Day 5 of being unable to make a standalone, live streaming this.I think it's resources folder data

Anyone agree that not being able to make a .exe out of a live version that works in editor is rough?

I’m on day 5, 20 hours of just trying to get Unity to make a standalone. In my 40+ years of coding, I never saw anything like this. I totally love Unity. I think this software package is great, but seriously, it should make a live .exe if has it running in the editor. Literally no other IDE has ever had this problem.

Live streaming this if you want to help or feel my pain:

My clues I’m working on from crash log:

0x00007FFD11157AC7 (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: ‘Attempt to access invalid address.’ (Address: 00007FFD1020DE03)

I think Unity forgets to automatically build your “resources” folder for your addressables and stuff you load on the fly.

I have code like:

public static List user = new List();

loader = Resources.LoadAll(“spaceship1”);
user.Add(loader[0]);
firstEntity.Add(Entity.Null);
loaderint++;

The above code loads from the /asset/resource folder at live time. I think Unity doesn’t know how to copy the resource folder into the live build and this is why I am getting error:

One other error like thing in crash log: Mono path[0] = 'd:/starfighter/starfighter_Data/Managed'Mono config path = 'd: - Pastebin.com

The file ‘d:/starfighter/starfighter_Data/level0’ is corrupted! Remove it and launch unity again!
[Position out of bounds!]

invalid address is not necessarily related to ressources

I‘d try playing with build/player settings. Enable debug mode, turn off stripping, things like that.

A Google search for the error brings up this and a few others https://issuetracker.unity3d.com/issues/player-crashes-just-after-launching-with-level0-being-corrupted. 20 hours is more than enough time to do an exhaustive binary search for an issue https://discussions.unity.com/t/848595/3 Your point is valid, but your time may be better spent

I think level0 is a file containing your first built scene. It’s weird that Unity thinks that the scene file is corrupt. All I can offer is some generic advice:

  • Try removing stuff until the build starts working. Remove objects from the scene you’re building. Scene files can contain invisible objects - start from scratch if necessary to be safe. Get rid of code that is initialized on load. Start adding stuff back when you get past that initial crash, and see what causes it to come back.
  • Did you do anything weird with script serialization? (For example, by making serialized fields different in editor and in build using #if UNITY_EDITOR - I think this causes issues sometimes)

Yah! I have decided to do such a thing as well.

This post is from another forum:

Methodology being used:

I’m disabling ALL of my START and UPDATE functions to see if the error still happens. This is time consuming. Been at this since 9 AM, it is now closing in on 12:45 PM. I probably have another few hours to go to start testing if it is my code causing the issue. If not, I can narrow down by removing stuff from my scene. If it is not my code and not my scene, I’ll start removing Unity Packages and assets from my asset folders. I think the ol “Strip down” and binary search my way to the culprit will be in order here. I have an attack path, but it will take me many more hours.

You guys are all right to start stripping stuff out until it works. Thanks. I was trying to see if what I have is a common problem before hacking at it like this. Thanks again!

@goodnewsjimdotcom It would be good to rule out the [SerializePrivateVariables] attribute

All I ask is that you please don’t make ANOTHER thread when you either find a solution or run into more problems.

It is getting tiring to see a forum thread fragmented on the exact same issue. Consider the people running into the same issues you are having. They will not necessarily get the resolved problem thread but rather your 3+ others :frowning:

My request: keep everything here, ask a moderqtor to help either consolidate or delete old threads

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I’m well aware of this. I care about the community and doing what is right more than being successful. I wish more people cared about others than themselves also, humanity would be better off collectively.

So the issue changed over time to different issues, and each addressed in their own organized manner:

  1. One was about level0. Level0 refers to the scene.

  2. Another one was about why DOTS components disable the scriptable build pipeline from being used. For some reason you do not include DOTS components into DOTS builds

  3. And this one is about the resources folder & bringing resources to live. I believe you cannot reference resources in standalone because you need to manually copy a folder.

They are three different topics, each of which are properly compartmentalized.

Threads that cover multiple topics end up getting hard to understand. We’re already using the proper manner of organization, but discussion of organization is veering this thread off focus, which is the opposite of both of our desires.

Status Update:

I edited the scene some and now level0 is not an issue to be concerned with.

I think the current issue is resources not loading: Mono path[0] = 'd:/starfighter/starfighter_Data/Managed'Mono config path = 'd: - Pastebin.com

I think when the stand alone is not bringing the resources from the /assets/resource folder.

I believe I had to manually copy a folder before. Anyone ever have to do this?

20 hours past five days and now 7 hours in today. Well I spent a lifetime to get here and 7000 hours on this project, an extra 40 or 100 hours to get a standalone may seem silly to have to do, but I’ll do it.

Your world creation is breaking down.

AssertionException: Ensure TypeManager.Initialize has been called before using the TypeManager
Assertion failure. Value was False

ConvertToEntity failed because there is no DefaultGameObjectInjectionWorld

It’s failing during EntitiesJournaling Initialize and what seems to be a managed component for some reason. You could try disable it with
DISABLE_ENTITIES_JOURNALING

I only reluctantly mention this because you’ve reiterated the high number of hours you’ve spent on this problem and your high level of experience: you really should setup some very basic continuous integration (unity cloud build, Jenkins, team city, whatever you like) so that you know standalone builds are working on every code commit to version control (or at least every day). Then when your build breaks, you know it is something you just recently changed and can therefore easily track down.

It sounds like you are saying you’ve put 7,000 hours into this project and are just now building it for the first time (or maybe just the first time in a while). That’s a bad position to put yourself in.

Closing. Duplicate. Stick to a single thread and do not spam the forums with multiple threads/posts.

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