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VideoPlayer external file playback on Linux builds

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I'm using 2017.4.7f1 for project purposes. I'm trying to play video files in a built projector on Ubuntu 18.04 LTS. The [documentation](https://docs.unity3d.com/2017.4/Documentation/Manual/VideoSources-FileCompatibility.html) states that for imported VideoClips, they need to be transcoded so they will become (presumably) WebM. Ok - understood that MP4 doesn't work on Linux. All works fine, except when using the dwm window manager, and our projector just hangs after the splash screen. The projector works fine in Ubuntu's default window manager.... hmm. Trying to find a workaround, I externalised all the video assets. I adapted VideoPlayer to use "URL" as the Source, and my code to set .url instead of .clip. I've tested it on Mac using .mp4 and it all functions perfectly. So now to get it working on Linux. I re-encoded the videos to .webm and tweaked my code to load the appropriate .webm instead of .mp4 It doesn't play. I'm starting to believe VideoPlayer has very poor support on Linux platform. Does anyone out there have actual real-world experience of successfully having a VideoPlayer load an external video file on a Linux build?

Linux build doesn't work properly

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I created a project in Unity 2018.2.11f1 and added some spirtes and a GameObject for the player to move around and built it for both Windows and Linux. The Windows build works fine but when I test the Linux build and start the game from the launcher I get a window that is dark gray and then goes blue. It looks like it's loading, but not rendering properly. I've tried a couple different projects with buttons and actions and they all work, but I can't see anything but the blue background. Has anyone else come across this? There doesn't seem to be any errors in the [log file][1], it just doesn't load anything. (For reference, I'm building from Windows 10 to Linux and running the standalone player in Debian 9 and have gotten other games that other people have made in older versions of Unity to run) [1]: /storage/temp/125731-player.txt

Startup crash on Linux

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Hello, we are using Unity 2018.1.9f1. Our game builds and runs on Windows, but we have a problem with Linux build (on Ubuntu-18.04.1). Build has no errors, but after app launch, there appears unity logo and app crashes with log: burzoklinux@burzoklinux-MS-7A34:~/Desktop$ ./Re-Legion_02.10.2018.x86_64 Set current directory to /home/burzoklinux/Desktop Found path: /home/burzoklinux/Desktop/Re-Legion_02.10.2018.x86_64 Mono path[0] = '/home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/Managed' Mono config path = '/home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/MonoBleedingEdge/etc' Preloaded 'ScreenSelector.so' Preloaded 'libfmod.so' Preloaded 'libfmodL.so' Preloaded 'libfmodstudio.so' Preloaded 'libfmodstudioL.so' Preloaded 'libgvraudio.so' Logging to /home/burzoklinux/.config/unity3d/Ice Code Games/Re-Legion/Player.log Stacktrace: at <0xffffffff> at (wrapper managed-to-native) FMOD.Studio.EventInstance.FMOD_Studio_EventInstance_Stop (intptr,FMOD.Studio.STOP_MODE) [0x00002] in <167f132c703844a4bbbdc2711135a127>:0 at FMOD.Studio.EventInstance.stop (FMOD.Studio.STOP_MODE) [0x00000] in <167f132c703844a4bbbdc2711135a127>:0 at Cult.AudioController.StopGameplayMusic2 () [0x00000] in <0fe67941d25a4c55bad78a8db7134822>:0 at Cult.NetworkUI.Awake () [0x00022] in <0fe67941d25a4c55bad78a8db7134822>:0 at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) [0x0001e] in :0 /proc/self/maps: 00400000-02379000 r-xp 00000000 08:17 803791 /home/burzoklinux/Desktop/Re-Legion_02.10.2018.x86_64 02579000-025fb000 r-xp 01f79000 08:17 803791 /home/burzoklinux/Desktop/Re-Legion_02.10.2018.x86_64 025fb000-02634000 rwxp 01ffb000 08:17 803791 /home/burzoklinux/Desktop/Re-Legion_02.10.2018.x86_64 02634000-02734000 rwxp 00000000 00:00 0 02916000-409f4000 rwxp 00000000 00:00 0 [heap] 40a36000-40aa6000 rwxp 00000000 00:00 0 ... ... ... Native stacktrace: /home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so(+0xd40bd) [0x7f8e175a90bd] /lib/x86_64-linux-gnu/libpthread.so.0(+0x1288f) [0x7f8e26c3c88f] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0xc7) [0x7f8e25d30e97] /lib/x86_64-linux-gnu/libc.so.6(abort+0x140) [0x7f8e25d32800] ./Re-Legion_02.10.2018.x86_64() [0x9edeeb] /home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so(+0x14d4a1) [0x7f8e176224a1] /home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so(+0x5ae0b) [0x7f8e1752fe0b] /lib/x86_64-linux-gnu/libpthread.so.0(+0x1288f) [0x7f8e26c3c88f] /home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/Plugins/x86_64/libfmodstudio.so(_ZN4FMOD6Studio13EventInstance4stopE21FMOD_STUDIO_STOP_MODE+0x55) [0x7f8e0d94d3d5] [0x40a99654] /home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so(+0x5aaac) [0x7f8e1752faac] /home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so(+0x1c4e66) [0x7f8e17699e66] /home/burzoklinux/Desktop/Re-Legion_02.10.2018_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so(mono_runtime_invoke+0x1c) [0x7f8e1769ad13] ./Re-Legion_02.10.2018.x86_64() [0x9adde3] ./Re-Legion_02.10.2018.x86_64() [0xa1396e] ./Re-Legion_02.10.2018.x86_64() [0x9e5655] ./Re-Legion_02.10.2018.x86_64() [0x9e70ef] ./Re-Legion_02.10.2018.x86_64() [0x9e7cc7] ./Re-Legion_02.10.2018.x86_64() [0xa1ee80] ./Re-Legion_02.10.2018.x86_64() [0xa1f187] ./Re-Legion_02.10.2018.x86_64() [0x847b75] ./Re-Legion_02.10.2018.x86_64() [0x848f1c] ./Re-Legion_02.10.2018.x86_64() [0x84923e] ./Re-Legion_02.10.2018.x86_64() [0x849509] ./Re-Legion_02.10.2018.x86_64() [0x84a20c] ./Re-Legion_02.10.2018.x86_64() [0x84ad2e] ./Re-Legion_02.10.2018.x86_64() [0x46af60] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe6) [0x7f8e25d13b96] ./Re-Legion_02.10.2018.x86_64() [0x478388] ... ... ... [New LWP 25331] [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1". 0x00007f8e26c3c23a in __waitpid (pid=25332, stat_loc=0x7f8e27268774, options=0) at ../sysdeps/unix/sysv/linux/waitpid.c:30 30 ../sysdeps/unix/sysv/linux/waitpid.c: No such file or directory. ... ... ... ====================================================== Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ====================================================== Aborted (core dumped) We really don’t know what to do. Any suggestions? We looking forward for your response, Adam

Cannot open build on Ubuntu

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I've done a project with a cube on Unity3D version 2018.2 to Linux platform,I'm using a virtual machine with Ubuntu OS version 18, when I execute .x86 file or .x86_64 file, It doesn't work, I checked log file and it appears this:

*Desktop is 1920 x 985 @ 60 Hz
Unable to find a supported OpenGL core profile
Failed to create valid graphics context: please ensure you meet the minimum requirements
E.g. OpenGL core profile 3.2 or later for OpenGL Core renderer
Vulkan detection: 0
No supported renderers found, exiting*

I tried downloading and installing OpenGL libraries but it stil doesn't work

Linux build only displays colours

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I need some help with building for Ubuntu in Unity. When I execute the file (it's set to executable), it only shows colors and plays the music. But the camera is completely empty and it also skips the standalone player setup box, which is shown in Windows. I tried building it for both 64 and 32 bit, with no success whatsoever. I appreciate any help you may provide. Edit: I updated and tried again, now the window popped up, then everything froze.

How to install Unity Editor On CentOs 7(LINUX)?

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I m Looking to install Unity Editor on CentOs, But could not find any solution

Get Unity Running on Linux

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Hey, I hope this is the right general place for this, but does anyone know if there is a way to get Uniyy running on Linux. I want a specific version that hasn't been made compatible yet, so I didn't know if there were another way. I run Zorin OS Linux, which is off of Ubuntu.

Socket: accept Failed, error To Many Open Files (24)?

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Socket: accept Failed, error To Many Open Files (24)? I m getting This error when I m running My project in Ubuntu , Sometime unity gets crashed...I m facing this issue only when i m running my project in Ubuntu Images might help you to understand this question better.... Thanks for Your Time....![alt text][1] [1]: /storage/temp/127022-screenshot-from-2018-10-31-07-56-37.png

Problem with Unity chat server build hanging on loading in CentOS 7

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Hi all, can anyone help me discover why when I run a headless Linux build of a server for a dedicated Linux server on the Internet the program seems to hand when chatserverx86_64 executable is started up prefaced by ./ in my home directory ? Or maybe I'm supposed to run it somewhere else or in some other way. Anyway, my chat server *does* work, but I lose control of my console window after starting it up. Which is no way to do business, of course. Attached is the output of what what I see in my console window.![alt text][1] [1]: /storage/temp/127088-stuck.jpg

Is it possible to place a 3D model in a web server?

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My interest is highly detailed architectural models. I have seen many in YouTube and elsewhere, but they never explain two very important things: - Are they interactive or just a prepackaged video? - Is the user sitting next to a desktop PC with plenty of bandwidth? Furthermore, my preferred development is Visual Studio but my preferred deployment platform is a Linux web server. Can Unity achieve what I need? TIA -Travis

Memory Leak on Linux

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Hi, I have been using Unity ml-agents on my Mac to create environments. I then build the environment for Linux and upload it to git in order to pull the environment down on a Linux machine. When I use the environment on the Linux machine, I run the learn.py algorithm, but it continues to use more and more memory until it runs out and it crashes. I am running on Ubuntu 16.04 with ml-agents 0.4.0b and Unity 2017.2.0f1. I know this was an issue with textures in the past, but the version of ml-agents that I have is after this issue was fixed.

Lightmapping through Command Line

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Hello, I was wondering whether anyone has some advice/scripts on doing light mapping over the command line. To be more detailed, I have access to a linux cluster and would like to bake a procedural Lightmap there, as it will always crash on my MacBooks. So I already saw that it is possible to install Unity on that cluster and I can somehow move my project on there, but now I need to somehow open the correct scene and bake the Lightmap through the command line tool. Would be great if someone could help me out. Best regards, Fred

Error when trying to export to android (Linux)

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whenever I try to expor to my nokia 6 I get the message: Unable to retrieve device properties. Please make sure the android sdk is installed and is properly configured in the editor. UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:187 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x0007f] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:94 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) I've installed the android sdk with intellij and it should be in /home/username/android/sdk, unity also doesn't give any errors when I select that specific folder, but does whenever I try and select a version under /platform/

Is using Unity a viable way to create cross-platform screensavers?

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I am trying to figure out if it is viable to [create a screensaver][1] using Unity. I have already figured out how I would handle the command line arguments from Windows, but I am still not sure if I can use the preview window on Windows. To do that I would need to set the parent of the game's window. I also don't know how screensavers work on MacOS and Linux. You can handle the Windows command line arguments by creating a C# script that is set as the screensaver. This program saves the arguments in a file--or the Windows Registry--which the Unity app can access. Once it does that, the program runs the Unity app. This seems like sort of a hacky way to do this, but this way you can handle all of the programming in Unity. If Unity detects that it is running on Windows, it can look for the arguments in the dedicated file, it can also do similar things if it detects it is running on MacOS and Linux. I don't need to target mobile devices since turning the screen off saves battery than running a 3D environment with the screen always on. So two questions would be: 1. Is it possible to set the game window as a child of another window using a [window handle][2]? 2. How do MacOS and Linux screensavers work, and how would you get Unity to run as one? [1]: https://www.harding.edu/fmccown/screensaver/screensaver.html [2]: http://www.wischik.com/scr/howtoscr.html#CommandLineArguments

How to separate the engine and resource parts of Unity

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Hello, I'm working on an android app written in Java that will contain multiple Unity games. I would like the player to be able to press a button to play the first game, then another button to play another game, and so on. From what I understand so far, in android applications, the UnityPlayerActivity uses the libraries available in unity-classes.jar unity-classes.jar then uses the native functions in libmain.so, libmono.so, and libunity.so to run the actual game libunity.so contains assembly code that refers to the folder "assets/bin" where the actual code and assets of the game exist. Now, in order to let the player play more than one game, I need to choose the files that need to be placed in "assets/bin" depending on which game the player wants to play; for the first game I put the files of the first game, for the second game I put the files of the second game, and so on. The problem is that it is not possible to modify the files inside "assets/bin" because they are inside the apk, and an android application is not allowed to modify its own apk. Is there any way to separate the Assets resources, such as the Assets resource in the SDCard directory, the engine's required startup file is placed in the APK, runtime, can specify the resource directory to be loaded to the engine, so that the game is running normally?

Unity Android Module PKG File for Linux

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I have downloaded Unity on Linux using the newest build (Sep. 2018). I have ticked "Android Build Support" when installing. Now I have a .pkg file, but I can't export to android ("No module found"). How do I continue?

How to decrease size of linux build?

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Hello I am unity developer from Korea We are developing dedicated server game. We make build "Host client" to unity "Linux build" But build size can not decease about 30MB. How we can decrease Linux build size? Please help me.

How to display Unity3D Game in a Qt window in Linux?

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I want to display Unity3D Game in a slot in Qt window on Linux (Ubuntu 18.04)...Is there a way to open the game inside the Qt window.

Can we use "-popupwindow" command in linux and if yes how to use it?

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Can we use "-popupwindow" command with the unity game build in linux to hide the title bar? If it is possible, what is the way to implement it?

Linux Scroll Wheel not working when using Cursor Lock.

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I am using the latest build for Linux and as the title says when using cursor lock for example when using the standard assets first person controller the scroll wheel cannot be detected.
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