I get the following error in a windows build:
How to reproduce:
- Install entities 0.17
- Build development build to windows
- See error
I get the following error in a windows build:
How to reproduce:
Wow, timing here is wild. I just encountered this while testing out a build on Nintendo Switch for another thread’s issue. I get some other messages related to DOTS but the final one seems to be this exact same error.
Unity 2020.2.2f1
Hybrid Renderer 011.0-preview.42 (dependent on Entities 0.17.0-preview.41)
I just made a project with the URP template, installed the Hybrid Renderer package, enabled the V2 renderer, and did a build & run for the Switch platform.
I have the same problem with unity 2020.2.2 and the latest entities, physics, hdrp and hybrid renderer
I got the same here, anybody found a way to fix this?
In fact I misread, on my end it crashes a standalone build with IL2CPP at startup. It seems to be linked to a catalog.bin file that should be created during the build in the StreamingAssets folder, I guess it happens when we’re not using a feature which creates this file, but I can’t find which.
Are you building it with the new build configuration pipeline?
should we build it with the new config pipeline or not? if so what package is that
Oh, I had assumed everyone was getting this.
Is there a new approach required to make DOTS builds now? If so, that was not well communicated.
Oh well, that’s probably it, I have no build configuration pipeline setupped right now. I have a hard time determining how to do this though, I can’t find clear documentation on this.
Seems to have been added to the entities manual. I’ve got rid of the build error from that although my scene seems way too bright on the Windows build, but that could be an entirely different problem.
DOTS Project Setup | Entities | 0.17.0-preview.41 (unity3d.com)
any fix for this?
follow the instructions on the link kowarenai posted
you need install a package and use that package to build and run, the old way of build and run is over
Hello, I do have this error too,
but my project only uses entities and jobs for an optimized A* pathfinding, otherwise everything is classic monobehaviour,
do I need the build configuration asset nonetheless ?
Unfortunately, yes. Conversion and subscenes are embedded into Entities package, so there seems to be no way of stripping them.
I don’t think that’s true.
We’ve never had any issue in our main project using the old build pipeline (even latest entities 0.17) without build configuration (it’s old, before conversion existed so doesn’t make any use of it.)
Well, it depends I guess.
Haven’t tested myself, but if conversion / subscenes is used - those probably will not work correctly.
I actually successfully built without the build configuration by removing the automatic bootstrap. You need to define the UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP symbol, then make your own bootstrap, something like:
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Initialize()
{
#if UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP
DefaultWorldInitialization.Initialize("Default World", false);
#endif
}
We don’t use subscenes though, and they won’t work without the DOTS build configuration stuff. It’s not really a documented way of doing things, but for now it works fine.
Please can you elaborate ? I have no idea what a bootstrap is in the unity context, and I don’t know in what class / file to put your code snippet in.
My Android release build is not working anymore on Unity 2021, though the debug build is working fine.
The release build crash on load, with an obscur SIGSEGV so the only error I can pull of is from the debug build logcat, which is
Error Unity AssertionException: The scene catalog has not been loaded yet
Error Unity Assertion failure. Value was False
Error Unity Expected: True
Error Unity at UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) [0x00000] in <00000000000000000000000000000000>:0
Error Unity at Unity.Scenes.SceneSystem.GetSceneGUID (System.String scenePath) [0x00000] in <00000000000000000000000000000000>:0
Error Unity at Unity.Scenes.GameObjectSceneUtility.AddGameObjectSceneReferences () [0x00000] in <00000000000000000000000000000000>:0
otherwise everything is working and the debug build don’t crash so I’m assuming this is the cause of the release build crash. I do not use the new build configuration and the exact same DOTS code was working on Unity 2020 Android release build !
Edit : I’ve isolated my DOTS code into a blank project and the release build is working despite the same error is present, so this should not be the cause of the crash, and my code does still work without build configurations
Edit 2 : disabling IL2CPP makes the Android release build working, but I cannot rely on mono to release my build, I need ARM x64 support
Just create a static class, put this method in it, and add UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP to your scripting symbols. this will remove the default DOTS bootstrap calling the function that is crashing, and using the one you just created instead.
Haven’t tried your fix but find another one!
I’ve rolled back entities package to 0.16.0 and the crash disappeared ![]()
First I though it was because of Unity 2021 not supporting Entities 0.17 (as written here : Notice on DOTS compatibility with Unity 2021.1 ).
But rolling back to Unity 2020 didn’t fix the crash,
Only rolling back entities package to 0.16.0 (Even with Unity 2021) is working for building IL2CPP Android x64 build.