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Cpu 100%, crashes in build. Editor works fine. Why?
Game works fine in the editor, but the built version spikes cpu and crashes.
If anyone has suggestions as to what might be causing this please let me know.
Here's some things I noted:
I am using Unity 2018.2.16f1, have built the game using this version before and it it worked; I haven't tried using a different version yet but I don't think that is the issue
Profiling game in editor, I get 5-10% cpu usage.
tried excluding my starting scene in my build, did not work and still crashes
I don't get a black screen or anything like that, just my cpu usage spikes like crazy and heats up very quickly all before the game crashes (within 5 seconds).
log file shows nothing to look into as far as I am aware
Here is my log file:
Mono path[0] = 'E:/Users/Brad/Documents/Boulder Run/Build Version/_DevelopmentBuild/Boulder Run_Data/Managed' Mono config path = 'E:/Users/Brad/Documents/Boulder Run/Build Version/_DevelopmentBuild/Mono/etc' PlayerConnection initialized from E:/Users/Brad/Documents/Boulder Run/Build Version/_DevelopmentBuild/Boulder Run_Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55314 Multi-casting "[IP] 192.168.1.75 [Port] 55314 [Flags] 3 [Guid] 1586052047 [EditorId] 1109417017 [Version] 1048832 [Id] WindowsPlayer(Brett-PC) [Debug] 1 [PackageName] WindowsPlayer" to [225.0.0.222:54997]... Waiting for connection from host on [0.0.0.0:55314]... PlayerConnection accepted from [192.168.1.75] handle:0x2d4 Started listening to [0.0.0.0:55314] Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56047 PlayerConnection already initialized - listening to [0.0.0.0:55314] Initialize engine version: 2018.2.16f1 (39a4ac3d51f6) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 760 (ID=0x1187) Vendor:
VRAM: 1979 MB Driver: 23.21.13.9077 Begin MonoManager ReloadAssembly - Completed reload, in 0.082 seconds OnLevelWasLoaded was found on sceneManager This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename: C:\buildslave\unity\build\Runtime/Mono/MonoScriptCache.cpp Line: 343)
Initializing input.
Input initialized.
Initialized touch support.
UnloadTime: 0.964437 ms Setting up 4 worker threads for Enlighten. Thread -> id: 1c94 -> priority: 1 Thread -> id: ec8 -> priority: 1 Thread -> id: 2250 -> priority: 1 Thread -> id: 2438 -> priority: 1 ##utp:{"type":"MemoryLeaks","allocatedMemory":5642,"memoryLabels":[{"Default":1048},{"NewDelete":376},{"Thread":8},{"Manager":112},{"VertexData":480},{"GfxDevice":768},{"FMOD":640},{"Serialization":40},{"String":1186},{"DynamicArray":672},{"VR":64},{"SceneManager":240},{"Secure":8}]}
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