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This question was closed Jul 26, 2015 at 01:52 PM by Bunny83 for the following reason:

Question is off-topic or not relevant

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Question by PolarPop · Jul 24, 2015 at 07:53 AM ·

Is there any validity to Rust Experimental crashes operating system,being associated to Unity 5?

Rustafied a team in close relations with Garry Newman and his Dev-team announced on live-stream, here at time 42:00-43:20 http://www.twitch.tv/rustafied/b/678292392 That Garry Newman personally said that [Bug/operating system crash,slow down]is caused by your Unity 5 Engine and was submitting a ticket for resolution. I understand that sometimes problems arise and they eventually get fixed. Can you please shed some light or even validity to Garry Newmans claim? here is a link to his forums with a little more specifics if necessary: http://support.facepunchstudios.com/feedback/view/5161-internet-and-windows-stop-working-properly-after-closing-rust I apologize in advance if I am in the wrong place.

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avatar image tanoshimi · Jul 26, 2015 at 01:30 PM 1
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That link is 404'ed. Also, I fail how to see how this shows Unity is at fault: what it states is that the "Rust/Standard Terrain dependency" cannot be found.... which rather suggests it's a problem with Rust's terrain shader, no?

Either way, I'm not quite sure how this conversation affects anyone outside of the Rust development $$anonymous$$m, so I'm proposing closing it.

avatar image Bunny83 · Jul 26, 2015 at 01:51 PM 0
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@tanoshimi:
right. If you look around several of those error threads show a stacktrace that involves RakNet and ProtoBuf. Even Unity's old networking system uses RakNet, as far as i know it doesn't use protocol buffers. So it looks like Rust is using a custom compilation of thirdparty frameworks for it's networking and during the deserialization there is something messed up. See the last post on that thread which has a quote from an update news post where they actually claim that they use their own networking solution.

Unity's old networking system wasn't well implemented and everybody knows that. That's why almost all serious games have rolled their own network solution which makes sense. However errors related to that are certainly not to blame on Unity.

Since this "question" is quite pointless and only seems to try to find new "obscure evidence" to blame Unity we should close the question. It's also not a question that can be answered by the community and isn't related to game development but about bug fixing of third party software.

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Answer by tanoshimi · Jul 24, 2015 at 07:57 AM

Known issues with Unity are all publicly-available on the issue tracker: http://issuetracker.unity3d.com

If it's been recognised and reported as a Unity bug it should be on there - ask Garry what the ticket number is and you can vote it up for faster resolution.

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avatar image vexe · Jul 24, 2015 at 08:02 AM 1
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40k dude!! :D congrats, y9u deserve it! crawling up pretty fast, keep it up!

avatar image PolarPop · Jul 25, 2015 at 06:44 AM 0
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@tanoshimi- thanks and I did take a look but didn't see anything that resembled Garry's claim using the link provided, at least nothing for this month,which he claimed he was submitting a ticket for?

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Answer by Cynikal · Jul 24, 2015 at 08:02 AM

This is most likely not due to Unity, because it comes and goes with patches to the game. It could be one of the plugins they used when developing the game.

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avatar image PolarPop · Jul 25, 2015 at 06:30 AM 0
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@Cynikal- please watch the video provided in details at time 42:00-43:20 apparently Garry claimed it was?

avatar image Cynikal ♦ · Jul 25, 2015 at 06:43 AM 2
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Anybody can claim anything that they want to.

They also mentioned they are using a unity beta build, which is just stupid for any production game without fully testing it.

avatar image PolarPop · Jul 25, 2015 at 10:08 AM 0
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I agree 100% thanks for the feedback.

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