About Log Analysis

9023134--1244818--Snipaste_2023-05-19_15-27-53.png When a packaged windows program gets stuck, the last log entry in Player.log is:
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 2447 unused Assets to reduce memory usage. Loaded Objects now: 302505.
Total: 191.136000 ms (FindLiveObjects: 39.397600 ms CreateObjectMapping: 37.837700 ms MarkObjects: 110.118300 ms DeleteObjects: 3.781300 ms)。Is it because there are too many objects。I have access to millisecond vehicle trajectory data, currently not using object pooling technology, but according to certain trigger conditions to regularly clean the GC: with System.GC.Collect();

Can anyone answer me, what does it mean to have this information in the playe.log file

That message gets printed when you call Resources.UnloadUnusedAssets or when you load a new scene. That alone shouldn't be a reason why your game gets stuck.

Did you verify the logic is stuck? The rendering? Is the build using 0% CPU once it happens?


Thank you for your answer, I also want to know, 2021.3.8 version of Unity program, packaged Windows version of exe program, when he crashes, where can I see the crash log, need to write code or change the package Settings?

https://docs.unity3d.com/Manual/LogFiles.html

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There is also a problem, Unity package of the Windows version of the program, at the frequency of 100ms, access to 1000 vehicles data, there will be an abnormal phenomenon, but some machines are not responding, but on some machines, there will be a pop-up form, the picture is as follows, click to confirm, the program form disappears, but the background process comes in, these two phenomena, Is it because of the difference in the underlying dependence of the computer inventory? Look forward to your answer9167294--1275869--223311.png

I can't really tell what is happening without the log file, unfortunately.

9169658--1276376--Player.txt (76.1 KB)
9169658--1276379--Player-prev.txt (2.23 KB)

There's nothing interesting in the log file, unfortunately. When that dialog pops up, can you open the task manager, go to the details tab, find the game process, right click it, press "Create Dump File" and send that file to me?

[quote=“Tautvydas-Zilys”, post:9, topic: 918217]
There’s nothing interesting in the log file, unfortunately. When that dialog pops up, can you open the task manager, go to the details tab, find the game process, right click it, press “Create Dump File” and send that file to me?
[/quote]

  • The Dump file is too big,7.14GB,There is also a question, I have written a log script, has uploaded, can I use this script to capture the crash log of the packaging program

9174539–1277459–ExceptionHandler.txt (2.03 KB)

You can compress the dump using 7-zip and it should become much smaller.

[quote=“Tautvydas-Zilys”, post:11, topic: 918217]
You can compress the dump using 7-zip and it should become much smaller.
[/quote]
Can you take a look at this crash log for me? Thanks

9220092–1286898–Crash_2023-08-11_085129015.7z (106 KB)

Hi, I tried looking at it but it seems corrupted... all of my debuggers refuse to open it. How did you capture it?

[quote=“Tautvydas-Zilys”, post:13, topic: 918217]
Hi, I tried looking at it but it seems corrupted… all of my debuggers refuse to open it. How did you capture it?
[/quote]

9225858–1288368–Crash_2023-08-11_085129015.zip (146 KB)

That is the same dump.


Does Player.log contain useful information

It does not :(

[quote=“Tautvydas-Zilys”, post:17, topic: 918217]
It does not :frowning:
[/quote]

  • The crash log path is as follows

9228657--1288962--微信图片_20230817110744.png

9228657–1288965–Crashes.zip (373 KB)

Both dumps seem to point to a crash inside webrtc.dll, which seems to be a plugin you're using in your project. There's an unhandled C++ exception that doesn't get caught. Unfortunately I do not have access to webrtc.dll source code or symbols so I can't find any further details.

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I used unity's RenderStream 3.1.0-exp.5 plugin