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Unity 5 releases have been a mess

Discussion in 'General Discussion' started by Stardog, Sep 9, 2015.

  1. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,886
    I think there's been one version of it that hasn't had random crashing/freezing. Now with 5.2.0f3 I can't even open the editor before it crashes.

    What is the use of limiting the 5.x betas to pro users only if it's going to be free anyway? They are a small sample size and clearly aren't hitting any of the major bugs.
     
    l0cke, Yash987654321 and darkhog like this.
  2. yuliyF

    yuliyF

    Joined:
    Nov 15, 2012
    Posts:
    183
    I back to 5.1.3
     
    cozduin likes this.
  3. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    I personally have had no problems with the upgrades.

    The main reason for restricting beta access was because the beta bug reporting system got totally flooded with useless bugs during the 4.6 public beta. Many of these were from free users and were related to user error, not anything to do with the actual beta.

    Still, it's pretty trivial to revert versions if you have an issue. Just throw in a bug report and go back to the last version thr was stable for you.
     
    melkior, karl_jones and Ryiah like this.
  4. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,886
    We can't go back to previous versions if that has other basic networking bugs, but the version that fixes that has random crashing. Even basics like the colored outlines of Colliders are broken.

    There should at least be a forum for public bug reporting. I don't want to use the Bug Reporter every single time.
     
    Last edited: Sep 9, 2015
    darkhog likes this.
  5. movra

    movra

    Joined:
    Feb 16, 2013
    Posts:
    566
    Thanks for blaming the pro users.

    There are 31 pages of beta issues, 15 of which are still flagged "active" ie. unresolved.

    http://issuetracker.unity3d.com/product/unity/issues?utf8=✓&status=&category=&view=hottest&unity_version=5.2


    Furthermore the quality of the bug reports from pro users is of a higher level than those from free users:
    Source: http://blogs.unity3d.com/2013/10/28/bug-reports-incidents-and-some-bashing/


    Also, read the comments:
     
    ImpossibleRobert, Ostwind and Ryiah like this.
  6. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,886
    Who else is to blame? These aren't non-obvious problems. These are problems I find within 10 seconds of opening the editor of every new 5.x version.

    Yet they still release a new version with a big announcement email to everybody? How about fixing them first?
     
    darkhog likes this.
  7. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,004
    Simply having access to bug reports does not guarantee they will be solved prior to release.
     
    Ony and randomperson42 like this.
  8. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    Could you explain what those issues are exactly? I am a little surprised because I didn't have those kind of issues at all.
     
  9. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    I didn't find any problem updating each time. This is possible because testers just make general tests and can't test all features.
    You know , if you used another 3D engine like Unreal 4 it has been really worst than Unity with more frequent crashes as crashes but they have improved things.
    Perhaps you should use stable versions only ?
     
  10. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    I had a Unity Free 5.2.0f3 crash yesterday. Unity ought to create a crash investigation tool that makes a short concise report on the crash and sends it to Unity with permission. More than likely it will be enough as it's being reported to folks that actually design & code Unity. If it's not enough they can always use the email address to ask us for the project, although it's not likely to be in the exact state at which the crash occurred when they asked.

    I don't report crashes because of the megagigateragooglesize of Unity projects because of the way assets work you are forced to import so much as truthfully, a library, not a project asset. Now if they ever redesign how they handle projects and your asset library then we can send small concise projects & core dumps to the Unity team.

    Anyway, I think my crash was related to deleting and reading the skybox the GI Bake code might of been busy with in the background or all those Chrome/YouTube errors from browsing the Asset Store.

    Code (CSharp):
    1. Registering platform support modules:
    2.  
    3. Platform assembly: C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.Compiler.dll (this message is harmless)
    4. Platform assembly: C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.Parser.dll (this message is harmless)
    5. Platform assembly: C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\UnityScript.Lang.dll (this message is harmless)
    6. Registered platform support modules in: 0.0705012s.
    7.  
    8. Native extension for OSXStandalone target not found
    9. Native extension for WindowsStandalone target not found
    10. Native extension for LinuxStandalone target not found
    11. Native extension for WebGL target not found
    12. Native extension for SamsungTV target not found
    13. Native extension for Tizen target not found
    14. Native extension for Android target not found
    15. Load scene 'Temp/__EditModeScene' time: 230.911774 ms
    16. Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.121725 seconds (Nothing changed)
    17. Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.113624 seconds (Nothing changed)
    18. Unloading 1397 Unused Serialized files (Serialized files now loaded: 0)
    19. System memory in use before: 430.4 MB.
    20. System memory in use after: 429.7 MB.
    21.  
    22. Unloading 56 unused Assets to reduce memory usage. Loaded Objects now: 9034.
    23. Total: 11.784208 ms (FindLiveObjects: 1.516901 ms CreateObjectMapping: 0.454865 ms MarkObjects: 9.752094 ms  DeleteObjects: 0.057884 ms)
    24.  
    25. Load scene 'Temp/__EditModeScene' time: 159.296799 ms
    26. Enlighten scene contents:   98 geometries.   259 instances.   7 systems.   0 probe groups.   0 cube maps. Scene is up-to-date.
    27. GI output for inputsystem: 88f441d25e22c52879361b27b634807c (2fa7d9728cc83e6e8f899a8b5fd591fd) is missing.
    28. (Filename: C:/buildslave/unity/build/Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp Line: 1481)
    29.  
    30. Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.109285 seconds (Nothing changed)
    31. Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.100092 seconds (Nothing changed)
    32. Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.111241 seconds (Nothing changed)
    33. Refresh: detecting if any assets need to be imported or removed ...
    34. Hashing assets ... 0.002059 seconds
    35. ----- Compute hash(es) for 2 asset(s).
    36.  
    37. Refresh: elapses 0.168408 seconds
    38. Updating Assets/Standard Assets/Holiday/Halloween/Jackolantern/JackOLantern_D.png - GUID: 11b13bfe6e8603140bb3c8fd87abc5a8...
    39. done. [Time: 613.876587 ms]
    40. Updating Assets/Standard Assets/Holiday/Halloween/Jackolantern/JackOLantern.fbx - GUID: 44b1a965e05714342ba41709f2837eb2...
    41. done. [Time: 329.074371 ms]
    42. Refreshing native plugins compatible for Editor in 3.98 ms, found 0 plugins.
    43.  
    44. ----- Total AssetImport time: 1.123029s, AssetImport time: 1.037583s, Asset hashing: 0.002233s [0.5 MB, 232.969742 mb/s]
    45.  
    46. [CEF] XMLHttpRequest cannot load chrome-extension://boadgeojelhgndaghljhdicfkmllpafd/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    47. [CEF] XMLHttpRequest cannot load chrome-extension://dliochdbjfkdbacpmhlcpmleaejidimm/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    48. [CEF] XMLHttpRequest cannot load chrome-extension://hfaagokkkhdbgiakmmlclaapfelnkoah/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    49. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    50. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    51. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    52. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    53. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    54. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    55. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    56. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    57. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    58. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    59. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    60. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    61. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    62. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    63. [CEF] XMLHttpRequest cannot load chrome-extension://hfaagokkkhdbgiakmmlclaapfelnkoah/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    64. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    65. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    66. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    67. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    68. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    69. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    70. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    71. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    72. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    73. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    74. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    75. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    76. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    77. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    78. [CEF] XMLHttpRequest cannot load chrome-extension://dliochdbjfkdbacpmhlcpmleaejidimm/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    79. [CEF] XMLHttpRequest cannot load chrome-extension://hfaagokkkhdbgiakmmlclaapfelnkoah/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    80. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    81. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    82. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    83. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    84. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    85. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    86. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    87. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    88. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    89. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    90. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    91. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    92. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    93. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    94. [CEF] XMLHttpRequest cannot load chrome-extension://hfaagokkkhdbgiakmmlclaapfelnkoah/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    95. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    96. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    97. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    98. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    99. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    100. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    101. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    102. [CEF] XMLHttpRequest cannot load chrome-extension://fmfcbgogabcbclcofgocippekhfcmgfj/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    103. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    104. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    105. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    106. [CEF] XMLHttpRequest cannot load chrome-extension://enhhojjnijigcajfphajepfemndkmdlo/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    107. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    108. [CEF] XMLHttpRequest cannot load chrome-extension://eojlgccfgnjlphjnlopmadngcgmmdgpk/cast_sender.js. Cross origin requests are only supported for HTTP. in https://www.youtube.com/embed/fhr2lTnkjHI?feature=oembed&autoplay=1&rel=0&html5=1
    109. Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.097987 seconds (Nothing changed)
    110.  
    111. Hashing assets ... 0.001288 seconds
    112. Updating Assets/WGB-UserSettings/Resources/WGB Languages/francais/language.asset - GUID: 3b2db926d34680142a5c8fdbfe64d1f8...
    113. done. [Time: 17.936792 ms]
    114. Updating Assets/WGB-UserSettings/Resources/WGB Languages/espanol/language.asset - GUID: 472ab5a4b88e03e4385d33b5a66d36c4...
    115. done. [Time: 19.991896 ms]
    116. Updating Assets/WGB-UserSettings/Resources/WGB Languages/Deutsch/language.asset - GUID: 79e9d663c86070c4eb994bdd97b4cfbc...
    117. done. [Time: 24.010143 ms]
    118. Updating Assets/WGB-UserSettings/Resources/WGB Languages/English/language.asset - GUID: a0d110373f9ca0b4e8bef5cd079e65fe...
    119. done. [Time: 19.362146 ms]
    120. Updating Assets/WGB-UserSettings/Resources/WGB Languages/italiano/language.asset - GUID: f1529375afb956049a48b768eb6cac9e...
    121. done. [Time: 17.366980 ms]
    122. Refreshing native plugins compatible for Editor in 0.87 ms, found 0 plugins.
    123.  
    124. ----- Total AssetImport time: 0.216317s, AssetImport time: 0.144059s, Asset hashing: 0.001474s [24.7 KB, 16.335697 mb/s]
    125.  
    126. Cleanup mono
    127. Unloading native extension module for target: Metro
    128. Unloading native extension module for target: WP8
    129. Unloading native extension module for target: iOS
    130.  

    Unity log show no indication what it was doing when it crash but I had recently change Android Build to use ILCPP and had added the paths for Java, SDK, & NDK for the Android targets.
     
    Last edited: Sep 9, 2015
    tedthebug, Ony and Deleted User like this.
  11. movra

    movra

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    It's not all moonlight and roses in the Beta forum either you know. Pro users have been asking questions too.

    Beta going into final mode -> Really??


    Each public version has a fixed release date whether or not the known issues have been integrated. For 5.2 it was September 8th and according to the roadmap Unity 5.3 will be released on December 8th.

    I guess the point of a public release is a feature cut-off at a scheduled date. Bug fixes are important, but bug fixing will just continue after the public release in the form of patches.

    So in the Release Notes for 5.2 they've decided to dedicate a bigger section to Known Issues, announcing the fixes in the upcoming patch release. Maybe a consequence of me losing my S***: Why does the fullscreen bug have no priority?
     
    mdrotar likes this.
  12. Devil_Inside

    Devil_Inside

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    I don't agree that Unity is a mess on each release, but I'd also like to have a separate forum section to discuss each new release. Like for example in 5.2.0f3 all my colliders have black outlines instead of green. I don't remember reading anything about this in the changelog, so it might be a bug, but I'm not 100% sure.
    Also I wanted to ask a question about the new VSTU integration but didn't know where to post.
    I think there needs to be something like the beta forums, but for stable releases.
     
  13. movra

    movra

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  14. Devil_Inside

    Devil_Inside

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    goat likes this.
  15. orb

    orb

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    I like that idea. One sub-sub-forum for each release should be made, and a very clearly labelled menu link (and possibly a button in the welcome window) should link to the current version's forum, just to be on the safe side.
     
    theANMATOR2b and goat like this.
  16. Alex-Lian

    Alex-Lian

    Guest

    Indeed, the tool is our bug reporter. We do realize we can improve it (and we're planning on it), but that is the point of the tool.

    We've done a hack week to consider swapping all heavy/large assets with placeholders for bug submission, but the trick is that some bugs require specific assets to exhibit. So, it's really case by case. Our QA does have some standard practices of cutting down sent projects, but it's still not a one-size-fits all process. I'll ask them to see if we can share out some of those practices.
     
  17. Alex-Lian

    Alex-Lian

    Guest

    How would that work? We're releasing a version per week during beta, and they do tend to overlap. It might be easier to consider tagging the subject? Could discuss that option with Aurore.

    (As for the line handles colors, we're still not getting a repro in house, but the work around seems to work for many people....)
     
  18. Devil_Inside

    Devil_Inside

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    It doesn't make sense to make a separate section for each patch release, but have it for every minor release (5.2.1) or at least major release (5.2). I just think that there needs to be a general support section (with colored tags for categories such as Graphics, Script, Editor, etc) as the current large forum categories don't get enough traffic and a lot of threads get no answers.
     
  19. goat

    goat

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    Thanks very much. I will report future bugs and leave out the project but is a mini-core generated? No need to answer, I will check next crash I get before I send report.

    I think that Unity ought to create the concept of an Asset Library that is would function like a WebGL project for sanity checking assets in the Asset Library. It doesn't import cleanly in the Asset Library then it can't be put in the asset library. Unity's own asset store would find that valuable help. That way we can import all assets once into the Asset Library and then, when we go to make a new project with multiple deployment targets it uses also the valid assets need for that project and it's current target. Then a Unity Project will better reflect what the project is and not what the library is which will make for a much more concise bug reports, save oodles of disk space and switching target platforms, much more concise project folders, and so on. Of course projects, build targets, and all those things would need a lot of changes in how Unity handles them currently. Basically you'd build your individual projects by building scenes with assets from the new WebGL asset library concept and including them in build targets and saving as a new project & Unity would go off and do some folder creation and house keeping magic for the project. It would also CM much more reliable and concise. What's being passed as CM repeatable in Unity would never have flown by any CM organization I was a subservient peon to in my programming jobs.
     
    Last edited: Sep 9, 2015
  20. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    The one crashbug I had with the Unity 5 beta was fixed, so I have no issues with that here. Overall I'd say 5.2 has the best feel of the 5.x series. I was never entirely happy with 5.0 or 5.1, but 5.2 is pretty comfortable. It's unfortunate if someone has a problem with crashing, but it's quite possible that having more beta testers wouldn't have made any difference, since it could be related to just the one specific project.

    --Eric
     
    theANMATOR2b likes this.
  21. ImpossibleRobert

    ImpossibleRobert

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    Let me add some thoughts here as well. I was in the beta group actually starting the "Really???" thread. I had great interactions with the Unity team who did a super passionate job of following up on all the big issues I and many others reported. They squeezed ALL the crash bugs and more I had in 5.1, making my developing experience much much better with 5.2. It is by far the best 5.x release so far.

    When doing regular releases based on a fixed schedule you will always have a cut of date where it is decided what is in and what not. That's just the nature of development.
     
  22. Alex-Lian

    Alex-Lian

    Guest

    If there is a crash dump, we will pull it.

    I'm not quite sure I follow, but you're asking for a single library? Unfortunately, it varies by platform right now so that's part of the issue. There are optimizations of packing and compression formats per platform that need to be done.
     
  23. goat

    goat

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    Sorry, I read that too and the English is awful for such tech ideals.

    Yes, a single asset library and that's why a conglomerated asset library (that is treated like a WebGL project) that grows over time and can have assets picked from it individually by actual projects which are created. Then when the user switches target platform(s) for the only the subset of the asset library that is needed for that project are gathered and process. e.g. project targeting iOS and Windows Universal only uses 250MB of assets from the 20 gigabyte conglomerated asset library and so it is those 250MB that are imported into the project. It would take naming a collection of scenes and build targets though as a project and then building to that target so the creation of the project would be a little bit more involved but ultimate they wind up with a much more concise project because Unity would have in essence build to the target(s) and created the project based on the build for those target(s).

    I will try to draw it on paper if that isn't more clear to you but essentially the old project becomes the asset library and the new project becomes created by Unity based on the scenes and target platforms the game/app dev defines.
     
  24. Stardog

    Stardog

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    This issue is marked as fixed but didn't make it into 5.2.0f3 somehow.

    http://issuetracker.unity3d.com/iss...drawline-random-colors-if-3d-icons-turned-off

    For me it's been prone to crashing in most versions since 4.6.x where adb.exe would stop it closing.
     
  25. Tomnnn

    Tomnnn

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    My only issues so far were solved by switching to x86_64. My executables kept crashing.

    Sometimes tech jargon sounds like a slogan for a foreign baby sitter.
     
    darkhog likes this.
  26. Alex-Lian

    Alex-Lian

    Guest

    Odd, that should have been fixed with f3 (I'm assuming osx)

    Heh, indeed!
     
  27. tedthebug

    tedthebug

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    I think a streamlined way to report first would be good. Last time I sent a bug report for my game (which was about 60mb when built but the project had a lot of dross in it) it took 7hrs to upload because of my crappy Internet. I don't report anymore, I just hope others have similar issues & report them.
     
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  28. Tomnnn

    Tomnnn

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    Yes osx. I thought maybe for a moment 64 bit macs lost their ability to run 32 bit software, but the old exports still work. The 32 bit exports in f3 quit unexpectedly as they open. The pre-game resolution & control screen doesn't even come up. I don't mind though, I'm really only using unity at this point because it'll be the easiest to build sixense VR applications with. I don't think people are going to want to spend $300-$500 just to wave their arms around in VR with me.

    First chuckle from someone with UT in their name!! I am making progress. Thank you.
     
    Ony likes this.
  29. ippdev

    ippdev

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    I got crashes in 5.1.3f1 on OS X desktop. I had to revert back to 5.1.1
     
  30. ForceVFX

    ForceVFX

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    Jan 21, 2011
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    Ok...This really upset me.....my subscription ended last month...I only downloaded and used 5.2 beta....it was stable...so I moved a couple projects over...20 hours to upgrade assets....then...I got locked out...really?

    The optics of this...policy...just bad..your not gaining anything..your making me question my choice of game engines.

    I can understand not having access to new betas, after pro subscription, but taking away access to one I already downloaded ......that's a cheap shot.

    P
     
    Last edited: Sep 10, 2015
  31. Archania

    Archania

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    So they should just let you as a free user have access to a beta that is a bonus to being a pro customer?
    Ya that sounds right.... no not really. Did you want to keep the dark skin too?
     
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  32. Stardog

    Stardog

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    The point is that they're not finding enough of the bugs. It's a beta to a free product, so they should just let everyone have access. That way everyone can have a more stable official release.
     
    darkhog likes this.
  33. Dantus

    Dantus

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    Because Unity gets flooded with bad bug reports like that. The explanation is very simple.
     
  34. Stardog

    Stardog

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    Hence why there should be a forum. Every angle's been covered. They should allow access.

    Nobody wants to access the beta for fun. We want so the official releases aren't trash that crash and have basic problems (as 5.x has been so far almost every time). How does nobody spot the gizmos going multicolored earlier, for example?
     
    darkhog likes this.
  35. goat

    goat

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    It's automated. Once one becomes aware of one exemption suddenly they and everybody else wants one. Solution: stay paid up.
     
  36. zenGarden

    zenGarden

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    This means Beta Access is allowed only when you have a Pro license, like paying to use Photoshop you pay to use Pro Betas.
     
    Devil_Inside likes this.
  37. Dantus

    Dantus

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    People who are using the beta version have a place to discuss and can ask questions. If they find issues, they can submit bug reports.
    The percentage of usable bug reports from Pro users is higher than the one from not paying users. As there are certainly more bugs in beta versions than in official releases, they would be flooded with bad reports.
     
  38. Stardog

    Stardog

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    And forum for people to discuss bugs before submitting a report totally solves this.
     
    darkhog likes this.
  39. bluescrn

    bluescrn

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    Occasional (editor) crashes I can live with.

    Fundamental problems with lightprobes and lightmapping, 6 months on from the release of 5.0, not so much!
    It feels like the shiny high-end rendering pipeline is getting all the attention, leaving 4.6.x as 'Unity Mobile' for now. But 4.6 is going to miss out on important updates such as the UI performance improvements. And eventually there'll be a critical iOS feature/device that is only supported by 5.x

    As a mobile developer, I currently don't have the luxury of caring about linear lighting, real-time GI, PBR, deferred shading, or any of the other shiny stuff you can do on high-end PC/console. A lot of it isn't supported on mobile anyway, and even if it was, those features certainly won't be practical on an iPhone 4S or mid-range Android device.

    Yeah, maybe mobile GPUs will be able to handle it in a few years time (if screen resolutions stop going up at such a silly rate). But until then, we need high quality 'low-tech' features.

    (edit: And this was written *before* I discovered that 5.2 breaks Visual Studio support via UnityVS... Thankfully I'm not using 5.x for anything critical yet)
     
    Last edited: Sep 13, 2015
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  40. Ostwind

    Ostwind

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    For general bugs there are sections for all main categories where devs actively visit and for latest betas there has already been own forum section with a lot of talk so what are you exactly saying? In the beta section even some pro users mess up and open threads about bugs not related to the active beta and they get locked. You want the gates to open so everyone can flood in and make things to be even more time consuming for the devs and other people?

    Or did I miss something?
     
  41. Stardog

    Stardog

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    MrEsquire likes this.
  42. movra

    movra

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    Could be worth a try. A separate subforum for suspected bugs acts as a filter and saves time for both the reporter and the QA team. The community could tag threads as confirmed, non-bug, duplicate, regression, etc.

    That way the current subforums for each category remain free of bug reports and focus on questions and other talk.

    On the hand Ostwind could be right and a bug forum is superfluous when we already have a decent amount of fragmentation. Subforums, Beta Forum, Unity Answers, Unity Issue Tracker...
     
  43. Archania

    Archania

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  44. alexzzzz

    alexzzzz

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    I don't even consider sending the whole project I'm working on as a repro project for a bug. Instead I always create a small new one. A bunch of reasons:

    1. It makes me confident that it's actually a bug in Unity and not in my project.
    2. It lets the bug and me to get to know each other much closer, revealing the exact combination of parameters that cause the problem as well as a temporary workaround I could use until the bug is fixed. Running the experiments on a bigger project is not always possible and/or convenient.
    3. Sometimes, even if it's a bug in Unity, I realize that my initial explanation of why something is going wrong is wrong. Recent example: I thought there was a bug in HingeJoint but then realized the unexpected behavior was actually caused by a bug in continuous collision detection handling.
    4. It gives me a small repro project, which I can open anytime I want to check whether the bug has been fixed or not.

    Of course, it takes time to create a separate repro project and run the experiments, but I believe it's for my own good and don't consider the time it takes as wasted.

    PS
    5. I guess the guy who will see my bug report, consisting of one scene and a couple of objects on it, will grasp the idea of what is going on much faster than if I send him a 100megs project full of tons of unrelated stuff.
     
    Last edited: Sep 11, 2015
    Ony and movra like this.
  45. superpig

    superpig

    Drink more water! Unity Technologies

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    FWIW, the first patch for 5.2 - 5.2.0p1 - currently has about 140 fixes and improvements lined up. It should come out at some point next week.

    A lot of the fixes are things that we actually dealt over the past four weeks or so, but we couldn't put them into 5.2.0 itself. Every fix we make has the potential to break other things, so as a release approaches we tighten the criteria for what we allow into a build (e.g. 'completely cripples a major feature of this release for every user') so that we're not constantly restarting the QA process and can still ship on time. Fixes that don't meet those criteria get deferred to the patch releases.

    So if you're looking at bug reports that were picked up in the past four weeks, and you see that the bug is still present in 5.2.0, it may well be the case that we did already fix the bug internally but we have to wait for the patch release to actually get the fix into your hands.
     
    Ony, landon912, TechiTech and 2 others like this.
  46. Devil_Inside

    Devil_Inside

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    I've submitted a crash report (actually 2 crashes in one report) several hours ago. Is there a chance that a fix, if it's found, will get into the next patch release?
     
  47. superpig

    superpig

    Drink more water! Unity Technologies

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    At this point, 5.2.0p1 is closed for further changes - we have already begun the process of building and testing it prior to release. That said, it's always possible that the crashes you've seen are ones that were reported, fixed, and merged into 5.2.0p1 previously - I count 16 fixes related to crash bugs already in that patch, so maybe your crash will actually be the same as one of them.
     
  48. Devil_Inside

    Devil_Inside

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    Yeah, I hope it's one of those that were already fixed.
    Also, do you think it makes sense to have the changelog for the next patch release posted somewhere and regularly updated? This way there might be fewer duplicate reports and it might save some time for people that are trying to create a useful replication case for a bug that was already fixed.
     
  49. orb

    orb

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    They already have changelogs for each patch: http://unity3d.com/unity/qa/patch-releases
     
    karl_jones likes this.
  50. Devil_Inside

    Devil_Inside

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    Changelog for the next (upcoming) release. So you can see what bugs have already been found and fixed.