View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0016032 | The Last Federation | Bug - Other | Nov 12, 2014 10:18 pm | Nov 13, 2014 8:34 am | |
Reporter | cswiger | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | not fixable | ||
Product Version | 1.900 (Tutorial And Story Touches) | ||||
Summary | 0016032: TLF starts minimized if Samsung Magician is running | ||||
Description | As per the summary, the game runs but starts up minimized if Samsung Magician (a taskbar utility for their SSD drives) is also running. Evidently the utility likes to grab focus, and it's known to cause issues with some other games (notably AC3).... Seems to minimize around or just after GameInit step 6. Consistently reproducible. Marked as trivial severity since the game seems to run fine if you alt-tab into it, and of course easy workaround of quitting Magician first. ===== logging ===== Steamworks Init 11/12/2014 6:37:27 PM Steamworks IsRunning: True 11/12/2014 6:37:27 PM GameInit (0 - 11/12/2014 6:37:27 PM) 11/12/2014 6:37:27 PM GameInit (1 - 11/12/2014 6:37:27 PM) 11/12/2014 6:37:27 PM GameInit (2 - 11/12/2014 6:37:27 PM) 11/12/2014 6:37:30 PM audio load: 205 11/12/2014 6:37:30 PM GameInit (3 - 11/12/2014 6:37:30 PM) 11/12/2014 6:37:30 PM GameInit (4 - 11/12/2014 6:37:30 PM) 11/12/2014 6:37:30 PM GameInit (5 - 11/12/2014 6:37:30 PM) 11/12/2014 6:37:31 PM GameInit (6 - 11/12/2014 6:37:31 PM) 11/12/2014 6:37:32 PM GameInit (7 - 11/12/2014 6:37:32 PM) 11/12/2014 6:39:47 PM GameInit (8 - 11/12/2014 6:39:47 PM) 11/12/2014 6:39:47 PM GameInit (9 - 11/12/2014 6:39:47 PM) 11/12/2014 6:39:47 PM GameInit (10 - 11/12/2014 6:39:47 PM) 11/12/2014 6:39:47 PM ----------- Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_vertices(UnityEngine.Vector3[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 11/12/2014 6:39:47 PM ErrorsReportedByEngine: ----------- Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Stack Trace: at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity) at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity) at Configuration.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText) at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity) at MainCameraLogic.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type) at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type) at UnityEngine.Mesh.set_vertices(UnityEngine.Vector3[] ) at SpriteText.UpdateMesh() at SpriteText.LayoutText(Boolean DoRemovalOfUnsupportedCharacters) at SpriteText.SetText(System.String value) at DelayedSpriteText.Render(Int32 OuterCurrentZIndex, Boolean UseDrawMeshNow) at DelayedRenderer.RenderAll(Boolean UseDrawMeshNow) at MainCameraLogic.ActuallyRender() at MainCameraLogic.Update() 11/12/2014 6:39:47 PM ----------- Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. [ ... ] | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
|
Unfortunately we can't really fix what other programs do. The GameInit 6 timing would be the period when the game tries to go fullscreen, so it makes sense that would be when the issue would happen. I expect that all games on the Unity 3D engine probably have this issue. Hopefully Samsung fixes their software, because that definitely must be annoying. I wish I could help, I'm sorry! |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 12, 2014 10:18 pm | cswiger | New Issue | |
Nov 13, 2014 8:34 am | Chris_McElligottPark | Internal Weight | => New |
Nov 13, 2014 8:34 am | Chris_McElligottPark | Note Added: 0039743 | |
Nov 13, 2014 8:34 am | Chris_McElligottPark | Status | new => closed |
Nov 13, 2014 8:34 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 13, 2014 8:34 am | Chris_McElligottPark | Resolution | open => not fixable |