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  1. Unity 2019.2 is now released.
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Unity Unity 2019.2 Is Now Available

Discussion in 'Announcements' started by LeonhardP, Jul 30, 2019.

  1. xDavidLeon

    xDavidLeon

    Joined:
    Jun 9, 2014
    Posts:
    80

    This happened to me too. The error appears when you've got Shuriken Particle Systems with Light Module enabled. I sent a bug report a few hours ago.

    Example video of bug:
     
    Gametyme likes this.
  2. simple421

    simple421

    Joined:
    May 17, 2019
    Posts:
    1
    Default renderer: ~2400 fps and 0 GC alloc
    LWRP with forward renderer: ~1800 fps and 376B GC alloc
    LWRP with 2d renderer: ~1000 fps and 1.7KB GC alloc
    I am doing something wrong? Completely empty project
     
  3. SplashFoxGames

    SplashFoxGames

    Joined:
    Oct 10, 2012
    Posts:
    44
    You mean I should temporary create new keystore file, but at the end I'll be able to use the old one, yes?
     
  4. zukesZen

    zukesZen

    Joined:
    Sep 16, 2018
    Posts:
    4
    Hello,

    In my recently upgraded project from 2019.1.9 to 2019.2.0f1 the player tab in project settings isn't showing anything. So some kind of GUI issue in the editor.

    Here are some of the errors.

    --------------

    CommandInvokationFailure: Failed to update Android SDK package list.
    C:/Program Files/Unity/Hub/Editor/2019.2.0f1/Editor/Data/PlaybackEngines/AndroidPlayer\SDK\tools\bin\sdkmanager.bat --list

    stderr[

    ]
    stdout[

    ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.

    Please set the JAVA_HOME variable in your environment to match the
    location of your Java installation.
    ]
    exit code: 1
    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.Android.SDKManager.UpdatePackagesList () (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.Android.SDKManager.HighestVersionInstalled (UnityEditor.Android.SDKManager+Component tool) (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.Android.AndroidPlatformIconProvider.GetCurrentSetAndroidSDKVersion () (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.Android.AndroidPlatformIconProvider.UpdateSDKVersion () (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.Android.AndroidPlatformIconProvider.get_targetSDKSupportsAdaptiveIcons () (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.Android.PlayerSettingsEditorExtension.IconSectionGUI () (at <8277255796414cc8b8865316c1676de5>:0)
    UnityEditor.PlayerSettingsEditor.IconSectionGUI (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.Modules.ISettingEditorExtension settingsExtension, System.Int32 sectionIndex) (at C:/buildslave/unity/build/Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:810)
    UnityEditor.PlayerSettingsEditor.OnInspectorGUI () (at C:/buildslave/unity/build/Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:580)
    UnityEditor.AssetSettingsProvider.OnGUI (System.String searchContext) (at C:/buildslave/unity/build/Editor/Mono/Settings/Providers/AssetSettingsProvider.cs:94)
    UnityEditor.SettingsWindow.DrawControls () (at C:/buildslave/unity/build/Editor/Mono/Settings/SettingsWindow.cs:322)
    UnityEditor.SettingsWindow.DrawSettingsPanel () (at C:/buildslave/unity/build/Editor/Mono/Settings/SettingsWindow.cs:313)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:281)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    --

    GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    --

    ArgumentException: GUILayout: Mismatched LayoutGroup.repaint
    UnityEngine.UIElements.UIR.RenderChain.Render (UnityEngine.Rect topRect, UnityEngine.Matrix4x4 projection) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRChainBuilder.cs:238)
    UnityEngine.UIElements.UIRRepaintUpdater.DrawChain (UnityEngine.Rect topRect, UnityEngine.Matrix4x4 projection) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:66)
    UnityEngine.UIElements.UIRRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:54)
    UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:72)
    UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:637)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:240)
    UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)


    upload_2019-7-31_20-1-38.png
     
    jacobfrank likes this.
  5. fherbst

    fherbst

    Joined:
    Jun 24, 2012
    Posts:
    206
    @zukesZen can also just point you to this thread and hope some of that helps.
    TL;DR: update all packages that have updates in package manager, restart Unity multiple times and hope that the errors are gone after that.
     
  6. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    I'm running into a problem. Applying changes to textures 2D import settings works but never stops. The apply button never greys out. It greys out only when you click on "Apply" in the "Unapplied Import settings" dialogue box that pops up when you try to get out of it.

    Edit: it seems that this behaviour was just a glitch; it no longer happens today August 5.
     
    Last edited: Aug 5, 2019
    JamesArndt likes this.
  7. Leo-Yaik

    Leo-Yaik

    Unity Technologies

    Joined:
    Aug 13, 2014
    Posts:
    144
    You can go into Project Settings -> Editor and look for AssetPipeline.
     
  8. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    553
    No just these.
     
  9. kerbalette

    kerbalette

    Joined:
    Apr 9, 2019
    Posts:
    4
    Is Rule Tiles in there?
     
  10. Soaryn

    Soaryn

    Joined:
    Apr 17, 2015
    Posts:
    189
    Has anyone tried to utilize the VFX graph yet on a new HDRP project in 2019.2? Been getting black particles due to the volume settings in the base project. As a note, I have gotten this throughout all of the betas and alphas, but assumed it was a known bug as it has been mentioned a few times on the forums :(
    blackParticles.gif
     
  11. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    No, do not count on painting prefabs either.
     
  12. stefan_s_from_h

    stefan_s_from_h

    Joined:
    Nov 26, 2017
    Posts:
    54
    You can create LWRP projects? I get this:

    upload_2019-8-1_14-48-40.png
     
  13. AlphaDreams

    AlphaDreams

    Joined:
    Jan 21, 2015
    Posts:
    13
    So, I just created an empty project using Unity 2019.1.12. I imported one of our animated sprite, with it's shader, and the associated prefab. I put it in an empty scene, so you can try it really quickly by opening the animation window.

    You can download it here : https://we.tl/t-8WRrAjzVLQ

    To reproduce the bug, you just have to upgrade this project to Unity 2019.2, and update all the packages in order to remove all blocking errors. When it's done, if you try to preview an animation with the Animation Window, you can see that the transform of the bones are correctly animated, but that the sprite itself does not move.
     
  14. stefan_s_from_h

    stefan_s_from_h

    Joined:
    Nov 26, 2017
    Posts:
    54
    I haven't tested all templates, but the normal 3D one works fine and the "High Definition RP" gives me the same error.

    That's what the file command (Linux shell in Windows 10) tells me about the *.tgz files:
    com.unity.template.2d-3.2.0.tgz: gzip compressed data, from Unix
    com.unity.template.3d-3.1.0.tgz: gzip compressed data, from Unix
    com.unity.template.3dextra-3.2.0.tgz: gzip compressed data, from Unix
    com.unity.template.hd-6.9.0-preview.tgz: gzip compressed data, from TOPS/20
    com.unity.template.lightweight-6.9.0.tgz: gzip compressed data, from TOPS/20


    So, the one that works has "from Unix" and the two that don't decompress have a "from TOPS/20".
    (BTW: 7zip has no problem opening them for listing. Some goes for GNU tar + GZip in Linux shell.)

    Repacked it again for it to be "from Unix" but this didn't change anything. Still the same decompress error. Removed the directory "com.unity.template.lightweight-6.9.0" from "libcache" (in the same folder as the compressed files) and this doesn't affect anything, too. Still the same error.
     
  15. Leo-Yaik

    Leo-Yaik

    Unity Technologies

    Joined:
    Aug 13, 2014
    Posts:
    144
    Thanks! We will get back as soon as we can
     
  16. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    435
  17. twetzel2k

    twetzel2k

    Joined:
    Jan 26, 2015
    Posts:
    11
    I installed 2019.2 and now in my Animation window the sampling rate is gone. I open 2019.1 and it is there. Bug?
     
  18. TheDahaka

    TheDahaka

    Joined:
    Nov 11, 2016
    Posts:
    2
    I'm having the same issue. Also, I'm getting several errors like these on the console:

    I'm wondering if this is also the case with other people having this issue, since the log seems to be related to 2D animation?
     
  19. justtime

    justtime

    Joined:
    Oct 6, 2013
    Posts:
    236
    When i try to open .cs file with Rider Editor Package installed i got these errors
    1)
    Code (CSharp):
    1. Exception thrown while invoking [OnOpenAssetAttribute] method 'Unity.CodeEditor.CodeEditor:OnOpenAsset (int,int,int)' : NullReferenceException: Object reference not set to an instance of an object
    2. Packages.Rider.Editor.EditorPluginInterop.InitEntryPoint () (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/EditorPluginInterop.cs:88)
    3. Packages.Rider.Editor.RiderInitializer.Initialize (System.String editorPath) (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/RiderInitializer.cs:39)
    4. Packages.Rider.Editor.RiderScriptEditor..cctor () (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/RiderScriptEditor.cs:26)
    5. Rethrow as TypeInitializationException: The type initializer for 'Packages.Rider.Editor.RiderScriptEditor' threw an exception.
    6. Unity.CodeEditor.CodeEditor.OnOpenAsset (System.Int32 instanceID, System.Int32 line, System.Int32 column) (at C:/buildslave/unity/build/Editor/Mono/CodeEditor/CodeEditor.cs:62)
    7. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    8.  
    2)

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. Packages.Rider.Editor.EditorPluginInterop.InitEntryPoint () (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/EditorPluginInterop.cs:88)
    3. Packages.Rider.Editor.RiderInitializer.Initialize (System.String editorPath) (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/RiderInitializer.cs:39)
    4. Packages.Rider.Editor.RiderScriptEditor..cctor () (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/RiderScriptEditor.cs:26)
    5. Rethrow as TypeInitializationException: The type initializer for 'Packages.Rider.Editor.RiderScriptEditor' threw an exception.
    6. Unity.CodeEditor.CodeEditor.OpenFileAtLineColumn (System.String path, System.Int32 line, System.Int32 column) (at C:/buildslave/unity/build/Editor/Mono/CodeEditor/CodeEditor.cs:31)
    7. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    8.  
    If i disable this package error not shows, but file not opens.

    If i try to click on "external tools" tab in preferences i got this error
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. Packages.Rider.Editor.EditorPluginInterop.InitEntryPoint () (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/EditorPluginInterop.cs:88)
    3. Packages.Rider.Editor.RiderInitializer.Initialize (System.String editorPath) (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/RiderInitializer.cs:39)
    4. Packages.Rider.Editor.RiderScriptEditor..cctor () (at Library/PackageCache/com.unity.ide.rider@1.0.8/Rider/Editor/RiderScriptEditor.cs:26)
    5. Rethrow as TypeInitializationException: The type initializer for 'Packages.Rider.Editor.RiderScriptEditor' threw an exception.
    6. Unity.CodeEditor.CodeEditor.<GetFoundScriptEditorPaths>m__0 (Unity.CodeEditor.IExternalCodeEditor codeEditor) (at C:/buildslave/unity/build/Editor/Mono/CodeEditor/CodeEditor.cs:141)
    7. System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <b7efe7e6e548497fac3c4a6049a0a4b6>:0)
    8. Unity.CodeEditor.CodeEditor.GetFoundScriptEditorPaths () (at C:/buildslave/unity/build/Editor/Mono/CodeEditor/CodeEditor.cs:141)
    9. UnityEditor.PreferencesProvider.ReadPreferences () (at C:/buildslave/unity/build/Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:862)
    10. UnityEditor.PreferencesProvider.OnActivate (System.String searchContext, UnityEngine.UIElements.VisualElement rootElement) (at C:/buildslave/unity/build/Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:195)
    11. UnityEditor.SettingsWindow.ProviderChanged (UnityEditor.SettingsProvider lastSelectedProvider, UnityEditor.SettingsProvider newlySelectedProvider) (at C:/buildslave/unity/build/Editor/Mono/Settings/SettingsWindow.cs:237)
    12. UnityEditor.SettingsTreeView.SelectionChanged (System.Collections.Generic.IList`1[T] selectedIds) (at C:/buildslave/unity/build/Editor/Mono/Settings/SettingsTreeView.cs:66)
    13. UnityEditor.IMGUI.Controls.TreeViewController.NotifyListenersThatSelectionChanged () (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:442)
    14. UnityEditor.IMGUI.Controls.TreeViewController.NewSelectionFromUserInteraction (System.Collections.Generic.List`1[T] newSelection, System.Int32 itemID) (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:1201)
    15. UnityEditor.IMGUI.Controls.TreeViewController.SelectionClick (UnityEditor.IMGUI.Controls.TreeViewItem itemClicked, System.Boolean keepMultiSelection) (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:1190)
    16. UnityEditor.IMGUI.Controls.TreeViewController.HandleUnusedMouseEventsForItem (UnityEngine.Rect rect, UnityEditor.IMGUI.Controls.TreeViewItem item, System.Int32 row) (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:348)
    17. UnityEditor.IMGUI.Controls.TreeViewController.DoItemGUI (UnityEditor.IMGUI.Controls.TreeViewItem item, System.Int32 row, System.Single rowWidth, System.Boolean hasFocus) (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:507)
    18. UnityEditor.IMGUI.Controls.TreeViewController.IterateVisibleItems (System.Int32 firstRow, System.Int32 numVisibleRows, System.Single rowWidth, System.Boolean hasFocus) (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:691)
    19. UnityEditor.IMGUI.Controls.TreeViewController.OnGUI (UnityEngine.Rect rect, System.Int32 keyboardControlID) (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:594)
    20. UnityEditor.IMGUI.Controls.TreeView.OnGUI (UnityEngine.Rect rect) (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewControl/TreeViewControl.cs:414)
    21. UnityEditor.SettingsWindow.DrawTreeView () (at C:/buildslave/unity/build/Editor/Mono/Settings/SettingsWindow.cs:349)
    22. UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:298)
    23. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:483)
    24. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:466)
    25. UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:447)
    26. UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/Events/IEventDispatchingStrategy.cs:64)
    27. UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/MouseEventDispatchingStrategy.cs:59)
    28. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
    29. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
    30. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:190)
    31. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
    32. UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
    33. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    34.  
     
  20. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    @Leo-Yaik There is a problem with custom layouts in 2019.2 (and in 2019.3).

    I have a custom layout that I install in each new version of Unity after installation. I install my custom layouts into "~\2019.2.0f1\Editor\Data\Resources\Layouts" so that they are in the layout list on the top right of the editor.
    1. one of these custom layouts of mine has the Tile Palette view installed,
    2. up to 2019.1.12f1 included, this layout displayed perfectly after loading; in 2019.2.0f1 (and 2019.3 alpha) they are missing the Tile Palette view.
    I suspect that this is due to the fact that all things 2D related has been stripped from the base engine and stored into packages that are not installed by default.

    Installing the related 2D packages and loading the layout afterwards doesn't solve the problem. Could you at least do something about that? The layout should display with the Tile Palette view after the packages have been installed.

    Edit: the heck if understand what's happened here; my custom layouts work fine now, the Tile Palette window is here when I load it.
     
    Last edited: Aug 5, 2019
  21. TheDahaka

    TheDahaka

    Joined:
    Nov 11, 2016
    Posts:
    2
    So, about the 2D Animation skinning issue, I continued looking into it and got it to work (somewhat) with AlphaDreams' sample project.

    So after migrating to 2019.2 and updating all packages, I got the same issue including the console errors I posted earlier.

    Then I tried resetting packages to defaults. When you do this, notice that, Burst is at version 1.1.2, Collections is at 0.1.0, Entities 0.1.0, Jobs 0.1.0, Mathematics 1.1.0. Now, installing 2D Animation (2.2.0) downgrades Burst to 1.0.2, Collections to 0.0.9, Entities 0.0.12, Jobs 0.0.7, Mathematics 1.0.1. I'm quite new to Unity, so maybe this is intended? It looks suspect though. In any case, the project is still broken, now with some burst-related console logs. So I updated Burst back to 1.1.2 and that got the skinning back to working order, no more error logs! (The bat looks pink because the shader probably depends on some other package).

    Now, if I continue updating the remaining packages like Collections and Entities, skinning will go back to being broken, same messages I posted before. I think this is not related to migrating to 2019.2, but just that the Animation 2D package in the new version is not working properly. So, for now, on my own project, I will keep those packages on the old versions and hopefully this will be fixed soon.
     
    Last edited: Aug 2, 2019
  22. justtime

    justtime

    Joined:
    Oct 6, 2013
    Posts:
    236
    I have another problem, i render vector images from font and it works in 2017 and 2018, but not in this version. It's ingerited from Text. Here is code https://pastebin.com/W9SP5npK.
    OnPopulateMesh() in Text was changed, how to adapt my code to this?
    Thanks
     
    Last edited: Aug 2, 2019
  23. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    1,487
     
  24. Xarbrough

    Xarbrough

    Joined:
    Dec 11, 2014
    Posts:
    477
    Does 2D Animation have an update in the pipeline which makes it compatible with 2019.2? Today I tried opening our 2019.1 project in the new version and 2D animation died the most horrible death in hundreds of exceptions and corrupted all animated prefabs. After commenting out lots of code in 2D Animation and especially Burst, all related components were still broken (missing references, no bones, no skins). I can provide a repro-project, but it's always work to set this up, so if it's just that the 2D Animation team was late with their release, I'll wait and try again after the next package update.
     
  25. Davide1104

    Davide1104

    Joined:
    Jun 12, 2013
    Posts:
    27
    Colliders not working anymore
     
  26. rustum

    rustum

    Unity Technologies

    Joined:
    Feb 14, 2015
    Posts:
    39
    After a short delay, 2D Animation 2.2.0-preview.4 for 2019.2 is now available!
    • The sprite swapping workflow has been improved by making Sprite Resolvers more robust for animation by replacing indices with labels.
    • In the Skinning Editor, bone association now picks up the nearest bone when no bones are overlapping the Sprite.
    Important Note:
    Because we redesigned the way we implement Sprite Library, previous assets and components will not work. Please use the new APIs and redo your Sprite Swap setup.

    See the full post here in the 2D Preview forums: https://forum.unity.com/threads/2d-animation-2-2-0-preview-4-for-2019-2-is-out.721469/
     
    Last edited: Aug 3, 2019
    EvOne likes this.
  27. stefan_s_from_h

    stefan_s_from_h

    Joined:
    Nov 26, 2017
    Posts:
    54
    No, that's not it.

    The real problem: TAR decompression has a problem with long paths. According to the Editor.log the following 7-Zip is used by Unity: 7-Zip (a) [64] 16.04 ZS : Copyright (c) 1999-2016 Igor Pavlov : 2017-03-20

    When you have very long path names you get an "ERROR: Can not open output file" because the system can't find the path. I'm guessing the example assets have longer names than in the other templates. It couldn't find ".../Temp/UnityTempFile-2686953966b6b7649b837ddb82c7c1f8\package\ProjectData~\Assets\ExampleAssets\Textures\Props\Construction_Light\ConstructionLight_MetallicOcculusionSmoothness.tif.meta"

    The whole path has 264 characters on my system.

    When I start a new project in a folder with shorter paths Unity 2019.2 has no problems decompressing the project template.

    I need to rethink my folder organization now.
     
  28. Deozaan

    Deozaan

    Joined:
    Oct 27, 2010
    Posts:
    576
    No response to this? The front/first page of the manual links to the upgrade guide as if it has useful information, but the documentation on this subject hasn't been updated since the alpha was first released last October.

    Perhaps this thread wouldn't be so full of people reporting errors about upgrading their projects to 2019.2 if there was some information on how to do that cleanly and what pitfalls to watch out for.

    To me this reinforces the idea that LTS is "Unity Stable(-ish)" and TECH is "Unity Experimental."
     
    Last edited: Aug 4, 2019
    fherbst likes this.
  29. BroMandarin

    BroMandarin

    Joined:
    Dec 27, 2016
    Posts:
    2
    Hello! I'm getting these errors when building an empty project on 2019.2

    Shader error in 'Hidden/Internal-DepthNormalsTexture': invalid subscript 'color' at /Program Files/Unity/2019.2.0f1/Editor/Data/CGIncludes/TerrainEngine.cginc(149) (on d3d11)

    Compiling Vertex program
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

    Shader error in 'Hidden/Internal-ODSWorldTexture': invalid subscript 'color' at /Program Files/Unity/2019.2.0f1/Editor/Data/CGIncludes/TerrainEngine.cginc(149) (on d3d11)

    Compiling Vertex program
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    Annotation 2019-08-04 214921.png

    What can be wrong here?
     
  30. JamesArndt

    JamesArndt

    Joined:
    Dec 1, 2009
    Posts:
    2,669
    I am seeing this same issue in 2019.2.0f1. I click the override checkbox for any 2D texture (import setting), change any of those override settings and hit the Apply button. I then try to click on any other asset in my project and a message pops up about "Unapplied Import Settings". This occurs on every type of texture map and compression when I try to override it's settings. I've noticed it doesn't occur if I don't check that "override" checkbox.
     
  31. Titangea

    Titangea

    Joined:
    Oct 5, 2013
    Posts:
    5
    I can´t find the HDpipeline on the package manager e.e
     

    Attached Files:

  32. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    I don't have this problem in 2019.2.0f1.

    Anyway, it seems that it was just a glitch; it no longer happens. :)
     
    JamesArndt likes this.
  33. moncastro

    moncastro

    Joined:
    Aug 13, 2015
    Posts:
    4
    VSCode does not open scripts proper if it has already running before.

    First run from unity editor opens VSCode with proper script / line as expected, but next clicks on .cs file as well as on console errors only changes focus to VSCode window.

    Reproducible with: 2019.2.0f1, 2019.3.0a11
    Not reproducible with: 2019.1.10f1, 2019.1.13f1

    Here is found a similar issue
    https://issuetracker.unity3d.com/is...g-opened-as-a-different-tab-when-using-vscode
     
    mikapote likes this.
  34. JamesArndt

    JamesArndt

    Joined:
    Dec 1, 2009
    Posts:
    2,669
    Yeah could have been. It's persisting for me. Unity did get back with me on the bug report: "Hi,
    We successfully reproduced this issue and have sent it for resolution with our developers.
    We highly appreciate your contribution. If you have further questions, feel free to contact us.
    Thanks, Gytis - Customer QA Team"
     
  35. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    Apparently, we weren't talking about the same thing. :)
     
  36. peeka

    peeka

    Joined:
    Dec 3, 2014
    Posts:
    24
    Hi I am running into a performance issue, I have lots of disabled pooled object, and during the game when new timeline starts playing I would get this spike, this only started to happen after switching to 2019.2. let me know if you need more information. sloowwww.PNG
     
  37. MythrilMan51

    MythrilMan51

    Joined:
    Apr 24, 2017
    Posts:
    122
    Is it me, or is LWRP 6.9.0+ bugged/broken? Everytime I installed it, it ends up with a lot of errors.
    And package manager is screwy over which packages to download... Even though I greenlit them.
    upload_2019-8-5_11-54-2.png
    Unless I need the HTTPS_PROXY version of the domains as well.
    And when I was JUST trying install shadergraph 6.9.1....
    Cannot perform upm operation: Unable to add package [com.unity.shadergraph@6.9.1]: Cannot connect to 'undefined' (error code: ECONNRESET). Verify your environment firewall policies allow connection to this host name. If your system is behind a proxy, verify your proxy environment variables (HTTP_PROXY and HTTPS_PROXY) are properly set. [NotFound] UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
     
  38. SoloChristian

    SoloChristian

    Joined:
    Oct 9, 2012
    Posts:
    623
    Major issues with this build and Oculus Quest Also the Current Oculus Integration Asset does not work on Quest with this build.
     
  39. SeanParkinson

    SeanParkinson

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    12
    yant likes this.
  40. konsic

    konsic

    Joined:
    Oct 19, 2015
    Posts:
    633
    Please fix it for 2019.2.1
     
  41. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    151
    It looks like DSPGraph was announced on the front page with a version where it doesn't work at all (in the editor, seems to actually work in the player).
    Things were working with the last beta (2019.2.0b10)

    It would be cool if Unity had some sort of testing going on before a release is announced.
    At least for the features being announced...

    And before asking for bug reports please post ANY official code that DOES work.
     
  42. mmln387

    mmln387

    Joined:
    Jan 28, 2018
    Posts:
    3
    I tested the example from <https://docs.unity3d.com/ScriptReference/NetworkReachability.ReachableViaLocalAreaNetwork.html> in Unity version 2019.2.0f1 and in Unity version 2019.1.13f1. I made two projects, one for every version.
    All works fine in Editor. Then I deployed both applications to Samsung Galaxy S7(model:SM_G930F).
    The calling <Application.internetReachability> is always NotReachable for version 2019.2.0f1, but it works right for version 2019.1.13f1 = <Name=TestNetWork13 Internet : Reachable via Local Area Network.>.

    Look debug log below for version 2019.2.0f1.
    08-07 22:01:57.842 20886 21219 I Unity : cnt=0 Start : Empty String
    08-07 22:01:57.854 20886 21219 I Unity : cnt=0 Name=TestNetWork20 Internet : Empty String
    08-07 22:01:57.929 20886 21219 I Unity : cnt=1 Name=TestNetWork20 Internet : Not Reachable.
    08-07 22:01:57.930 20886 21219 I Unity : cnt=2 Name=TestNetWork20 Internet : Not Reachable.
    08-07 22:01:57.936 20886 21219 I Unity : cnt=3 Name=TestNetWork20 Internet : Not Reachable.
    08-07 22:01:57.947 20886 21219 I Unity : cnt=4 Name=TestNetWork20 Internet : Not Reachable.
    08-07 22:01:57.962 20886 21219 I Unity : cnt=5 Name=TestNetWork20 Internet : Not Reachable.
    ......
    08-07 23:13:47.961 8652 10134 I Unity : cnt=9996 Name=TestNetWork20 Internet : Not Reachable.
    08-07 23:13:47.977 8652 10134 I Unity : cnt=9997 Name=TestNetWork20 Internet : Not Reachable.
    08-07 23:13:47.988 8652 10134 I Unity : cnt=9998 Name=TestNetWork20 Internet : Not Reachable.
    08-07 23:13:48.005 8652 10134 I Unity : cnt=9999 Name=TestNetWork20 Internet : Not Reachable.
    08-07 23:13:48.022 8652 10134 I Unity : cnt=10000 Name=TestNetWork20 Application.Quit Internet : Not Reachable.
    08-07 23:13:48.024 8652 10134 I Unity : cnt=10000 Name=TestNetWork20 Internet : Not Reachable.
    08-07 23:13:48.024 8652 10134 I Unity :


    I made 10000 calls of <Application.internetReachability> in version 2019.2.0f1. Result is always = NotReachable. But in version 2019.1.13f1 result is =
    <Name=TestNetWork13 Internet : Reachable via Local Area Network.>

    Is it 2019.2.0f1 issue?
     
  43. mikapote

    mikapote

    Joined:
    Oct 24, 2018
    Posts:
    15
    Any update on this issue from the team? This is a bit frustrating as it reduces debugging efficiency by quite a large amount! Thanks in advance guys.
     
  44. Manoadamro

    Manoadamro

    Joined:
    Jul 9, 2018
    Posts:
    6
    Still can't remove projects from the list though :(

    I know there is now a button for it... but it still doesn't work... Tried to submit bug with bug reporter. Bug reporter is also buggy.
     
  45. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    No, there is not and this is a problem with Unity Hub not Unity 2019.2. :)
     
  46. Manoadamro

    Manoadamro

    Joined:
    Jul 9, 2018
    Posts:
    6
    Sorry posted to wrong thread.
    But in the new version of hub, there is a button for it, it just doesn't work.
     
  47. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    Sorry, I hadn't noticed that Unity Hub 2.1 had been released. I tried the new button, it works for me.
     
  48. Manoadamro

    Manoadamro

    Joined:
    Jul 9, 2018
    Posts:
    6
    It works while you have a unity instance running in the background. if you close that and restart the hub, everything you just deleted is back again.

    So I guess I worded it wrongly. It works as long as you never, ever close Unity

     
    EvOne likes this.
  49. APSchmidt

    APSchmidt

    Joined:
    Aug 8, 2016
    Posts:
    2,310
    Sorry but this is not true for me.
    1. when I started Unity Hub I didn't have any instance of Unity running in the background,
    2. I deleted a project in the list using the new button, it worked,
    3. I quit Unity Hub and restarted it, the project I removed from the list did not come back.
     
  50. Manoadamro

    Manoadamro

    Joined:
    Jul 9, 2018
    Posts:
    6
    It must be when you have an instance running and close it then...
    Did you watch the screen recording?