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Roll a Ball not showing after building?

Discussion in 'Windows' started by naturalseasons, Jan 1, 2017.

  1. naturalseasons

    naturalseasons

    Joined:
    Nov 20, 2016
    Posts:
    4
    I just finished my first project, Roll a Ball, but after building and running it, the screen just shows a pink ball in a pink box before going blank. The only thing I see is the count in the top left corner. Is it the fact that it's Windows 10, or is there something else?:(
     
  2. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,507
    Can you post the contents of the player log?
     
  3. naturalseasons

    naturalseasons

    Joined:
    Nov 20, 2016
    Posts:
    4
    Mono path[0] = 'C:/Users/Antoine/Documents/Roll a Ball/Builds/Demo_Data/Managed'
    Mono path[1] = 'C:/Users/Antoine/Documents/Roll a Ball/Builds/Demo_Data/Mono'
    Mono config path = 'C:/Users/Antoine/Documents/Roll a Ball/Builds/Demo_Data/Mono/etc'
    PlayerConnection initialized from C:/Users/Antoine/Documents/Roll a Ball/Builds/Demo_Data (debug = 0)
    PlayerConnection initialized network socket : 0.0.0.0 55400
    Multi-casting "[IP] 10.0.0.168 [Port] 55400 [Flags] 3 [Guid] 3238705249 [EditorId] 1717493364 [Version] 1048832 [Id] WindowsPlayer(Livingroom_pc) [Debug] 1" to [225.0.0.222:54997]...
    Waiting for connection from host on [10.0.0.168:55400]...
    PlayerConnection accepted from [10.0.0.168] handle:0x318
    Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56249
    PlayerConnection already initialized - listening to [10.0.0.168:55400]
    Initialize engine version: 5.3.5f1 (960ebf59018a)
    GfxDevice: creating device client; threaded=1
    d3d11: failed to create D3D11 device (0x887a0004)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 9.0c [igdumd32.dll 8.14.10.2697]
    Renderer: Intel(R) G33/G31 Express Chipset Family (Microsoft Corporation - WDDM 1.0)
    Vendor: Intel
    VRAM: 64 MB (via DXGI)
    Caps: Shader=20 DepthRT=0 NativeDepth=0 NativeShadow=0 DF16=0 INTZ=0 NULL=0 RESZ=0 SlowINTZ=0
    Begin MonoManager ReloadAssembly
    Platform assembly: C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    - Completed reload, in 0.091 seconds
    Platform assembly: C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: C:\Users\Antoine\Documents\Roll a Ball\Builds\Demo_Data\Managed\System.dll (this message is harmless)
    WARNING: Shader Unsupported: 'Hidden/Internal-DeferredShading' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/Internal-DeferredShading' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/Internal-DeferredReflections' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/Internal-DeferredReflections' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/CubeBlur' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/CubeCopy' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/CubeBlend' - Pass '' has no vertex shader
    desktop: 1680x1050 59Hz; virtual: 1680x1050 at 0,0
    <RI> Initializing input.

    XInput1_3.dll not found. Trying XInput9_1_0.dll instead...
    <RI> Input initialized.

    Waiting for finish
     
  4. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,507
    Whoa that is one old GPU - it's literally at least 10 years old... It seems to not even support DirectX 10.

    What is the graphics APIs setting set to in player settings?
     
  5. naturalseasons

    naturalseasons

    Joined:
    Nov 20, 2016
    Posts:
    4
    In player settings, it says that all the auto graphics APIs are checked off.
     
  6. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,507
    Can you show a screenshot of that?
     
  7. naturalseasons

    naturalseasons

    Joined:
    Nov 20, 2016
    Posts:
    4
  8. GalxyzStudios

    GalxyzStudios

    Joined:
    Jul 15, 2015
    Posts:
    31
    Hey, I am having the same issue. Build is running but shaders are getting pink. is there any solution available for low end gpu's.
     

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