Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice
  4. Dismiss Notice

Question Unity Hub does not open Projects on Unity 2019.1.10

Discussion in 'Editor & General Support' started by lucasassislar, Aug 6, 2020.

  1. lucasassislar

    lucasassislar

    Joined:
    Aug 26, 2013
    Posts:
    8
    Hello, my Unity stopped opening my projects. I can create a new project, but immediately after if I close Unity I can't open them. Unity's splashscreen shows up and immediately the hub comes back, finally the splash disappears and the project does not open.

    I swapped my CPU this week (from a 2200G to a 3800XT), and it's the only thing I can think of that could've changed anything.
    So far:
    - Completely removed Unity using Revo uninstaller, removed all registry keys and left-over files. Same error.
    - Installed 2019.1.14. Same error.
    - Deleted Library, Temp, obj of projects. Same error.
    - Editor.log on Local AppData has nothing of use, editor is exiting with Code 0 (no errors?!)
    - Deleted my license file. Same error.
    - Restored my network devices (this actually bugged Unity for me 2 weeks ago, I had disabled some network devices and enabling them again restored functionality. This time, no change).

    - Currently installing 2019.2.21f1, though the project I'm working on in an already released game that runs on 2019.1.10f1. If it allows me to work on the project okay, but I won't be able to build and might have some issues specific to version (the project is over 25GB and has A LOT of stuff)
     
    Last edited: Aug 6, 2020
  2. lucasassislar

    lucasassislar

    Joined:
    Aug 26, 2013
    Posts:
    8
    Also 2019.4.7f1 does open.
     
  3. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    Could you share your Editor.log file?
     
  4. lucasassislar

    lucasassislar

    Joined:
    Aug 26, 2013
    Posts:
    8
    Logs are zipped, I tested opening the project from the Hub (Editor-prev.log) and opening the project from the scene inside (Editor.log), both dont provide much info besides a "Exiting without the bug reporter. Application will terminate with return code 0" at the end.

    So far, I've tested with the latest version of Unity 2019.1, 2019.2, 2019.3 and all had the same results. The only working version for me at the moment is 2019.4.7f1 which is waaaaaaaaay newer than the released version, I'm currently reimporting the project on it but it might take some hours still to re-generate the library.

    Thanks
     

    Attached Files:

  5. lucasassislar

    lucasassislar

    Joined:
    Aug 26, 2013
    Posts:
    8
    Not sure if it's related but I had at some point read "IPC connect call failed" on the Unity logs, and I just saw that same error on my Ubuntu Subsystem. Also did install the WSL recently on this machine, but as far as I remember everything was working the same after I did so.
     
  6. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    How are you launching the Editor? The command line reported in the log is a bit odd.
     
  7. lucasassislar

    lucasassislar

    Joined:
    Aug 26, 2013
    Posts:
    8
    I tested 2 ways:
    - Opening the project through the Unity Hub, that's just clicking on the name of the project, that's the log from Editor-prev.log
    - Double-clicking one of the scenes from the project, that's Editor.log. That solved another issue I was having some time ago, but this time it's going on the same.
     
  8. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    OK, I see. It looks like there's ~20 possible codepaths that lead to the Editor exiting with 'Exiting without the bug reporter' with code 0, so we need to establish which one it is.

    Can you please try this:
    • Grab WinDbg Preview from the MS Store
    • From the File menu, use 'Launch Executable (advanced)' to launch Unity.exe, giving it the same arguments we see it being passed in the Editor log file (either the Hub one or the launch-from-scene one, shouldn't matter)
    • Execute the command
      bp Unity_x64!ExitDontLaunchBugReporter
      to set a breakpoint on the function. (The command bar is just underneath the main log panel).
    • Hit 'Go' on the main Home ribbon. Unity should run, then exit like you've seen before.
    • Take a look in the 'Stack' tab (bottom right) and show me what you get.
     
  9. lucasassislar

    lucasassislar

    Joined:
    Aug 26, 2013
    Posts:
    8
    Okay, trying here, first things:
    - bp Unity_x64!ExitDontLaunchBugReporter gives me "could not be resolved, adding deferred bp", tried with bu as some forums say but it didnt work.
    - Managed to add with "bp Unity!ExitDontLaunchBugReporter" when the Initial Break happens
    - The Hub opens even tho it stops at the breakpoint (so something is calling it before)
    - Screenshot attached showing stack
    - No idea if I did everything right, if there's something amiss I can debug again.

    EDIT: It seemed odd to me that you sent me the _x64 command so I checked my Unity.exe to make sure, used sigcheck and it's a 64-bit exe.
     

    Attached Files:

    Last edited: Aug 7, 2020
  10. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    Wait, so that screenshot is from when breakpoint 0 was hit? I see you continued execution after that, so I'm not sure whether that stack is from that point or from when the application exited after that...

    (And yeah, we only ship a 64-bit Editor these days - have done so for a few years now).
     
  11. lucasassislar

    lucasassislar

    Joined:
    Aug 26, 2013
    Posts:
    8
    Its weird that I hit the button once but it appeared to have gone twice.
    I'm trying to re-capture but now the breakpoint is not binding at all :/, it got me some new errors tho.
    Breakpoints hit doesn't seem to make much sense, I'm a bit lost in all of this, if any screenshot helps. I'll try to debug again, if it works I'll update
     

    Attached Files:

  12. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    Ah, those last two have it! OK, so it's in InitProjectSettings... let me go look into the codebase...
     
  13. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    In Preferences -> General, is your "Load previous project on startup" setting enabled, or disabled?

    From looking at the code, and from what you mentioned about swapping out your CPU, I'm 99% sure this is a license issue. You said you deleted your license file - did you try returning and reactivating the license via the Hub (gear icon in the top right -> license management)?
     
  14. sas67uss

    sas67uss

    Joined:
    Feb 8, 2020
    Posts:
    81
    Hi
    I have faced to exactly same problem from today . i update my license trough license management but the problem does not solved .

    this is my hub log :
     

    Attached Files:

    Last edited: Aug 20, 2020