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Scenes not running in Linux builds for specific project

Discussion in 'Linux' started by ulissesnascim, Dec 31, 2020.

  1. ulissesnascim

    ulissesnascim

    Joined:
    Feb 7, 2019
    Posts:
    10
    Hello.

    I have a commercial game which I've been trying to make work for Linux. However, any Linux build that I make isn't working with any scene from the project.

    The result is always: I can see the splash screen, then the game transitions to a dark blue background and freezes there.

    I tested very basic/clean scenes (just camera or just camera + small UI) that use almost no memory, but still doesn't work.

    I tested opening new projects then building, and that works! Which probably means the problem is a setting in my project. I tried changing the graphics API settings and the build's compression method for example, to no results.

    Any potential fixes for my project?

    Here's the setup:
    - Building usingUnity 2020.1.5f1, running on Windows 10
    - I'm testing on a Ubuntu 20.04.1 LTS virtual machine provided by Windows' Hyper-V solution
    - The virtual machine properly runs other projects

    Result (after Unity logo splash screen):
    upload_2020-12-31_4-58-43.png
     
  2. ulissesnascim

    ulissesnascim

    Joined:
    Feb 7, 2019
    Posts:
    10
    Here is an update. I found that the scene IS running, just not rendering anything.

    Vulkan isn't supported in my VM, so it forces OpenGL as the Graphics API.

    Here is the OpenGL log.

    GfxDevice: creating device client; threaded=1
    Renderer: llvmpipe (LLVM 10.0.0, 256 bits)
    Vendor: VMware, Inc.
    Version: 3.3 (Core Profile) Mesa 20.0.8
    GLES: 0
    GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enh
    anced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shade
    r_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_textu
    re_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_r
    gtc GL_EXT_texture_compression_s3tc GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_MESA_ycbcr_texture GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_OES_EGL_image GL_S3_s3tc
    OPENGL LOG: Creating OpenGL 3.3 graphics device ; Context level <OpenGL 3.3> ; Context handle 14747424
    Begin MonoManager ReloadAssembly
    - Completed reload, in 0.079 seconds
    Default vsync count 1
    requesting resize 1152 x 864
    Using native desktop resolution 1152 x 864
    requesting fullscreen 1152 x 864 at 0 Hz
    Desktop is 1152 x 864 @ 0 Hz
    UnloadTime: 0.941100 ms
     
  3. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Hey, are you sure you're not exporting an empty scene from Unity? That color is the default camera clear color and that's what you would see if you tried running an empty scene.
     
  4. ulissesnascim

    ulissesnascim

    Joined:
    Feb 7, 2019
    Posts:
    10
    Hey, thanks for answering. In this screenshot, the full game is included with all the scenes, it is same version that I published successfully for Windows. I also tried to just build simpler scenes from this same project, but none of them work and show as if it was an empty scene.

    It appears as an empty scene because, for some reason, the OpenGL graphics API is not rendering anything that I try to put in the scene. Thus, it just shows the Unity background.

    I just haven't found out why that is happening.
     
  5. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Can you put some log statements in your code to see if they end up getting printed?
     
  6. ulissesnascim

    ulissesnascim

    Joined:
    Feb 7, 2019
    Posts:
    10
    Yes, I did that and they do get printed. The time scale is running as normal.

    But nothing gets rendered. I haven't been able to test with Vulkan yet because it's not supported in the Virtual Machine, but OpenGL is supported and doesn't render anything.
     
  7. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Can you try using frame debugger? I wonder if engine even tries to render anything. I just noticed that it is lacking the "development build" watermark too.