My Game is crash can you help me ?

My game is now on steam, some of our players say that the game crashes after loading. When I look at the log files, I see the following and I can’t find a solution. There is no crash notification in the log file. i share the file and my code

Mono path[0] = ‘D:/steam/steamapps/common/Car For Sale Simulator 2023/Car For Sale Simulator 2023_Data/Managed’
Mono config path = ‘D:/steam/steamapps/common/Car For Sale Simulator 2023/MonoBleedingEdge/etc’
Initialize engine version: 2020.3.22f1 (e1a7f79fd887)
[Subsystems] Discovering subsystems at path D:/steam/steamapps/common/Car For Sale Simulator 2023/Car For Sale Simulator 2023_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GT 1030 (ID=0x1d01)
Vendor:
VRAM: 1981 MB
Driver: 31.0.15.3179
Begin MonoManager ReloadAssembly

  • Completed reload, in 0.327 seconds
    Initializing input.

New input system (experimental) initialized
Input initialized.

Initialized touch support.

Couldn’t create a Convex Mesh from source mesh “Box001” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “Box001” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn’t create a Convex Mesh from source mesh “Box001” within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The tree Plant_Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
UnloadTime: 1.002300 ms
Starting Nature Renderer…

Hardware Info

Graphics Device Name: NVIDIA GeForce GT 1030
Graphics Device Type: Direct3D11
Graphics Device Vendor: NVIDIA
Graphics Device Vendor ID: 4318
Graphics Device Version: Direct3D 11.0 [level 11.1]
Graphics Memory: 1981
Graphics MultiThreaded: False
Graphics Shader Level: 50
Max Compute Buffer Inputs: 32
Processor Count: 8
Supports Compute Shaders: True
Supports Instancing: True
Memory: 12279
The referenced script on this Behaviour (Game Object ‘RCCCanvas’) is missing!
The referenced script on this Behaviour (Game Object ‘Cinematic Camera System’) is missing!
The referenced script on this Behaviour (Game Object ‘Animation’) is missing!
The referenced script on this Behaviour (Game Object ‘Mobile Drag’) is missing!
The referenced script on this Behaviour (Game Object ‘Drag’) is missing!
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
CommandBuffer: temporary render texture not found while executing (Blit source)
<color=green>Saving data!
<color=green>Saving data is done!
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 274.932300 ms
DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
Translation not found: dialogue_want_buy_car0 (Turkish).
Translation not found: skill_showFeel (Turkish).
Translation not found: skill_showFeelDesc (Turkish).
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
loading game
start load Office
office loading
loading my cars!
loading my cars! is done
office loading done
completed load Office
start load Game
loading gm
loading gm is done
completed load Game
start load Tax
loading tax!
loading tax! is done
completed load Tax
start load Bank
loading bank
loading bank is done
completed load Bank
start load Inventory
loading inventory
loading inventory is done
completed load Inventory
start load Skills
loading skills
loading all skills is done
loading skill exp
loading skill exp is done
loading skills is done
completed load Skills
start load Time
loading time manager
loading time manager is done
completed load Time
start load Decoration
loading decoration
loading decoration is done
completed load Decoration
start load Tutorial
loading tutorial
loading tutorial is done
completed load Tutorial
loading all game!
wait 0.3f

I debugged everywhere to find out where it crashed

before
yield return new WaitForSeconds(0.3f);
Now
yield return new WaitForSecondsRealtime(0.3f);

I thought maybe that’s why it’s giving an error. but that didn’t solve it

My code is Attached Files

Fix the above gaggle of nullrefs first.

How to fix a NullReferenceException error

https://forum.unity.com/threads/how-to-fix-a-nullreferenceexception-error.1230297/

Three steps to success:

  • Identify what is null ← any other action taken before this step is WASTED TIME
  • Identify why it is null
  • Fix that

Then if it doesn’t work after that…

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

Hello again, my problem continues and it’s starting to be like this now :frowning:

207603-crash-log.zip (11.4 KB)