It appears that something about my game is causing the syslogd process to go crazy. I see it using up to 100% CPU in the Activity Monitor. Does this make sense?
In OS X Leopard syslogd really likes to use loads of CPU if you log to system console a lot (using Debug.Log for example). When you deploy a game you want to make sure there are no Debug.Log’s in your code except for when you have an error case.
Thanks for the info Aras. After closer inspection I believe that the problem is that the Unity Runtime is throwing warnings. I see the same error message repeating over and over in the Console.
2/19/08 3:11:12 PM [0x0-0xdf0df].unity.randy@randyedmonds.com.Zen Of Clover[2230] Warning: unspecified texcoord bound
This is what the Console displays when I run the game in the Unity editor…
2/19/08 2:43:25 PM [0x0-0xd30d3].com.unity3d.UnityEditor[2103] Warning: unspecified texcoord bound
2/19/08 2:43:25 PM [0x0-0xd30d3].com.unity3d.UnityEditor[2103] target == kVertexCompNone || target == kVertexCompTexCoord (Filename: /Users/unity-build/Desktop/automatic-build-2/unity/Projects/../Runtime/GfxDevice/opengl/ChannelsGL.cpp Line: 83)
I’m very concerned about this because I don’t know how to fix it and it is a big enough problem to stop me from releasing my game.
Any ideas what causes this warning?
I believe this has something to do with the Nature/Windy shader. When I choose it I get the “target == kVertexCompNone || target == kVertexCompTexCoord” assert in the Unity editor.
Nevermind… I guess I dont learn from my mistakes
http://forum.unity3d.com/viewtopic.php?t=7231&highlight=windy