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Systems not Running when I build and run

Discussion in 'Data Oriented Technology Stack' started by francois85, Aug 17, 2019.

  1. francois85

    francois85

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    looks like my systems are not running when I build and run. Do I need to do something in build settings? Im using live link with sub scenes.

    Screen Shot 2019-08-16 at 9.59.45 PM.png

    Screen Shot 2019-08-16 at 9.59.23 PM.png
     
  2. francois85

    francois85

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    Is IL2CPP meant to be enables and .NET 4x ?

    EDIT : Tested made no difference
     
    Last edited: Aug 17, 2019
  3. francois85

    francois85

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  4. daschatten

    daschatten

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    Have a look at the logs. I had to disable IL2CPP due to some IJobForEach errors preventing systems from running.
     
  5. francois85

    francois85

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    Ok, looking at editor log and player log I see no errors. This is going to age me I can tell
     
  6. francois85

    francois85

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    Im not sure im looking at the correct logs. Where are they saved?. Also is there a way from me to print to the console while running a game
     
  7. daschatten

    daschatten

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    Should be c:\YourUsername\AppData\LocalLow\YourCompanyName\YourGameName\
     
  8. francois85

    francois85

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    I see a Log dir inside my game folder, if I "ls" that dir it only shows package update logs
     

    Attached Files:

  9. desertGhost_

    desertGhost_

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    Are you using IL2CPP? What version of the editor are you using? As far as I'm aware IL2CPP code does not generate for ECS unless you modify link.xml in Unity versions less than 2019.3.0a12.
     
  10. francois85

    francois85

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    Tried both IL2CPP and Mono. The only reason I think my system is not sunning is because it suppose to build a mesh, is there a way to output debug print data so I can check what is and what is not running.

    Editor 2019.2.0f1
    Entities 0.1.1
    Mathematics 1.1.0
    Jobs 0.1.0
    Hybrid Render 0.1.1
    Burst 1.1.2

    Do u have more information on the link.xml. First I’ve heard of it.
     
  11. desertGhost_

    desertGhost_

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    Here is a link on link.xml: Managed bytecode stripping with IL2CPP

    Here is a link on the issue related to ECS and IL2CPP: [ECS] IL2CPP Player doesn't render Game Objects converted to Entities

    If you disable burst compilation (can be done in the project settings) you could use UnityEngine.Debug.Log() in your system / job. The UnityEngine.Debug.Log() outputs are put in the player log. This can be found at these locations depending on your platform:

    macOS ~/Library/Logs/Company Name/Product Name/Player.log
    Windows C:\Users\username\AppData\LocalLow\CompanyName\ProductName\Player.log
    Linux ~/.config/unity3d/CompanyName/ProductName/Player.log

    I wonder if using the live convert scene view doesn't have something to do with it.
     
    francois85 likes this.
  12. francois85

    francois85

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    Really appropriate all the info, I will dig into it tonight
    O one last question that just occurred to me, could my own custom assembly file be breaking my build or would the errors be clear. I’m assuming it all good since I see no errors in the editor during run time.
     
  13. desertGhost_

    desertGhost_

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    I'm not sure whether or not an assembly definition could be breaking your build, but I suspect that it shouldn't be causing any issues if your scripts are working properly in the editor.
     
  14. francois85

    francois85

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