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Unity Crash


LordFerret

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I rarely ever get crashes... in fact, I think this is my 3rd. (?) Anyway, KSP crashed on me tonight during a 'Switch To' vessel change. The logs indicate it was Unity which punted (mono.dll caused an Access Violation). So, I'm wondering: Being v1.0.5 is around the corner, and Unity 5 is somewhere along that line as well, should I bother Squad with a Crash Report?

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It is the mono.dll thing in the error.log ?

For having some experience with crashes (...) that doesn't mean anything. For example, memory leak crashes will have that line written in the error.log.

The output_log (or player.log if Mac or Linux) is more useful for getting the cause of a crash.

I still suggest making a thread in the Support - (Un)Modded Installs section of the forum.

EDIT: crashing on scene change is probably a memory leak, one of us...

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Unfortunately Unity5 won't use a newer version of Mono, even though the version used by Unity is very old and out of date.

Unity look to be replacing Mono eventually anyway, and will translate C# code into C++, so Unity won't be fixing any of the bugs in their version of Mono.

Squad can't fix Unity's Mono either.

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It is the mono.dll thing in the error.log ?

For having some experience with crashes (...) that doesn't mean anything. For example, memory leak crashes will have that line written in the error.log.

The output_log (or player.log if Mac or Linux) is more useful for getting the cause of a crash.

I still suggest making a thread in the Support - (Un)Modded Installs section of the forum.

EDIT: crashing on scene change is probably a memory leak, one of us...

I have a small utility which I wrote in QB64 (QuickBasic) which blows through the output_log file looking for NREs (and other issues), and I run it every time I'm finished playing. My NRE count has been minimal for quite a while now, only one persistent which is related to Unity apparently ... although I now do see another even after last night's crash (I went back in) which is related to the KAC mod.

The crash itself occurred during a scene change, right after the current scene unloaded, before the new scene loaded; That much is shown in the persistent file.

UnloadTime: 18.091900 ms
Crash!!!

If it is a memory leak related thing, then I'll have to assume it's related to KAC as that's my most recent mod (how did I survive so long without it??? lol).

You say submit to the UnModded?... but I'm using mods. It should go into the Modded section, no?

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Unfortunately Unity5 won't use a newer version of Mono, even though the version used by Unity is very old and out of date.

Because the mono developers won't let them use it. Not because they wouldn't want to use it.

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Because the mono developers won't let them use it. Not because they wouldn't want to use it.

This isn't actually correct, the post I found before on this issue seems to have been deleted, but in simple terms it's like this...

Unity have an old license from when Novell owned Mono, and their license allowed Unity to not only edit Mono, but also to retain their changes without contributing them back, while still using Mono commercially, though they have since made their code available.

Xamarin is more than happy for Unity to dynamically link Mono and use it under the GPL, but Unity wanted to put Mono into the engine, that means buying a new commercial license so they can use a newer Mono statically like they do currently, but Unity doesn't see why they have to pay twice as it were.

So Unity currently can only use the older Mono unless they buy a new license from Xamarin.

Supposedly someone could use the source here to update Mono, but the Unity code is proprietary so you can't compile it in.

What's moot here is Mono itself, as when Unity stops using it all the licensing with Xamarin stuff becomes a thing of the past.

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Well, based on this discussion, I'll not bother to submit the crash report. I'll just wait for 1.0.5 and Unity 5 and see how all that works out. The only reason I asked the question is because I so very rarely see the game actually crash ... I was so surprised to see the "Oops!" notification box pop up. Thanks for the input.

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