    Ha when we first came up with the name Spryx my first though was we probably need to bundle it with a log art asset of some sort.

    TokyoDan sorry you continue to have issues with Rock Log since the recent update. Bear continues to work on it but is having difficulties duplicating the error, its not one we have had any other user experience. I genuinely hope the SRDebugger works well for your project, regardless we will continue to try and address your issues for you.

    SRD looks like a great product, we are all for the idea of more debugging and great asset options for Unity which is why we developed Rock Log in the first place. Rock Log is however a web based logging system with a different range of features to SRD and I think the Unity market is more than big enough for both products to exist in peace together.
     
  44. the bear

    the bear

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    TokyoDan: I've downloaded your project and the executable and cannot reproduce the issues you are having. I ran through your little truth table from the 4th and my results are:

    Development Build----RockLog Run On Release----Result
    checked-------------------checked---------------------------good
    unchecked---------------checked----------------------------good
    unchecked---------------unchecked-------------------------bad (this is expected)
    checked------------------unchecked-------------------------good

    I tried on both the macs we have in the office and get the same results, one is running on OSX 10.9.3 and the other is 10.9.5 (the same as you are running). Is it possible for you to send your full project so we can see if the issue is in the project or something on your system.
     
  45. the bear

    the bear

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    imtrobin: I have just tested an android build (from u4.6.2f1), but cannot reproduce your issues, however I suspect I am missing something about your problem.

    What I have done is:

    1) Open a blank project
    2) Import the RockLog package
    3) Ensure run on release is ticked
    4) Build an apk including the two example scenes in the RockLog/Example/Scene folder
    5) Push to a Nexus 5 and a KindleFire TV, works fine
    6) Try again with development build ticked , works fine

    A couple of questions:

    Is your phone in developer mode?
    What phone are you using?
    What version of android are you running?
    Am I doing something wrong in reproducing your problem?

    Note: RockLog does stall at the unity logo on Android if you have script debugging ticked, its a known issue and I'm looking into it.

    Hopefully we can get this sorted for you soon.
     
  46. TokyoDan

    TokyoDan

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    @the bear, @Lightning Rock
    The project that you have should be enough. I just tried it again and I get:

    Development Build----RockLog Run On Release----Result
    checked-------------------checked---------------------------good
    unchecked---------------checked----------------------------bad
    unchecked---------------unchecked-------------------------bad (this is expected)
    checked------------------unchecked-------------------------good

    So my experience is Rocklog only works in Development builds. And that Run On Release has no effect at all.

    I made two mac builds with both Development Build, one build is with Run On Release checked, and one is with Run On Release unchecked and here's what I get in Chrome:

    Run On Release checked:
    The browser comes up but with that trying to connect animation in the log window. And I see this error in the debugbrowser enabled:

    jquery-migrate-1.2.1.js:21 JQMIGRATE: Logging is active
    jquery-migrate-1.2.1.js:41 JQMIGRATE: jQuery is not compatible with Quirks Mode
    jquery-migrate-1.2.1.js:43 console.trace()jquery-migrate-1.2.1.js:43 migrateWarnjquery-migrate-1.2.1.js:79 (anonymous function)jquery-migrate-1.2.1.js:521 (anonymous function)
    logs.js:255 starting
    jquery-migrate-1.2.1.js:41 JQMIGRATE: jQuery.fn.live() is deprecated
    jquery-migrate-1.2.1.js:43 console.trace()jquery-migrate-1.2.1.js:43 migrateWarnjquery-migrate-1.2.1.js:471 jQuery.fn.livelogs.js:818 (anonymous function)jquery-2.0.3.min.js:4 x.Callbacks.ljquery-2.0.3.min.js:4 x.Callbacks.c.fireWithjquery-2.0.3.min.js:4 x.extend.readyjquery-2.0.3.min.js:4 S
    logs.js:261 success
    logs.js:267 new game
    dockspawn.min.js:1 Resource interpreted as Font but transferred with MIME type text/html: "http://localhost:8080/font/fontawesome-webfont.woff".
    logs.js:276 database exists
    logs.js:278 database cleared
    logs.js:284 about to load tasks
    jquery-migrate-1.2.1.js:41 JQMIGRATE: jQuery.parseJSON requires a valid JSON string
    jquery-migrate-1.2.1.js:43 console.trace()jquery-migrate-1.2.1.js:43 migrateWarnjquery-migrate-1.2.1.js:232 jQuery.parseJSONjquery-2.0.3.min.js:6 fnjquery-2.0.3.min.js:6 kjquery-2.0.3.min.js:6 x.ajaxTransport.x.support.cors.e.crossDomain.send.t
    logs.js:541 Uncaught TypeError: Cannot read property 'instanceUID' of null
    jquery-2.0.3.min.js:4 Uncaught TypeError: Cannot read property 'length' of null
    jquery-2.0.3.min.js:4 Uncaught TypeError: Cannot read property 'length' of null
    jquery-2.0.3.min.js:4 Uncaught TypeError: Cannot read property 'length' of null
    2jquery-2.0.3.min.js:4 Uncaught TypeError: Cannot read property 'length' of null
    jquery-2.0.3.min.js:4 Uncaught TypeError: Cannot read property 'length' of null
    2jquery-2.0.3.min.js:4 Uncaught TypeError: Cannot read property 'length' of null
    20jquery-2.0.3.min.js:4 Uncaught TypeError: Cannot read property 'length' of null

    Run On Release unchecked:
    The browser displays This webpage is not available. And I see this error in the debugbrowser enabled:
    http://localhost:8080/index.html:1 GET http://localhost:8080/index.html net::ERR_CONNECTION_REFUSED
    http://localhost:8080/index.html:1 GET http://localhost:8080/index.html net::ERR_CONNECTION_REFUSED
    http://localhost:8080/index.html:1 GET http://localhost:8080/index.html net::ERR_CONNECTION_REFUSED
     
  47. TokyoDan

    TokyoDan

    Joined:
    Jun 16, 2012
    Posts:
    1,080
    With safari:

    Run On Release checked:
    The browser comes up but with that trying to connect animation. And I see this error in the debug console with the debugbrowser enabled:

    [Warning] JQMIGRATE: jQuery is not compatible with Quirks Mode (jquery-migrate-1.2.1.js, line 41)
    [Warning] Unexpected CSS token: : (lightbox.css, line 14)
    [Warning] Invalid CSS property declaration at: * (lightbox.css, line 48)
    [Warning] Invalid CSS property declaration at: * (lightbox.css, line 143)
    [Warning] Unexpected CSS token: : (lightbox.css, line 194)
    [Warning] Unexpected CSS token: : (lightbox.css, line 200)
    [Warning] JQMIGRATE: jQuery.fn.live() is deprecated (jquery-migrate-1.2.1.js, line 41)

    Run On Release unchecked:
    The browser displays Safari cab't connect to server. And here is nothing displayed in the debug console with the debugbrowser enabled.
     
  48. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    I did try another go at a new project. This time, I, rebooted the phone after installing and ran it. It couldn't connect the first time (Red icon), but after I refreshed the page after 30 sec waiting, it worked. I think it could have conflict with AirDroid , and perhaps the server is not starting fast enough. Perhap you can popup an error message if the server cannot be initialized properly.
     
  49. Lightning-Rock

    Lightning-Rock

    Joined:
    Jan 19, 2014
    Posts:
    23
    Glad to hear its working for you now imtrobin. Your idea of a popup error message is definitely worthwhile taking a look into. Please let us now if there are any further issues.

    TokyoDan Bear is continuing to look into your issues. Thanks for the ongoing assistance in providing information to help us track down and narrow what the problem may be.