Unity freezing without any while loops, only in editor
Hey everyone, so the project I am working on is rather new, but we encountered a recent problem.
Typically, 1-20 seconds into the project, it freezes completely as if I had an infinite loop. I cannot pause the game, it will not react to anything I touch, and I have to end the process to try again.
I have no code that even touches a while loop, or any non-determined loop for that matter.
I tried debugging with MonoDevelop debugger, but it says it could not connect.
One last strange thing is... It does not crash when I build and run the project. It runs completely fine, with no issues whatsoever. It only persists in the editor.
And sometimes, every once in a while, it ends up closing after it freezes and asks me to submit a bug report, but that rarely happens.
Any pointers or suggestions?
Read the editor log/ crash log and look for the errors in there. Go from the bottom up.
If you instantiate anything, look for cases where its instantiating too much, or any branching-out behaviour, where an object generates more than one more object, which in turn each spawn more than one object.
Expensive coroutines improperly yielded will halt the main thread, WWW class can halt the whole program. There's lots of things it could be.
@meat5000, editor log shows nothing, it outputs nothing.
I am dealing with instancing something most of the time, but I feel like it has also happened without instancing an object. However it is just particles, so those particles would not instance anything else themselves.
Can Unity crash if you just instance a LOT of things at once? Not like thousands of gameobjects a second, but like 100-200 every second?
Yes thats a lot of objects to spawn in such a short space of time. Of course it does depend on the objects and what is on them. Are you sure you read the editor log, not the Console log? Its very rare that theres nothing in it at all.
$$anonymous$$ake sure to select Attach Debugger option in Prefs to help $$anonymous$$ono connect.
Id be happy to take a look for you if you want to dropbox your project. This sounds like something that will be tricky to track down otherwise.
Answer by SmashedBug · Dec 28, 2015 at 09:37 PM
I figured out the solution, it was due to some faulty code, but it still confuses me when I look back at it.
Basically, we have a mouse controller which uses an external DLL to control input for up to 4 mice. Inside of that, we determine the chance in mouse position, and move a reticle (now obsolete) to point towards where the player wants to aim.
This chunk of code was used to rotate a center body that would be holding any weapons or items the player picked up, to show how they are aiming it or moving as their view shifts. I can't properly comment it, as the coder who wrote it did not discuss it that much with me.
center.LookAt(reticle.transform.position);
Vector3 rotation = new Vector3(0, 0, -center.localEulerAngles.x);
center.transform.localEulerAngles = rotation;
if(reticle.transform.position.x < player.transform.position.x) {
center.transform.localEulerAngles += new Vector3(0, 180, 0);
}
So this code would be called at most 4 times every update function. I figured that rewriting the code without the LookAt() function would be best, since that is intended for 3D and our game is 2D.
firingVector = reticle.transform.position - center.position;
firingVector.Normalize(); //normalized for later use
float rotZ = Mathf.Atan2(firingVector.y, firingVector.x) * Mathf.Rad2Deg; //moving the rotation of the center here
center.rotation = Quaternion.Euler(0, 0, rotZ);
It still confuses me, because replacing this code inside each individual player would fix it. What is even more confusing is that this isn't always 100% reproducible, since it could freeze from 0-30 seconds of using an item, and picking it up (setting it as the child of the center). So if anyone is stumbling across this and has any input or ideas of what this could be, that would be appreciated.
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