#Cant Create New World
33 messages · Page 1 of 1 (latest)
@lucid monolith sorry to ping, just hadnt had any other input on this yet
If you have any logs can you post them here or DM them to me please?
just the player logs?
or which in particular?
also having this issue
i.e my ship is underground whenever i load in, and the world goes insane and shakes
i didnt save the game/log out in that state, so it was above ground and functioning normally, i then logged out, logged in and the ships position has been set to that
hm, tried loading into my world on a diff char and back to my original as sometimes that fixes things, the ship stuck in the shipyard just there is now totally disappeared :S
these right?
Yeah those are the logs 🙂
I'll get some Devs eyes on this on Tuesday for sure, as it may be pertinent to patch 3 work 🤔 Thanks for bringing it up!
the major issues seem to be that the game has tried to reference some scripts that are no longer present or not accurately referenced on load up.
Boostrap being the most critical - is it used for the initial loading of assets or persistency for objects?
Large mesh/polygon limit dramas -
there are a bunch of error messages relating to specific ship pieces/objects (fins/wings) which look to possibly be causing the meshing issues/ship meshing into the ground
The audio dies/goes wild due to networking lag/packet loss during multiplayer - mostly looks like networked objects being destroyed/cleaned without the proper checks of the current networking connection state.
the 2 major likely suspects are AISFXHandler and ShipForcesAudio still sending commands after the network connection has already died/been shut down.
there's an issue that looks like it has multiple parts relating to a number of other issues, referencing DOPath tweens not performing null checks prior to startign tweens - could possibly be resolved by using SetAutoKill(false), having detailed logging enabled in DOTween's utility panel would help give more info/context.
There is some drama triggered by WildSkies.Player.LocalPlayer.OnExitShipVolume during ShipPlayerTrigger.OnDestroy
its caused by attempting to access gameObject on a Component that is null, either because the GameObject or Component was destroyed or wasn't properly initialized.
MEMORY LEAK
I thought this was the thing causing the complete freezing of the game ever so often, so it's interesting to see it pop up in the logs.
the major issues seem to be:
Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5).
Deallocated serialized file cache memory but there are still active readers.
JobTempAlloc is indicating temporary memory for Unity's Job System but it isn't being released, probably due to incomplete or improperly managed jobs.
There are likely some rendering or processing tasks that are holding onto memory for too long.
the serialized file cache in the 2nd set of logs imply that AssetBundles are not being properly unloaded, which is leaving active readers.
The ''possible causes''
Jobs in the Job System are not being completed or disposed of properly.
Rendering tasks (e.g., in HDRenderPipeline) are holding onto memory longer than expected.
AssetBundles are loaded but not unloaded correctly, possibly due to missing Unload calls or lingering references.
Figuring it out:
Run the game with the -diag-job-temp-memory-leak-validation command line argument to get detailed callstacks of the leaked allocations.
you could audit Job System usage in scripts, ensuring that all job are completed - using JobHandle.Complete() - for example.
Checking AssetBundle management code to make sure AssetBundle.Unload(true) is called when bundles are no longer needed.
Use the Unity Profiler to identify specific systems or assets causing memory leaks.
There is an error about keybindings being duplicated weirdly (delete and end).
Yall have Coherence logging set up to use trace/debug log levels but you dont have the scripting set up properly to define the necessary symbols.
If you define those symbols you could get some nice detailed logs that would help diagnose networking issues.
This can be done by going to Edit/Project Settings/Player/Scripting Define Symbols and add COHERENCE_LOG_TRACE and COHERENCE_LOG_DEBUG.
it may help, im not much of a Unity expert.
There is an issue with the ''CreativeCloudVolume'' component.
Its missing as the logs report such during graphics initialization
i.e the PCGraphicsSettings system is trying to set clodu quality but cannot find CreativeCloudVolume component in the scene.
It's occuring during the SetCloudsQuality in the graphics initialzation pipeline.
Not a huge deal but hey, the game is pretty big on clouds for a bunch of gameplay reasons.
There was one final issue with the uploading of crash reports.
Summary:
The biggest issues seem to be
missing scripts, i.e boostrap (critical systems)
Coherence networking issues. (broken audio sync)
NullReferenceExceptions (crashes/DOTween)
Memory leaks (bad.)
.
.
the ships clipping into the ground/disappearing:
highly likely caused by the Convex mesh creation failures.
Both old/new logs contain the same errors for
Couldn't create a Convex Mesh from source mesh, within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Source mesh name: fins_left_1_main
"tail_a_col_seg_e_01, plate_low_5, head_collider1, fin_tail_main,"
It looks like PhysX is trying to generate convex collision meshes so those objects can handle the collisions properly but the meshes themselves exceed the allowable polygon limit for convex colliders (256), so Unity is saying ''hell nah'' and reverting to using a partial hull, which doesnt accurately represent the original objects geometry and is causing the clipping.
.
As i've seen some ships clip into stuff before/teleport, i assume this is the game trying to resolve the issue by moving the ship to another location that it thinks is empty. (or just deleting it entirely to stop the game from crashing?)
Temporary fix? - make any ships with collision issues get teleported upwards approx 200 points, let us have the ability to register/respawn on multiple ships so we can choose on respawn.
Make any ship that we have built have the ship icon on the hud, ideally with a little number so we know which is which.
The missing scripts issue may also be related/the cause of teh ship drama.
without knowing more about it/what it does, hard to say.
if bootstrap is responsible for initializng physics or some networking service, it could be throwing off the entire physics pipeline thus causing improper collision handling
"NullReferenceException: Object reference not set to an instance of an object.
at UnityEngine.Component.get_gameObject () [0x00000]
at UISystem.UIHudManager.IsHudElementShowing (UISystem.UIHudType hudType) [0x00000]
at WildSkies.Player.LocalPlayer.OnExitShipVolume () [0x00000]
at ShipPlayerTrigger.OnDestroy () [0x00000]"
if the LocalPlayer script manages ship physics or positioning, the above issue could be causing the ship to be in an invalid state allowing it to clip into other assets weirdly.
.
anyway ill stop now.
I hope some of the above helps/makes it an easier problem to solve.
I am not a unity god by any means so my apologies if anything i've put so far is garbled nonsense.
I suspect the loading in on another character to the same world has worked to fix things because it's causing a reloading of everything to sync to the new char, instead of accepting the already saved positions/states of the existing char.
The above rough analysis of the logs may help breadcrumb some solutions.
@lucid monolith any updates on fixing this particular bug/set of bugs?