Built Mac target, but it doesn't run?

I finally have a rudimentary scene working now. It instantiates some game objects, places them, and some simple behavior ensues.

It runs fine inside of Unity. However when I build it I do not get a working app.
I get the resolution selection dialog, but after that no game window is produced, either full-screen or windowed. My PowerMac fans are going nuts though, like it’s running the game full-tilt (sometimes it makes that same sound within Unity when I run it.)

When I built I chose to turn off the texture compression option, but not the debug symbols.

I can build the car demo tutorial and it works. This is Unity 1.0 (demo).

Suggestions?

The fans running hard remind me of another question. Can I somehow opt to cap or reduce the frame rate of a particular game? For casual games I’ve written in the past, I have gotten complaints from users if the game hogged the CPU.

Thanks,
Matt

Are there any errors at runtime while you’re working in the Editor?

Does anything useful print out when you open the executable directly? Go Show Package Contents then open YourApp.app/Contents/MacOS/YourApp to open it right from the Terminal where it will print error messages.

-Jon

Please update to Unity 1.1.1. It is much more stable.

Following up some of the suggestions.

  • No script errors.
  • Run the terminal app, the only error was that it could not load the resolution selection banner (I hadn’t set one.) I fixed this but it didn’t solve the problem. Here is what is printed out now:

/Users/mdiamond/Programming/projects/Pawns/trunk/Pawns/Pawns\ 0.0.1.app/Contents/MacOS/Pawns; exit
GL VERSION: 1 - 5
RENDERER: NVIDIA GeForce FX 5200 Ultra OpenGL Engine
VENDOR: NVIDIA Corporation
Destroying ‘__INTERNAL_LIGHTING_SETUP’
Destroying ‘__INTERNAL_LIGHTING_SETUP’
Successfully reloaded assembly!!

Note: when run in this fashion, it beachballs at the res switching dialog. Normally I can click play and then it beachballs. The res dialog doesn’t go away but the game starts consuming CPU as if it were.

  • Upgraded to Unity 1.1.1. The executable’s info says 1.1.1, but when I run it the banner says 1.0.0? Didn’t seem to help.

It now looks like this might have something to do with some kind of anti-piracy measure you’re using. In the background Safari has opened a window to the following site:
http://www.paceap.com/ilwebdnld4.html
Tells me to install their extensions so that I can run piracy-protected programs. Could this be the problem? Please elaborate; I am reluctant to install anything without knowing what the heck it is.

Addendum - I can still build the car tutorial though, so the anti-piracy thing might not actually be the root cause.

Addendum#2 - the PACE website only pops up if I quit Unity at the “You have 1 days remaining…” dialog box. I then get an error saying that extensions are missing and up pops the website. Weird. Also, apparently unrelated to my app not running.

Sigh. This is the last night of the trial period so the timing is pretty bad. Could I get a short extension of the trial, if need be? Or, a money-back guarantee on the purchase covering the next 15-30 days?

Thanks for the help so far.

Please submit a bug using the Report Bug application installed alongside Unity.
There seems to be a problem with your project, so please attach your project folder to the bug submission, so we can take a look.

The bug where pace shows up when cancelling a start of an unregistered Unity is a known bug. The solution is just to hit cancel when it asks you to install the extensions. (The parts unity requires are already installed.) This is not related to the published game not working, as we do not use Pace in the published game.

Regarding an extension on the trial period, please contact David Helgason through email at david@otee.dk

Btw. the 1.0.0 version number you are seeing is probably the version number of the published game, not Unity itself. You can change this version number in the project settings for your project.

Done.

I suspect the wrong version # is hard-wired on Unity’s “trial period expires in N days” dialog box. When I check Unity’s About box it says 1.1.1.

(Where is the version# project setting, by the way? I can’t seem to find it.)

True, I think we forgot to update the version number in the reg-screen.

d.

Woops sorry… I must have been dreaming… I had remembered it as accessible through Edit → Project Settings → Player. Must have confused it with the the Company Name and Product Name settings.

The latest update on this issue is that there has been no progress. If I create a new project and try to build it into a Mac executable, I always get the hang behavior I described earlier. If I build the racing tutorial, it works. I’d love to know what the difference is between my projects and theirs.

I submitted my project to OTEE last week and have heard back nothing. This is disappointing to me. It would be very helpful just to know for instance if they get the same behavior when they build my project or not.

Frankly, I’m concerned, both for my project and for Unity itself. First, my project: I’ve spent every moment of my spare time for the last three weeks trying to make a game for the OMG contest. And it’s been thrilling to see how I can do with Unity something that would have taken me three times as long without it. But it’s for nothing if I can’t build an executable.

My concern for Unity itself is that it shows so much promise. The one obstacle for me adopting it has always been the question of dependence: if I use an open engine, whether I develop it or buy it from someone else, then if (say) Apple releases an OS update that breaks my games, I can at least investigate and hopefully fix it. With a third-party tool like Unity I’d be almost entirely dependent on OTEE.

Based on responsiveness in this forum to other issues I’d considered OTEE’s support to be top-notch. But my show-stopper hasn’t merited any response yet, and I see another thread where a couple of users claim that Unity and Gooball stopped running on their systems entirely. No response to them either, unless it was done off-line.

I hope that over time OTEE can develop a standard operating procedure for strange support issues like these. Suggestions like, “try testing under a new OS X login” can help isolate problems like these. I’m willing to try out reasonable suggestions anyone makes; I didn’t expect OTEE to necessarily be able to solve it right away, particularly when most people are not having the same problem.

I hope this post isn’t taken as just me whining. I really like Unity and was about five minutes away from committing to it for my projects. Now I’m just thankful that I tried to build an executable before shelling out the money. It’s a shame… Convincing game developers and publishers to rely on OTEE is OTEE’s greatest hurdle, I think. The engine is cool and we’ve seen some great toys being made with it, but I think it’ll really take off when you have some successful, published games that use it. That will be the best demonstration of Unity’s viability. But all it will take is a release or two where there are widely publicized problems, and suddenly developers, publishers, and gamers will avoid the name Unity.

So my long message here isn’t just a plea to solve my problem, because my project is probably not going to make or break Unity’s reputation (although you never know where the next hit game will come from.) It’s out of a general concern for what I think is a really nifty, time-saving tool. I’d like it to succeed.

(I hope I’m striking the right note with this message; I’m on cold medications so I may come back tomorrow and reread what I wrote with horror. :slight_smile:

Sincerely,
Matt

On the 2nd of November i replied to your bug report.
Therein I said that it did not contain the project folder. I presume you just forgot to attach it.

I never got a reply to this mail.

We want to have this issue isolated and fixed, but we can’t unless you send us the complete project folder.

Thanks for your patience.

I resubmitted the project folder via the Bug Reporter because my email provider has a size limit. I also replied to the email as well, letting you know that the project would be resent via Bug Reporter, but I suppose you might have missed it if you were expecting an attachment.

I have responded to the email again, this time with a link to download the zipped project files.

Thanks for looking into this, and I also want to thank you David for extending my Unity trial license while we resolve this.

Sincerely,
Matt

We have resolution!

There were actually two problems, both of which OTEE is addressing.

  1. OTEE’s server misplaced a few of my emails
  2. For the problem of the game not running, Joachim sent me the following solution:

#1 was especially unfortunate, because it meant that OTEE appeared to be ignoring anything I sent to them about this issue. Hence my concern regarding OTEE’s apparently inconsistent support. But the truth is, once Joachim had the sample project he had a fix for me that same day.

And what a relief to see my project running as an executable at last!

Thanks for the assist, Joachim.

Glad everything got worked out nice and dandy. Look forward to seeing your project in the OMG cup. Jeff