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Unity game build black screens on other computers [Solved]

Discussion in 'Editor & General Support' started by BenJB, Oct 31, 2014.

  1. BenJB

    BenJB

    Joined:
    Jul 16, 2013
    Posts:
    10
    Myself and some friends have been working on a game together, but when I recently sent them the latest build it was broken on their computers. In the past I have been able to send them the builds and they worked fine. When the game starts it just shows a black screen where anything was meant to be rendered in 3D. UI elements are still overlayed, but broken.

    Details
    I am using unity 4.6 beta, but the last working build also did.
    All PCs involved are Windows 7 64bit
    I can run the build anywhere on my computer and I works
    I have had it tested on 2 computers, both don't work
    I tried removing different scenes and none of them work


    Output_log on my pc
    Initialize engine version: 4.6.0b20 (a3ecf55f1347)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 660 (ID=0x11c0)
    Vendor: NVIDIA
    VRAM: 1989 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    - Completed reload, in 0.237 seconds
    desktop: 1920x1080 60Hz; virtual: 3280x1080 at -1360,0
    <RI> Initializing input.

    <RI> Input initialized.

    Platform assembly: D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: D:\Libraries\Documents\GameDev\Unity\SpaceGame\BuildArchive\SpaceGameV0.0.1.9_Data\Managed\System.dll (this message is harmless)
    UnloadTime: 5.816412 ms
    System memory in use before: 28.5 MB.
    Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    System memory in use after: 28.4 MB.

    Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 226.
    Total: 0.789991 ms (FindLiveObjects: 0.014187 ms CreateObjectMapping: 0.010565 ms MarkObjects: 0.294624 ms DeleteObjects: 0.025658 ms)

    UnloadTime: 1.033599 ms
    System memory in use before: 28.0 MB.
    Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    System memory in use after: 23.3 MB.

    Unloading 18 unused Assets to reduce memory usage. Loaded Objects now: 441.
    Total: 1.922603 ms (FindLiveObjects: 0.030790 ms CreateObjectMapping: 0.016602 ms MarkObjects: 0.434389 ms DeleteObjects: 0.686450 ms)

    UnloadTime: 1.515684 ms
    System memory in use before: 23.3 MB.
    Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    System memory in use after: 23.3 MB.

    Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 439.
    Total: 1.373504 ms (FindLiveObjects: 0.026564 ms CreateObjectMapping: 0.014489 ms MarkObjects: 0.636641 ms DeleteObjects: 0.011471 ms)

    Output_log on friends PC, I recognise that it says it is missing the room entitiled "Menu", that was intentional to see if it was the menu breaking it, so you can ignore that.
    Initialize engine version: 4.6.0b20 (a3ecf55f1347)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 750 Ti (ID=0x1380)
    Vendor: NVIDIA
    VRAM: 1974 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: C:\Users\Greg\Desktop\New folder\Builds\SpaceGameV0.0.1.9-NoMenu_Data\SpaceGameV0.0.1.9-NoMenu_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading C:\Users\Greg\Desktop\New folder\Builds\SpaceGameV0.0.1.9-NoMenu_Data\SpaceGameV0.0.1.9-NoMenu_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: C:\Users\Greg\Desktop\New folder\Builds\SpaceGameV0.0.1.9-NoMenu_Data\SpaceGameV0.0.1.9-NoMenu_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading C:\Users\Greg\Desktop\New folder\Builds\SpaceGameV0.0.1.9-NoMenu_Data\SpaceGameV0.0.1.9-NoMenu_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: C:\Users\Greg\Desktop\New folder\Builds\SpaceGameV0.0.1.9-NoMenu_Data\SpaceGameV0.0.1.9-NoMenu_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading C:\Users\Greg\Desktop\New folder\Builds\SpaceGameV0.0.1.9-NoMenu_Data\SpaceGameV0.0.1.9-NoMenu_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    - Completed reload, in 0.059 seconds
    desktop: 1680x1050 60Hz; virtual: 3360x1050 at -1680,0
    <RI> Initializing input.

    <RI> Input initialized.

    Platform assembly: C:\Users\Greg\Desktop\New folder\Builds\SpaceGameV0.0.1.9-NoMenu_Data\SpaceGameV0.0.1.9-NoMenu_Data\Managed\System.Core.dll (this message is harmless)
    Level 'Menu' (-1) couldn't be loaded because it has not been added to the build settings.
    To add a level to the build settings use the menu File->Build Settings...
    UnityEngine.Application:LoadLevelAsync(String, Int32, Boolean, Boolean)
    UnityEngine.Application:LoadLevel(String) (at C:\BuildAgent\work\d63dfc6385190b60\artifacts\StandalonePlayerGenerated\UnityEngineApplication.cs:59)
    FirstPersonController:Update() (at D:\Libraries\Documents\GameDev\Unity\SpaceGame\Assets\Scripts\Gameplay\FirstPersonController.cs:30)

    [C:/BuildAgent/work/d63dfc6385190b60/Runtime/Misc/Player.cpp line 271]
    (Filename: C Line: 0)

    Level 'Menu' (-1) couldn't be loaded because it has not been added to the build settings.
    To add a level to the build settings use the menu File->Build Settings...
    UnityEngine.Application:LoadLevelAsync(String, Int32, Boolean, Boolean)
    UnityEngine.Application:LoadLevel(String) (at C:\BuildAgent\work\d63dfc6385190b60\artifacts\StandalonePlayerGenerated\UnityEngineApplication.cs:59)
    Movement:Update() (at D:\Libraries\Documents\GameDev\Unity\SpaceGame\Assets\Scripts\Gameplay\Movement.cs:30)

    [C:/BuildAgent/work/d63dfc6385190b60/Runtime/Misc/Player.cpp line 271]
    (Filename: C Line: 0)
    The one thing I noticed that could be wrong in my friend's output_log were the references to addresses on my PC, as I'm the only one with a D:\ and that file structure.
    "FirstPersonController:Update() (at D:\Libraries\Documents\GameDev\Unity\SpaceGame\Assets\Scripts\Gameplay\FirstPersonController.cs:30)"

    Any help would be much appreciated, this has halted development and a solution is needed urgently!
     
    Last edited: Nov 2, 2014
  2. BenJB

    BenJB

    Joined:
    Jul 16, 2013
    Posts:
    10
    If anyone else has this issue, please post, so I can tell whether or not this is a problem with just my game.
     
  3. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Maybe make a build, and write it into a completely new location on your hard drive. I wonder if you're exporting to the same old location, and getting a mix of old and new files. Also, find some app that can do a file-by-file compare, just in case some Anti-Virus software has grabbed a file off your mates machine.
     
  4. BenJB

    BenJB

    Joined:
    Jul 16, 2013
    Posts:
    10
    I wrote it to a completly different location, it worked on my PC, didn't work on my friends, he then returned the "broken" build and it worked fine on my machine. I then did a quick comparison and all the files were present and the same size.

    I got a fresh output_log from him, but everything looks fine.

    Initialize engine version: 4.6.0b20 (a3ecf55f1347)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 750 Ti (ID=0x1380)
    Vendor: NVIDIA
    VRAM: 1974 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\Assembly-CSharp.dll (this message is harmless)
    Loading C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    - Completed reload, in 0.055 seconds
    desktop: 1680x1050 60Hz; virtual: 3360x1050 at -1680,0
    <RI> Initializing input.

    <RI> Input initialized.

    Platform assembly: C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: C:\Users\Greg\Desktop\SpaceGameV0.0.1.9_Data\Managed\System.dll (this message is harmless)
    UnloadTime: 3.588202 ms
    System memory in use before: 28.5 MB.
    Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
    System memory in use after: 28.4 MB.

    Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 228.
    Total: 0.679786 ms (FindLiveObjects: 0.016185 ms CreateObjectMapping: 0.010570 ms MarkObjects: 0.185306 ms DeleteObjects: 0.015855 ms)


    I also got a screenshot from another friend (print screen via skype, sorry for low quality!)
    Broken screenshot.png

    And for comparison heres a working one from my machine
    Working screenshot.png

    (Both are slightly distorted, but thats only in the uploaded image)
     
    Last edited: Nov 4, 2014
  5. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Does a simple spinning cube app behave the same way? What graphics drivers do they have?
     
  6. BenJB

    BenJB

    Joined:
    Jul 16, 2013
    Posts:
    10
    The simple spinning cube runs fine, me and two others using (reasonably) up to date nvidia drivers and another using something AMD as far as I can remember (I haven't had a chance to speak to him, but definitly not the same as me)
     
  7. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Hmm. Might indicate it's something specific in your real project. Other than exporting it scene by scene and working out which ones work and which do not, I can't think of any better suggestions. :-(
     
  8. BenJB

    BenJB

    Joined:
    Jul 16, 2013
    Posts:
    10
    I have tried that and got nowhere, the problem Is with rendering anything 3D and occurs in both of my scenes, the only common factor I can think of is a model and a persistent object used for controlling certain objects, I will try removing them individually at my next opportunity to access the computer.
     
  9. BenJB

    BenJB

    Joined:
    Jul 16, 2013
    Posts:
    10
    Ah, finally I've fixed it, and it was a really stupid problem on my behalf. I had introduced a system where the FOV was loaded from PlayerPrefs, but I didn't know about the defaultValue so the camera was just loading a non-existant float on everyone elses computers, whereas on mine it had been loaded before so already had a value to load. I resolved the issue by adding a short bit of code that checks if the pref exists before attempting to use it. It now runs fine on other people's computers.

    Thank you for the support!