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Messages - Dust

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How did you even get to the state where draw call is null? What destroyed it? Only UIDrawCall is capable of destroying draw calls, and it only always removes the draw call from the active and inactive lists.

I want to say I just ran into this issue and all I did was upgrade from 3.0.8 f6 to f7.  Unity 4.2.2 and device is a Nexus 5 running 4.4.2

This happens when i use the android back button to quit the app.

Unity Log Below:

I get the error itself regarding the NullRef 4 times
  1. I/Unity   (24487): time to quit..
  2. I/Unity   (24487): windowFocusChanged: false
  3. I/Unity   (24487): onPause
  4. I/Unity   (24487): NullReferenceException
  5. I/Unity   (24487):   at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0
  6. I/Unity   (24487):   at UIDrawCall.Destroy (.UIDrawCall dc) [0x0000a] in C:\Projects\GCSlotzMW\Assets\NGUI\Scripts\Internal\UIDrawCall.cs:693
  7. I/Unity   (24487):   at UIPanel.OnDisable () [0x00007] in C:\Projects\GCSlotzMW\Assets\NGUI\Scripts\UI\UIPanel.cs:712

If i modify the Destroy() part to check for dc != null then i end up with:
  1. I/Unity   (24816): time to quit..
  2. I/Unity   (24816): windowFocusChanged: false
  3. I/Unity   (24816): onPause
  4. I/Unity   (24816): NullReferenceException
  5. I/Unity   (24816):   at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0
  6. I/Unity   (24816):   at UIDrawCall.ClearAll () [0x00026] in C:\Projects\GCSlotzMW\Assets\NGUI\Scripts\Internal\UIDrawCall.cs:651
  7. I/Unity   (24816):   at UIDrawCall.ReleaseAll () [0x00000] in C:\Projects\GCSlotzMW\Assets\NGUI\Scripts\Internal\UIDrawCall.cs:663
  8. I/Unity   (24816):   at UIPanel.OnDisable () [0x00054] in C:\Projects\GCSlotzMW\Assets\NGUI\Scripts\UI\UIPanel.cs:718

If i then modify the ClearAll() part to check for dc != null then i end up with:
  1. I/Unity   (25112): time to quit..
  2. I/Unity   (25112): windowFocusChanged: false
  3. I/Unity   (25112): onPause
  4. I/Unity   (25112): NullReferenceException
  5. I/Unity   (25112):   at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0
  6. I/Unity   (25112):   at UIDrawCall.ReleaseAll () [0x00025] in C:\Projects\GCSlotzMW\Assets\NGUI\Scripts\Internal\UIDrawCall.cs:671
  7. I/Unity   (25112):   at UIPanel.OnDisable () [0x00054] in C:\Projects\GCSlotzMW\Assets\NGUI\Scripts\UI\UIPanel.cs:718

And then we modify the ReleaseAll() part to check for dc != null and i end up with no errors:

2
NGUI 3 Support / Re: UI Draw Call error when building assetbundles
« on: December 25, 2013, 02:44:19 AM »
I have the same problem (in my case running Unity 4.2.2). And also I see this in console sometimes:

"Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy."

It has to be NGUI because I don't use anywhere DestroyImmediate in my project and I don't have any other assets.

I know it's something between 3.0.3 and 3.0.7... Please Aren take a look because it crashes Unity!!

I narrowed this down to having Panels without a rigidbody attached. When I went back into the scenes I was having issues with, made sure all my panels had the correct rigidbodies attached, saved, then reloaded unity (since loading the scene up without rigidbodies on the panels seemed to cause the problem in the first place) I no longer had the disalow crash in Unity.

I figured this out when exporting from an older version of unity a package with something I wanted in another project and even in an empty scene it was causing the crash but if i created it all from scratch in the empty scene no issue.  The older project i was exporting from was from a version of nGUI that did not attach the rigidbodies to the same GO as the panel.

I hope this helps bdominguez

3
NGUI 3 Support / Re: UI Draw Call error when building assetbundles
« on: December 11, 2013, 01:47:52 PM »
NGUI doesn't work correctly from asset bundles. It never had, and I'm surprised you didn't run into such issues before. I'm guessing its related to a global list of draw calls. I plan on changing it back to where each panel owning their own draw calls in the near future, so it should address this issue as well.

However as I said... asset bundles + NGUI is not a good combination.

Super weird as this only happens lately when building the bundles using an open scene that has ngui in it, not actually testing in editor or on device.  Ive been using nGUI in assetbundles for a few months in a production game without any actual issues.

I think it might be something else causing the issue, possibly unity related, but was hoping to track this one down in the meantime.  I get some weird "Fatal Error! CheckDisalowAllocation. Allocating memory when it is not allowed to allocate memory." error at random if I open up a scene with ngui,  make some changes like rename some text in a label, and when i go to load another scene after saving the current scene it crashes with that error.

EDIT: Oh btw not really looking for an answer if there is none or normal use for unity will cause this issue now.  I havent tried wiping out my local cache of the project and rebuilding or even trying on another machine or with any of the 4.3 builds on unity yet =)

4
NGUI 3 Support / UI Draw Call error when building assetbundles
« on: December 10, 2013, 05:26:42 PM »
So at some point during the 3.0x upgrade cycle I started to get errors and recently I am now crashing out randomish when changing scenes.  I am trying to figure out what happened so figured I would start with this.

Whenever i run my script to build out some asset bundles from a scene I will get this error spamming the console once it has completed.

  1. MissingReferenceException: The object of type 'UIDrawCall' has been destroyed but you are still trying to access it.
  2. Your script should either check if it is null or you should not destroy the object.
  3. UnityEngine.Component.get_gameObject () (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/Editor/UnityEngineComponent.cs:183)
  4. UIDrawCall.ReleaseAll () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:726)
  5. UIPanel.OnDisable () (at Assets/NGUI/Scripts/UI/UIPanel.cs:696)
  6. UnityEditor.BuildPipeline:BuildStreamedSceneAssetBundle(String[], String, BuildTarget)
  7. ExportAssetBundles:ExportSceneToAssetBundle() (at Assets/Scripts/Editor/ExportAssetBundles.cs:64)

Any ideas? This is if I am in a scene using NGUI to do the build (which builds ios, then standalone, then android version of the assetbundle containing just a scene) I get the errors.  If i am in a blank scene I get no errors.

Unity 4.2.2 (pro)
nGUI latest (3.07f1?)  but this started happening I want to say in atleast 3.06 something


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NGUI 3 Support / Re: A question for ex-pirates!
« on: September 22, 2013, 07:52:27 PM »
I tried the free version but the fact that it was behind the paid version made the nerd in me want the paid version so I had a persian friend give me a copy to try out.

Going thru all of the examples and being amazed at how well things worked I started using nGUI in my current personal project hoping It would go on sale because I am a very very cheap person (sorry).  It went on sale and bam it was the first legit asset I bought in the store because I planned on continuing to use it.

I don't make a ton of money but I do make enough to purchase the things I find valuable and nGUI was one of those.

6
NGUI 3 Support / Re: Item in Clipping Panel invisible on Android
« on: August 12, 2013, 11:17:08 AM »
As an update to this it looks like I got it fixed using the Soft Clipping instead of Alpha Clipping.

If anyone has an idea why this happens please let me know =)

7
NGUI 3 Support / Item in Clipping Panel invisible on Android
« on: August 11, 2013, 08:04:58 PM »
I've been trying to figure this out for a while but no answer.

On my 3 test devices the project works fine, no issues.  These are all Android devices of various OS versions and maker.  On a clients device the project has the problem where any below the clipped panel refuse to render.  My hierarchy is roughly:

UI Root
- Camera
-- Uipanel with clipping
--- UIGrid
---- Sprite1
---- Sprite2
---- Etc..

I am using an Atlas with just 4 images in it and had not changed any options when creating the atlas

It seems like a simple setup and shouldn't be an issue ( and is not on all of my devices) but when ran on a clients device the sprites do not show up on the screen at all not inside or outside of the clipped area just invisible.

Any ideas?

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