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This question was closed Feb 02, 2016 at 09:53 AM by Coubas for the following reason:

The question is answered, right answer was accepted

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Question by Coubas · Feb 02, 2016 at 08:13 AM · buildstandalonewindows 10

My windows standalone build doesn't work at all.

Hi folks,

so here's the problem :

I've tryed to build a windows stadalone version of my game, which I've made succefully 2 day's ago, but since yester days it doesn't seems to work anymore.

The exe and pdb files are normaly created, aswell as the data folder but when I click on the exe in order to lauch the game nothing happend, not even the dialog window whith the game settings.

I just looks like it freeze but no error shows up. And when I try to delete the folder it told that i can't because it's used by System...

I really don't understand what's going on and when i export the game as a webgl project it works fine..

The only error I've seen is about shaders :

Shader error in 'MyShaders/NewImageEffectShader': unable to unroll loop, loop does not appear to terminate in a timely manner (72 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number at line 55 (on d3d11_9x)

Compiling Fragment program Platform defines: UNITY_NO_LINEAR_COLORSPACE UNITY_ENABLE_REFLECTION_BUFFERSUNITY_PBS_USE_BRDF3

But it was working fine until now and I haven't change it for a long time... Here is the code if it can help.

 Shader "MyShaders/NewImageEffectShader"
 {
     Properties
     {
         _Colour("Coleur1", Color) = (1,1,1,1)
         _Colour2 ("Coleur1", Color) = (1,1,1,1)
         _Colour3("ColeurFond", Color) = (0,0,0,1)
         _Iteration("Nb Iteration", Range(1,10)) = 2
     }
     SubShader
     {
         // No culling or depth
         Cull Off ZWrite Off ZTest Always
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 pos : SV_POSITION;
             };
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.uv = v.uv;
                 return o;
             }
             
             fixed4 _Colour;
             fixed4 _Colour2;
             fixed4 _Colour3;
             int _Iteration;
 
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed2 uv = i.pos.xy / _ScreenParams.xy;
 
                 fixed4 fragColor;
                 float time = _Time[1];
                 float res = 1.;
                 for (int i = 0; i < _Iteration; i++) {
                     res += cos(uv.y*12.345 - time*4. + cos(res*12.234)*.2 + cos(uv.x*32.2345 + cos(uv.y*17.234))) + cos(uv.x*12.345);
                 }
 
                 fixed4 c = lerp(_Colour,//fixed3(_Colour.x, _Colour.y, _Colour.z),
                     _Colour2,//fixed3(_Colour2.x, _Colour2.y, _Colour2.z),
                     cos(res + cos(uv.y*24.3214)*.1 + cos(uv.x*6.324 + time*4.) + time)*.5 + .5);
 
                 c = lerp(c,
                     _Colour3,//fixed3(_Colour3.x, _Colour3.y, _Colour3.z),
                     clamp((length(uv - .5 + cos(time + uv.yx*4.34 + uv.xy*res)*.1)), 0., 1.));
 
                 return fragColor = c;//fixed4(c.x, c.y, c.z, 1.);
             }
             ENDCG
         }
     }
 }

I one of you guy's can help me out it will be really cool cause I don't know what to do now ^^ Thanks in advence and sorry for my poor english.

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Best Answer

Answer by Coubas · Feb 02, 2016 at 09:52 AM

Okay, I've worked it out... It was Avast who was bloking the execution without saying anything. I lost a lot of time but at least the game is fine ^^

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