hi all.
I hope hippocoder will not delete this topic considering it’s useless…
I have a question that needs to be answered so please just be straight.
—> what is the purpose of offering unfunctionnal and buggy beta releases of unity ?
i can perfectly understand that dev team needs the try-getreport-and-redo dev method. IMHO it’s just the best one. but… this has to be done on what is called a release candidate. not on partially developped/bundeled software !
imagine your car beeing updated with new seats and audio system, but… well… okay engine do not work anymore, and wheels are triangular… but !!! it’s your car ! enjoy !
x))
sincerely am ready and really willing to contribute to bug-report and user-opinion-report anything in betas !
just like i use to do with gimp and blender but… seriously… on the latest 2018.3.0bx there’s nothing to say but… ‘open the strash’…
even if i like the new nested prefabs system, the new anim import layer, the new ‘everything’ i cannot say anything else but ‘trashcaaaan !!!’
you guys ( who work so hard for offering users the best tool ( and obviously you’re quite good at doing this ) have to keep in mind that unity is just a tool:
data in —> processing/work —> data out
if in a way or other ‘data out’ is fucked up then the whole tool have less value than a matchbox.
asking why i say this ?
2018.3.0b5:
base setup ( net 4.0 target ) simply don’t work as is. missing things in unity install.
even switching to net 3.5… webgl build is empty tho noticed as successfull.
oh you want the error ?
unitylinker just crashed…
Failed running C:\Program Files\Unity\Hub\Editor\2018.3.0b5\Editor\Data\il2cpp\build/UnityLinker.exe -out=“C:\unity\unitybug\Temp\StagingArea\Data\Managed\tempStrip” -x=“C:\Program Files\Unity\Hub\Editor\2018.3.0b5\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Core.xml” -d “C:\unity\unitybug\Temp\StagingArea\Data\Managed” --dotnetruntime=il2cpp --dotnetprofile=legacyunity --use-editor-options
stdout:
Fatal error in Unity CIL Linker
Mono.Linker.Steps.XmlResolutionException: Failed to process XML description: C:\Program Files\Unity\Hub\Editor\2018.3.0b5\Editor\Data\PlaybackEngines\WebGLSupport\Whitelists\Core.xml —> System.MissingMethodException: M�thode introuvable�: ‘!!0[ ] System.Array.Empty()’.
� Mono.Linker.Steps.ResolveFromXmlStep.ProcessType(TypeDefinition type, XPathNavigator nav)
� Mono.Linker.Steps.ResolveFromXmlStep.ProcessTypes(AssemblyDefinition assembly, XPathNodeIterator iterator)
� Mono.Linker.Steps.ResolveFromXmlStep.ProcessAssembly(AssemblyDefinition assembly, XPathNodeIterator iterator)
� Unity.Linker.Steps.Resolution.UnityResolveFromXmlStep.ProcessAssemblies(LinkContext context, XPathNodeIterator iterator)
� Mono.Linker.Steps.ResolveFromXmlStep.Process()
— Fin de la trace de la pile d’exception interne —
� Mono.Linker.Steps.ResolveFromXmlStep.Process()
� Mono.Linker.Steps.BaseStep.Process(LinkContext context)
� Mono.Linker.Pipeline.Process(LinkContext context)
� Unity.Linker.UnityDriver.Run()
� Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling()
� Unity.Linker.UnityDriver.RunDriver()
stderr:
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable
1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:174)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[ ], String[ ], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable1, BuildTargetGroup, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:121) UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[ ], String[ ], String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:305) UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, ManagedStrippingLevel) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:198) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:176) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action
1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:42)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
wich means there’s something broken in unity for unity x))
well…
this topic should really be a simple and straight talk about the way you guys release useless betas.
and no shame ! we’re all human and therefore not perfect !
hope some answers.
regards.