I’ve compiled standalone DOTS/ECS before, but something changed recently I think with .50 that will not let me make a standalone build, or it has something to do with assets I need to bring over manually… I’m guessing ojne of those two. Enjoy a cool video:
Bonus I share: where I share some wisdom of how to make your popular GameObject game have levels with DOTS ecs no sweat. Short: One player controller for GameObject, you hijack it for entities, make gameobject invisible, grab entity position/rotation/velocity at the start and then do your gameobject player controller junk on the invisible gameobject and at the end, feed the rotation/velocity to the active entity… DOn’t feed position or it messes up the physics system.
I think they’re on to something. Which one has relevant data and what should I be looking for? Probably crash logs. I probably have to run in debug mode too then.
The file ‘C:/UnityProjectfiles/StarfighterGeneralOnSteam/Builds/WindowsClassicBuildConfiguration 3/Starfighter General_Data/level0’ is corrupted! Remove it and launch unity again!
[Position out of bounds!]
Are you building using a scriptable build config asset? I am guessing you are just going to file and build? Probably need to do it with the asset file.
I don’t even have a level0 anywhere in my project which is weird.
I backed up my project.
I deleted library.
I closed unity.
I opened Unity.
2 hours later it was rebuilt, and level 0 there. I don’t get that.
I deleted level0 from my standalone D:\starfighter\starfighter_Data folder.
I got a new error, game does not immediately crash, but does not play.
AssertionException: Ensure TypeManager.Initialize has been called before using the TypeManager
Assertion failure. Value was False
Expected: True
Would this mean I’m using DOTS entities before its loaded or something? This could be an error expected for faster run times locally standalone vs editor.
I think I just responded to your Reddit post too but just in case it helps someone else. I had this issue (same error stack) and adding the DISABLE_ENTITIES_JOURNALING scripting define for a debug build worked for me.
The Editor menu options for journaling do not affect exported builds.