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Bug Update to 2023.3.3f1 generates thousands of errors

Discussion in 'Editor & General Support' started by Dneubern, Jun 23, 2023.

  1. Dneubern

    Dneubern

    Joined:
    Mar 2, 2019
    Posts:
    24
    Hello everyone,
    I've recently updated my project to 2023.3.3f1 and I'm getting hundreds of Errors when I go to either the Camera object, or the "Game" Tab. The screen is black, although my objects in the scene tab are as they should be.

    The errors are basically two repeated:


    [Assert] Assertion failed
    GUIUtility.ProcessEvent() at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190


    Followed by:
    Code (CSharp):
    1. [Exception] ArgumentNullException: Value cannot be null.
    2. Parameter name: value
    3. MaterialPropertyBlock.SetTexture() at /Users/bokken/build/output/unity/unity/Runtime/Export/Shaders/MaterialPropertyBlock.cs:113
    4.  
    5. Blitter.BlitTexture() at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Utilities/Blitter.cs:261
    6. 259:  <Color=#808080>{</Color>
    7. 260:      s_PropertyBlock.SetVector<Color=#808080>(</Color>BlitShaderIDs._BlitScaleBias, scaleBias<Color=#808080>)</Color><Color=#808080>;</Color>
    8. 261:      s_PropertyBlock.SetTexture<Color=#808080>(</Color>BlitShaderIDs._BlitTexture, source<Color=#808080>)</Color><Color=#808080>;</Color>
    9. 262:      DrawTriangle<Color=#808080>(</Color>cmd, material, pass<Color=#808080>)</Color><Color=#808080>;</Color>
    10. 263:  <Color=#808080>}</Color>
    11.  
    12. Blitter.BlitCameraTexture() at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.8/Runtime/Utilities/Blitter.cs:397
    13. 395:      <Color=#00FF00>// Will set the correct camera viewport as well.</Color>
    14. 396:      CoreUtils.SetRenderTarget<Color=#808080>(</Color>cmd, destination, loadAction, storeAction, ClearFlag.None, Color.clear<Color=#808080>)</Color><Color=#808080>;</Color>
    15. 397:      BlitTexture<Color=#808080>(</Color>cmd, source, viewportScale, material, pass<Color=#808080>)</Color><Color=#808080>;</Color>
    16. 398:  <Color=#808080>}</Color>
    17.  
    18. PostProcessPass.SetupBloom() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/Passes/PostProcessPass.cs:1134
    19. 1132:  <Color=#808080>}</Color>
    20. -->1134:  Blitter.BlitCameraTexture<Color=#808080>(</Color>cmd, source, m_BloomMipDown<Color=#808080>[</Color><Color=#FFFFFF>0</Color><Color=#808080>]</Color>, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, <Color=#FFFFFF>0</Color><Color=#808080>)</Color><Color=#808080>;</Color>
    21. 1136:  <Color=#00FF00>// Downsample - gaussian pyramid</Color>
    22.  
    23. PostProcessPass.Render() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/Passes/PostProcessPass.cs:522
    24. 520:  <Color=#808080>{</Color>
    25. 521:      <Color=#FF0000>using</Color> <Color=#808080>(</Color><Color=#FF0000>new</Color> ProfilingScope<Color=#808080>(</Color>cmd, ProfilingSampler.Get<Color=#808080>(</Color>URPProfileId.Bloom<Color=#808080>)</Color><Color=#808080>)</Color><Color=#808080>)</Color>
    26. 522:          SetupBloom<Color=#808080>(</Color>cmd, GetSource<Color=#808080>(</Color><Color=#808080>)</Color>, m_Materials.uber<Color=#808080>)</Color><Color=#808080>;</Color>
    27. 523:  <Color=#808080>}</Color>
    28.  
    29. PostProcessPass.Execute() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/Passes/PostProcessPass.cs:334
    30. 332:      <Color=#FF0000>using</Color> <Color=#808080>(</Color><Color=#FF0000>new</Color> ProfilingScope<Color=#808080>(</Color>cmd, m_ProfilingRenderPostProcessing<Color=#808080>)</Color><Color=#808080>)</Color>
    31. 333:      <Color=#808080>{</Color>
    32. 334:          Render<Color=#808080>(</Color>cmd, <Color=#FF0000>ref</Color> renderingData<Color=#808080>)</Color><Color=#808080>;</Color>
    33. 335:      <Color=#808080>}</Color>
    34. 336:  <Color=#808080>}</Color>
    35.  
    36. ScriptableRenderer.ExecuteRenderPass() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1490
    37. 1488:  else
    38. 1489:  <Color=#808080>{</Color>
    39. -->1490:      renderPass.Execute<Color=#808080>(</Color>context, <Color=#FF0000>ref</Color> renderingData<Color=#808080>)</Color><Color=#808080>;</Color>
    40. 1491:      context.ExecuteCommandBuffer<Color=#808080>(</Color>cmd<Color=#808080>)</Color><Color=#808080>;</Color>
    41. 1492:      cmd.Clear<Color=#808080>(</Color><Color=#808080>)</Color><Color=#808080>;</Color>
    42.  
    43. ScriptableRenderer.ExecuteBlock() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1446
    44. 1444:  <Color=#808080>{</Color>
    45. 1445:      <Color=#FF0000>var</Color> renderPass = m_ActiveRenderPassQueue<Color=#808080>[</Color>currIndex<Color=#808080>]</Color><Color=#808080>;</Color>
    46. -->1446:      ExecuteRenderPass<Color=#808080>(</Color>context, renderPass, <Color=#FF0000>ref</Color> renderingData<Color=#808080>)</Color><Color=#808080>;</Color>
    47. 1447:  <Color=#808080>}</Color>
    48.  
    49. ScriptableRenderer.Execute() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/ScriptableRenderer.cs:1229
    50. 1227:  <Color=#808080>{</Color>
    51. 1228:      <Color=#FF0000>using</Color> <Color=#FF0000>var</Color> profScope = <Color=#FF0000>new</Color> ProfilingScope<Color=#808080>(</Color><Color=#FF0000>null</Color>, Profiling.RenderBlock.mainRenderingTransparent<Color=#808080>)</Color><Color=#808080>;</Color>
    52. -->1229:      ExecuteBlock<Color=#808080>(</Color>RenderPassBlock.MainRenderingTransparent, <Color=#FF0000>in</Color> renderBlocks, context, <Color=#FF0000>ref</Color> renderingData<Color=#808080>)</Color><Color=#808080>;</Color>
    53. 1230:  <Color=#808080>}</Color>
    54.  
    55. UniversalRenderPipeline.RenderSingleCamera() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:650
    56. 649:          <Color=#00FF00>// Timing scope inside</Color>
    57. 650:          renderer.Execute<Color=#808080>(</Color>context, <Color=#FF0000>ref</Color> renderingData<Color=#808080>)</Color><Color=#808080>;</Color>
    58. 651:      <Color=#808080>}</Color>
    59. 652:  <Color=#808080>}</Color> <Color=#00FF00>// When ProfilingSample goes out of scope, an "EndSample" command is enqueued into CommandBuffer cmd</Color>
    60.  
    61. UniversalRenderPipeline.RenderSingleCameraInternal() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:534
    62. 532:                  ApplyAdaptivePerformance<Color=#808080>(</Color><Color=#FF0000>ref</Color> cameraData<Color=#808080>)</Color><Color=#808080>;</Color>
    63. 533:  <Color=#0000FF>#endif</Color>
    64. 534:              RenderSingleCamera<Color=#808080>(</Color>context, <Color=#FF0000>ref</Color> cameraData, cameraData.postProcessEnabled<Color=#808080>)</Color><Color=#808080>;</Color>
    65. 535:          <Color=#808080>}</Color>
    66.  
    67. UniversalRenderPipeline.Render() at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.8/Runtime/UniversalRenderPipeline.cs:376
    68. 374:  UpdateVolumeFramework<Color=#808080>(</Color>camera, <Color=#FF0000>null</Color><Color=#808080>)</Color><Color=#808080>;</Color>
    69. 376:  RenderSingleCameraInternal<Color=#808080>(</Color>renderContext, camera<Color=#808080>)</Color><Color=#808080>;</Color>
    70. 378:  <Color=#FF0000>using</Color> <Color=#808080>(</Color><Color=#FF0000>new</Color> ProfilingScope<Color=#808080>(</Color><Color=#FF0000>null</Color>, Profiling.Pipeline.endCameraRendering<Color=#808080>)</Color><Color=#808080>)</Color>
    71.  
    72. RenderPipeline.InternalRender() at /Users/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipeline.cs:52
    73.  
    74. RenderPipelineManager.DoRenderLoop_Internal() at /Users/bokken/build/output/unity/unity/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:126
    75.  
    76. GUIUtility.ProcessEvent() at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190
    77.  

    The Screen is black, and apart from that, no compilation errors were given.
     
  2. Dneubern

    Dneubern

    Joined:
    Mar 2, 2019
    Posts:
    24
    Some more information I've forgotten:

    Using MacOs 13.2.1 and the Original Unity version was 2021.3.19f1

    After the Errors are shown (they don't ever stop), all objects in the scene disappear.
    IF I select the Camera GameObject BEFORE going to the Game Tab, the small camera preview shows everything correctly. As long as either I go to the Game Tab, or I press Play. mayhem starts and the Scene View also gets buggy.
     
  3. TomTheMan59

    TomTheMan59

    Joined:
    Mar 8, 2021
    Posts:
    315
    The best way to get this fixed is not posting it on the forums but using the bug reporter so the developers can see it. :(
     
  4. Dneubern

    Dneubern

    Joined:
    Mar 2, 2019
    Posts:
    24
    :(

    I'm getting a warning as well.

    [Warning] Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
    GUIUtility.ProcessEvent() at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190



    I don't even have the AR Kit installed / enabled for this project! o_O
     
  5. TomTheMan59

    TomTheMan59

    Joined:
    Mar 8, 2021
    Posts:
    315
    I don't know :( I just know if nobody submits the bug, it never will get fixed.
     
    Kurt-Dekker likes this.
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,971
    How to troubleshoot build failures:

    First, make a blank project with a single blank scene and prove that it builds successfully.

    If the blank project does NOT build, go fix your Unity installation or your other tools, such as Android SDK, NDK, JDK, etc. It may even be necessary to change to a different version of Unity3D. It is generally best to stay with LTS versions of Unity3D.

    Until you can build a blank project to the target platform, don't fiddle with anything else.

    Once you can build a blank project, now bisect the problem by bringing over parts of your current project and building it one subsystem at a time, perhaps stubbing things out that might trigger compiler errors.

    Most often things that prevent building are third-party libraries such as Firebase.

    Once you identify the subsystem, go to the documentation for it and make sure you are doing it correctly.

    It may also be helpful to work through a tutorial or two for whatever subsystem is making the build fail.

    Android build not building:

    Recently (circa July 2022) there have been reports of Unity's installer failing to install the Android Tools.

    https://forum.unity.com/threads/cant-build-for-android.1306098/

    Here was how I brought up Unity2020.3.41 and the Android SDK 31 on October 30, 2022:

    https://forum.unity.com/threads/aab...y-2021-3-8-with-jdk-1-8.1322211/#post-8551193

    Android Gradle errors and other related stuff:

    https://forum.unity.com/threads/unity-gradle-bug-please-help.1368018/#post-8625789

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

    ISSUES RELATED TO UPGRADING PROJECTS (eg, changing to a higher Unity version)

    Upgrading to a later version of Unity is a one-way process. Any project that has been updated should NEVER be reverted to an earlier version of Unity because this is expressly not supported by Unity. Doing so exposes your project to internal inconsistencies and breakage that may actually be impossible to repair.

    If you want to upgrade to a newer version of Unity, do not even consider it until you have placed your project fully under proper source control. This goes double or triple for non-LTS (Tech Stream) versions of Unity3D, which can be extremely unstable compared with LTS.

    Once you have source-controlled your project then you may attempt a Unity upgrade. Immediately after any attempted upgrade you should try to view as much of your project as possible, with a mind to looking for broken animations or materials or any other scripting errors or runtime issues.

    After an upgrade you should ALWAYS build to all targets you contemplate supporting: iOS and Android can be particularly finicky, and of course any third party libraries you use must also "play nice" with the new version of Unity. Since you didn't write the third party library, it is up to you to vet it against the new version to make sure it still works.

    If there are issues in your testing after upgrading Unity, ABANDON the upgrade, revert your project in source control and be back where you were pre-upgrade with the earlier version of Unity.

    Obviously the less you test after the upgrade the more chance you will have of an undiscovered critical issue.

    This risk of upgrading is entirely on you and must be considered whenever you contemplate a Unity version upgrade.

    Do not upgrade "just for fun" or you may become very unhappy.
     
  7. Dneubern

    Dneubern

    Joined:
    Mar 2, 2019
    Posts:
    24
    The Error lies 100% in either the Camera / Canvas Scripts or Objects.


    After deleting the MainCamera in each of the scenes with this problem, and replacing them with a new camera solves this problem.
    This problem particularly happens in scenes where I have a Canvas with the Renderer Option: Screen Space - Camera


    Delete your MainCameras, and afterward assign each of your Camera stacks and problem solved.
     
  8. sherif_unity910

    sherif_unity910

    Joined:
    Aug 3, 2022
    Posts:
    3
    This didn't work for me, unfortunately. Also went from 2021.3 to 2023.1.3f1, and Boommm, thousands of rendering errors. I pretty much just use simple native UI features with no fancy packages or anything.

    Using Window -> Rendering -> Render pipeline converter seemed to work ... eventually. I ran it several times, and every time it seemed like it's processing exactly 2,999 assets (I don't know if this number is coincidental or is the result of an inner limit of 2000 assets) ... anyway, it seemed like it kept converting the same assets over and over again every time I ran it, which is weird. After a few times of doing this, the errors stopped, or so it seems for now.