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boatattack's Introduction

Note:This repository uses GitLFS, to use this repo you need to pull via Git and make sure GitLFS is installed locally

Boat Attack

Demo Project using the Universal RP from Unity3D

Click for Youtube Video

This Unity project has been created to aid the testing and development of Universal RP. The project is a small vertical slice of a boat racing game, complete with race-able boats and island environment.

Feel free to post any issues, but know this is a 'as is' repo, it's meant more for discovery of how some of the Universal RP features work and a learning resource for some tricks.

Project Features:

  • Uses Universal RP from Unity
  • Mobile optimized, low poly, LODs, no compute
  • C# Jobs buoyancy system
  • Cinemachine camera setups
  • Shader Graph usage
  • Post-processing v3 with Volume blending
  • Addressables asset management package
  • Custom Universal RP rendering for planar reflections via SRP callbacks
  • Custom SciptableRenderPass usage for WaterFX and Caustics
  • Gerstner based water system in local package(WIP)
  • Much more..

Demo Footage

Usage

Getting the project

via Git:

  1. Make sure you have GitLFS installed, check here for details.
  2. Clone the repo as usual via cmd/terminal or in your favourite Git GUI software.
  3. Checkout the branch that matches the Unity verison you are using, eg release/2019.3

Downloadable zips:

  1. 2019.3 Project (Unity 2019.3f5)

Load the project:

Once you have the project files locally you can load the project, ideally in the Unity version that is noted in the ProjectSettings/ProjectVersion.txt for the best experience. Upon loading the project will display a small welcome screen with some buttons to load starting scenes.

Scenes worth noting:

  • scenes/main_menu.unity - Starting menu scene if you want to have a full play-through of the demo.
  • scenes/demo_island.unity - Setup to play in the editor and go straight into an AI based race.
  • scenes/_levels/level_Island.unity - The scene loaded when entering from the main menu.
  • scenes/Testing/***.unity - Assorted test scenes, these are in need of updating and come as is.

Build the project:

One thing to make sure you do before building is make sure to build the addressable assets, this can be done via the addressables window, for more information please checkout the addressables package documentation. Once the addressable assets are built you can continue to build a player as usual.

One thing to mention is not all controls and platforms have been tested, especially for the menu work. if you want to just see the project running on a device you can add the scenes/demo_island.unity scene to the build list and disable/remove the others.

Todo

As this project is on going there is a lot more left that needs to be worked on, so I repeat this is not a resource for production ready workflow ideas or systems and lots of it was put together very quickly.

Some of the things left to do:

  • Make water system more modular and improve UX
  • Improve boat AI
  • Add imposter rendering for vegetation
  • Cleanup menu system to switch between Demoing/Playing/Benchmarking
  • Implement Unity Physics
  • Optimize cross platform performance and stability
  • Continue code cleanup
  • Wiki explaining features/systems in more depth
  • Add more sizzle....

Sunny Island

Credits

Andre McGrail - Design, Programming, Modeling, Textures, SFX

Alex Best - Modeling, Textures

Stintah - Soundtrack

Special thanks to:

Felipe Lira - For Making Universal RP & LWRP

Tim Cooper - Assorted SRP code help

And thanks to many more who have helped with suggestions and feedback!

Notes

*Make sure you clone the repo as downloading the zip will not contain the GitLFS files(all textures/meshes etc)

boatattack's People

Contributors

alexbest01 avatar alexey-unity avatar cinight avatar joravainen avatar kaychang-unity avatar kennytann avatar matasx8 avatar phi-lira avatar sandy-carter-unity avatar sophiaaar avatar stramit avatar theo-pnv avatar verasl avatar wilfrid-unity avatar

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boatattack's Issues

Memory leak warning

I'm getting this in the console after running the demo

A Native Collection has not been disposed, resulting in a memory leak. Enable Full StackTraces to get more details.

How to use in 2019.3

I get shadergraph errors and packagemanager did not show shadergraph in the project.
So I added
"com.unity.shadergraph": "7.1.1",
to the manifast.json

after reload unity till throws errors:

Library/PackageCache/[email protected]/Editor/CodeGen/GraphCompilationResult.cs(5,7): error CS0246: The type or namespace name 'NUnit' could not be found (are you missing a using directive or an assembly reference?)

I am using 2019.3.0b9.
any ideas?

ERROR All Asset and Package

I am receiving many errors from your project. I am using it in the last beta of 2019.1.0bx and it was given to me to download the extacted version 2019.1.0b6 and it keeps presenting those errors.

image

image

image

image

image

GitLFS content clone fail too slow

git speed too low.

I tried several times and failed.

git console shows following error

error: RPC failed; curl 18 transfer closed with outstanding read data remaining
fatal: The remote end hung up unexpectedly
fatal: early EOF
fatal: index-pack failed

Access violation crash when using PlanerReflections.cs

I tried to use the PlanerReflections pass in a simple project (5.3.0 branch).

The steps I took to make it crash:

  • Added the PlanerReflections.cs script.
  • Removed the target and unused usings.
  • Placed the Monobehaviour on a Camera.
  • Made a shadergraph material using _PlanarReflectionTexture with Screen UV as color.
  • Applied it to a plane.
  • Added an empty terrain.

It's a pretty heavy error: Read from location 0000000000000028 caused an access violation.. Not sure where it comes from.

Any idea what this could be? Would love to use the extra pass!

Reproduced this in 2018.3, 2019.1 and 2019.2. LWRP 4.10, 5.2.3 and 5.6.1.

I saw the Unity scene Inverted in my HTC Vive Headset

Hi
I am confusing myself because I am trying the SteamVR plugin 2.2.0 and Unity 2019.1 alpha version with this Lightweight Render Pipeline Boat Demo.
My problem is that that when I added the SteamVR Player or Camera Rig Prefab to it, I saw the Unity Scene Ok in the Editor Game tab but I saw this scene inverted in my HTC Vive Headset.
I did a new scene of this and added only the their Environment and the Steam VR plugin to it again and I have the same problem, to be honest I do not know what is the problem but I guess that the problem can be with Unity 2019 alpha version , for it, Could anybody advice me to fix it?
Thanks for your time

Project looks Broken

Hello :)

I did download the project in zip version and looks broken, because Im suing 2018.3.0b9 even 2019.1 and the scenes looks totally incomplete, even has tiffs images in where unity doesn't read thems.

am I doing something wrong?

Thanks,
Deo

Planer Reflection doesn't work in my project build

reflectionbug
reflectionbug2
I couldn't find the reason.I have same compenents.But i use realtime lighting. net4 and il2cpp exactly same.
What could be the reason?It works in editor. but not in build.(Sail color is changing so don't mind it)
I don't use any reflection probe.

WIN 10 x86_64 build crash

image
Every time I want to build like this default setting , Unity will crash
selected two senses: main_menu and level_island .

About the LFS files

Hi, there.
First at all, I'd like to thank you for your awesome work to bring us a such project. But the LFS is an annoying issue happened every time I pull this repository from Github server. Log shows I got timeout and the pull process is shut down.
Would you consider to use another way to share the Mesh and Textures? It's really helpful for me to get the latest commit. Thank you very much.

Water problem in HTC Vive VR Headset

Hi All
I am trying this demo in HTC Vive VR Headset and I see very bad the Sea. The problem is with the SeaVertDisp Game Object or rather with the Mesh Renderers on its children, for it, Does anybody how fix or modify it to avoid this annoying effect?
Thanks for your time
Best Regards
Alejandro

Complete Lagging on Low End Mobile

this is not optimized for mobile at all.
It lags completely on my ASUS Zenfone 2 laser ZE500KL
can't even open the game scene, it just shows UI but it also lags.
RAM : 2GB, VRAM: 512MB.
Is it possible to optimize or its problem with LWRP?

It's stuck when I open it

I download Packages/4.6.0 and use 2018.3.6f1 to open on MacOS 10.14.3, but it's stuck at this point
2019-02-23 16 28 10

Nature/Terrain/Diffuse shader problem

Hi
Sorry for my ignorance but I am new in this topic and just open this project in Unity 2019.2.0a4 and I cannot see well The Terrain game object since I got this error
Please include Nature/Terrain/Diffuse shader in Graphics settings.UnityEngine.Camera:Render()
I got the error in LightweightRenderPipeline.cs ( line 224)
var cullResults = context.Cull(ref cullingParameters);
For it, Could anybody help me to fix it?
Thanks
Alejandro

Missing Reference Exception after running Spectator race second time

boatattackerror screenshot

For some reason the AI Controller is missing the second time you start any race. I am defining second time as when you have completed a race, clicked Finish to return to the Main Menu and click Race and go through the screen to race a second time in the same session. I am able to start a second race but Unity then throws an Missing Reference Exception error:

MissingReferenceException: The object of type 'AiController' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
BoatAttack.AiController.CalculatePath () (at Assets/Scripts/Boat/AiController.cs:96)
BoatAttack.AiController.AssignWp (BoatAttack.WaypointGroup+Waypoint wp) (at Assets/Scripts/Boat/AiController.cs:87)
BoatAttack.AiController.StartRace (System.Boolean start) (at Assets/Scripts/Boat/AiController.cs:36)
BoatAttack.RaceManager.StartRace (System.Boolean started) (at Assets/Scripts/GameSystem/RaceManager.cs:68)
BoatAttack.RaceManager+d__24.MoveNext () (at Assets/Scripts/GameSystem/RaceManager.cs:216)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <94c5f4c38cdc42d2b006f8badef04394>:0)

Also as you can see in the screenshot the UI is not loaded. This screenshot was taken the second time I selected Single Player Race and turned the boat around so you can see the AI boats.

How to use this Project?

I'm using Unity 2019.2.11f1 (64-bit) version and it keeps showing this mesh with pink color.

Capture

I know I need to make assets for Universal render Pipeline but, it not showing any option to make these assets.
is there any problem??

Error when opening.

I get the following error whenever I try to open the project. It's obviously an issue on my end, but I don't know where else to look in order to resolve it. I tried looking elsewhere, but honestly I have no clue. I have git and github installed.
image

water problem on android

water has problem on android, seems parts of the water is missing.
running on samsung s9 plus, branch is release/2019.1
branch package/4.6.0 is the same
Capture+_2019-03-21-16-57-10

fails on 2019.1b4

the prefabs lose links, the scripts go missing and when you manually fix it, it still won't run well. Also scripts have compile errors

can not work

I download the master project from here ,using unity 2019 ,but I import it,it not works,no textures noly white box

Can't compile 2019.1.0f2

It worked fine in 2018.3. Upgarding to 2019.1 can't compile. Below my packages and errors, guidance please, cheers!

image

image

Shouldn't this be 60, not 30?

https://github.com/Verasl/BoatAttack/blob/5ee2c7561dad4087fa427ca96b687f8ffeed51f8/Assets/Scripts/GameSystem/AppSettings.cs#L81

Also, some comments/description would be much appreciated! I'm having trouble figuring out what the calculations are doing. From what I can understand, if it detects the frame rate is dropping bellow some number, it performs dynamic scaling to reduce rendering time. But the actual code with all the keeps and clamps and bias and offset floats is a bit hard to understand. ๐Ÿ˜”

Very nice repository overall though, generally very clean code and lots of ideas I'll be borrowing. Thanks :)

Immediately crashed when I opened in iPhone

I built the demo for my iPhone 8p with iOS 13.3.1 and solved the signing problem. Eventually, It still said as bellow:

Error loading /var/containers/Bundle/Application/119FBEB2-16DA-4D60-907A-AF6375669D6C/BoatAttack.app/Frameworks/UnityFramework.framework/UnityFramework:  dlopen(/var/containers/Bundle/Application/119FBEB2-16DA-4D60-907A-AF6375669D6C/BoatAttack.app/Frameworks/UnityFramework.framework/UnityFramework, 265): no suitable image found.  Did find:
	/var/containers/Bundle/Application/119FBEB2-16DA-4D60-907A-AF6375669D6C/BoatAttack.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/var/containers/Bundle/Application/119FBEB2-16DA-4D60-907A-AF6375669D6C/BoatAttack.app/Frameworks/UnityFramework.framework/UnityFramework'

	/var/containers/Bundle/Application/119FBEB2-16DA-4D60-907A-AF6375669D6C/BoatAttack.app/Frameworks/UnityFramework.framework/UnityFramework: stat() failed with errno=3
	/private/var/containers/Bundle/Application/119FBEB2-16DA-4D60-907A-AF6375669D6C/BoatAttack.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/private/var/containers/Bundle/Application/119FBEB2-16DA-4D60-907A-AF6375669D6C/BoatAttack.app/Frameworks/UnityFramework.framework/UnityFramework'

As a result, I can't open the demo in my iPhone.

Android Rendering Problem

I have tried to change rendertexture format because i thought that my device isn't supported but it supports. I checked with script. Tried to change resolution to 512 and depth buffer from 24 to 16 or 32 nothing changed. I think waterfx or one of the shaders not working properly. Because also caustics are in wrong y-position. What could be the problem, Verasl? Black foam is caused by baked light also can you change foam color to blend light probes? I want to use your sea in my project because it's performance is so good with buoyancy. I can do some water with graph shader but it will take so long time and i don't know hlsl. At the right it is my map border it's not water artifact :)
Capture+_2019-04-21-14-30-39 1

Human player not working?

I clicked on the red boat and checked Human but controls don't control the boat?
Is there something else I need to do?

Objects are not visible on Android build

Windows 10, Unity 2019.1.6f1, Android 8.0.0 , Samsung Tab S3. Branch - Release->2019.1

Build is running on very low FPS like 10-15 and a lot of objects are not visible. Please check attachment. Everything is visible in Editor.

Screenshot_20190616-142859_BoatAttack

GitLFS speed too slow

git clone project , speed too slow, failed almost every time in China.
Besides the complete version on google cloud can not be visit in China.

Shader Warning when opening project for the first time

2020-02-14

For some reason on this MSI GS75 Stealth with a 9th Gen Intel Core i7-9750H, an Intel UHD Graphics 630 card and a Nvidia Geforce RTX 2070 with Max-Q design, upon first import of the latest import of the Git clone among other errors it gives me a Shader Warning that as you can see in the screenshot says : "Shader warning in 'Hidden/HDRP_TerrainVisualization': Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)" and there were several Null Exceptions:

System.ArgumentNullException: Value cannot be null.
Parameter name: shader
at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader)
at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in :0
at WaterSystem.WaterSystemFeature.Create () [0x00048] in C:\Users\david\Documents\GitHub\BoatAttack\Packages\com.verasl.water-system\Scripts\Rendering\WaterSystemFeature.cs:132
at UnityEngine.Rendering.Universal.ScriptableRenderer..ctor (UnityEngine.Rendering.Universal.ScriptableRendererData data) [0x0004e] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ScriptableRenderer.cs:120
at UnityEngine.Rendering.Universal.ForwardRenderer..ctor (UnityEngine.Rendering.Universal.ForwardRendererData data) [0x00000] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ForwardRenderer.cs:47
at UnityEngine.Rendering.Universal.ForwardRendererData.Create () [0x0002c] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ForwardRendererData.cs:72
at UnityEngine.Rendering.Universal.ScriptableRendererData.InternalCreateRenderer () [0x00009] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ScriptableRendererData.cs:33
at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x0009b] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\Data\UniversalRenderPipelineAsset.cs:319
at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in :0
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.ArgumentNullException: Value cannot be null.
Parameter name: shader
at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader)
at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in :0
at WaterSystem.WaterSystemFeature.Create () [0x00048] in C:\Users\david\Documents\GitHub\BoatAttack\Packages\com.verasl.water-system\Scripts\Rendering\WaterSystemFeature.cs:132
at UnityEngine.Rendering.Universal.ScriptableRenderer..ctor (UnityEngine.Rendering.Universal.ScriptableRendererData data) [0x0004e] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ScriptableRenderer.cs:120
at UnityEngine.Rendering.Universal.ForwardRenderer..ctor (UnityEngine.Rendering.Universal.ForwardRendererData data) [0x00000] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ForwardRenderer.cs:47
at UnityEngine.Rendering.Universal.ForwardRendererData.Create () [0x0002c] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ForwardRendererData.cs:72
at UnityEngine.Rendering.Universal.ScriptableRendererData.InternalCreateRenderer () [0x00009] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\ScriptableRendererData.cs:33
at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x0009b] in C:\Users\david\Documents\GitHub\BoatAttack\Library\PackageCache\[email protected]\Runtime\Data\UniversalRenderPipelineAsset.cs:319
at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in :0
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

ArgumentNullException: Value cannot be null.
Parameter name: shader
UnityEngine.Material..ctor (UnityEngine.Shader shader) (at :0)
WaterSystem.WaterSystemFeature.Create () (at Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs:132)
UnityEngine.Rendering.Universal.ScriptableRendererFeature.OnEnable () (at Library/PackageCache/[email protected]/Runtime/ScriptableRendererFeature.cs:27)

ArgumentNullException: Value cannot be null.
Parameter name: shader
UnityEngine.Material..ctor (UnityEngine.Shader shader) (at :0)
WaterSystem.WaterSystemFeature.Create () (at Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs:132)
UnityEngine.Rendering.Universal.ScriptableRendererFeature.OnValidate () (at Library/PackageCache/[email protected]/Runtime/ScriptableRendererFeature.cs:32)

But somehow these error messages didn't prevent me being able to run the game in the Unity editor somehow.

Rendering Result is Different on Latest Unity

Hi, Andre.
Thank you for your great work. But it seems not work properly on my PC. I open this project with Unity 2019.1.1f1 and load the Island scene. The water appearance is quite different from the demo video. Here is a sceenshot:
image
More foam is generated in the scene. Any idea about this issue? Thank you.

Project doesn't build properly for Android

Leaving everything at default aside from switching build target to android from PC, the output result is as shown.
No additional settings were modified in the first attempt. Additional settings designed for my specific phone (motorola e5 play, a budget phone that will never get a decent framerate from this project, but should at least demonstrate the new LRP properly from a visual standpoint) were applied to no avail other than an increase in a framerate average of 2-5FPS.

I apologize I cannot provide much more information outside of this though. I have just begun picking into the project itself to see how it works, what I can potentially learn from it for other platforms outside of my crappy phone, and as such I wouldn't know where to begin trying to resolve this, much less where to begin really trying to address my particular device for both better framerates and results. I am basically trying to ask a "gameboy" to run a "3DS" game as far as specs are concerned, but I digress.

screenshot_20180923-060734
screenshot_20180923-060706
screenshot_20180923-060754
screenshot_20180923-060741

repository over data quota

I am trying to clone the repo but I am getting this error.

batch response: This repository is over its data quota. Purchase more data packs to restore access.

double reflections on water in VR with Oculus Rift

I've seen this error in Boat Attack and VR for many versions now of LWRP since 2018. I probably should have reported it sooner. The reflections are split into two images on the water. I'm still getting this error in Unity 2019.1.0f1 with LWRP 5.10.0. I also tried LWRP 5.12.0 with the same effect. I'm using Oculus Integration 1.35. I tried boat attack's custom "ForwardRendererData" and Forward Renderer. Unity XR settings are set to Single Pass stereo rendering mode. I have "Shared Depth Buffer" enabled. Graphics API for Windows is Direct3D11. Color space is Linear.
Has anyone testing this with Oculus Rift found a way to remove the split reflection images? And is it still possible to keep some transparency to the water? Thanks in advance for any help on this.

LWRP-Water-Rift

Edit: The screen shot is just the left eye view. So you actually end up in VR with 4 overlapping reflections on the water.

Shader Warning noticed building player

2020-02-15

After building the project for the Standalone player I noticed all these Shader Warnings in the console, like this one:
Shader warning in 'BoatAttack/CliffShader': Output value 'vert' is not completely initialized at Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl(18) (on d3d11)

Compiling Vertex program with _MIXED_LIGHTING_SUBTRACTIVE _ADDITIONAL_OFF
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING

and this one:

Shader warning in 'BoatAttack/Procedural Sky': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 181 (on d3d11)

Compiling Vertex program with _SUNDISK_SIMPLE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING

I was still able to successfully build the project and play the demo but I wondered why these appeared.

Opening demo_Island crashes Unity immediately

The Demo Island scene always crashes for me in 2019.3.0f6 and 2020.1.0a22 - both with a fresh git clone and downloading the above zip file. I tried that on multiple different machines in different locations. Also, it throws hundreds of exceptions on project launch (before trying to open that scene).

(Case 1218663) [Editor Crash][Boat Attack Demo] Editor crashes on selecting "open demo_island"
(Case 1218678) [Editor][Boat Attack Demo] Errors in the console on clean project
(Case 1218693) [Editor] Boat Demo crashes on start (from a different machine)

image

@Verasl any idea?

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