Cryengine error while loading the texture

cryengine error while loading the texture

(:Error: TheFunctions.h(21): Error: Cannot find class '',. I try to use a fps or third person camera, it crashes after it finishes loading. "Izhuall" gets this error CRITICAL ERROR: CryGeometry Info::Load: Texture and contact a SAM + on your server once you have done so. In. CrysisTM (Error! Reference source not found.) we wanted to save virtual memory so to adjust the mip-level we had to create and release textures at runtime.

Cryengine error while loading the texture - opinion already

Coherent UI in CryEngine 3 (Redux)

After the article on CryDev.net about Coherent UI, a lot of people read our previous blog post about our experiment with CryEngine3 and suggested that we should use Hendrik Polczynski’s Plugin SDK to get low-level access to the CryEngine 3 renderer. The problem we previously had was that we couldn’t find a proper way of creating a texture and “inserting” it into the engine, having an ID and whatnot. I talked with Hendrik, he gave me some pointers about the features of his SDK and how it solves our problem. As a result I present you an improved version of Coherent UI in CryEngine 3! You’ll find the link for the source code at the end of this post.

This is a video of the end result with more of the same as last time. Except this time it’s much more fluid.

First I’ll start with some notes about the usage of the code:

  • We used CryEngine 3.4.0 (3696) Free SDK for our tests. If you want to use 3.4.3, you need to change the version string in Code/Plugin_SDK/inc/IPluginBase.h to “3.4.3”. The code in the Coherent UI plugin doesn’t have any version specific parts so it should be ready to use with the new SDK, although we haven’t tested it.
  • The 64-bit build hasn’t been tested neither because we updated our developer machines with Windows 8 and the CryEngine executables do not start. We had an issue with the 32-bit executables as well – the login dialog just froze when either the Launcher or Editor were started but that turned out to be caused by the AV – after excluding the executables we could finally start using CryEngine again.
  • CryEngine 3 is one of the top engines on the market – as such it squeezes every bit of resources the machine has. On the other hand, Coherent UI is designed as an out of process interface framework that needs some CPU/GPU as well. There’s a chance that CryEngine will take most of the system resources and the UI can appear laggy. The best way to alleviate the problem in the free SDK is to check your FPS (use  r_DisplayInfo 1 to show dev info if not already shown) and set a maximum framerate value (using  sys_MaxFPSvalue) to something a little lower than what you’re getting from the FPS counter.
  • When in-game, you can hide the default CryEngine interface using   g_ShowHUD 0
  • The Editor isn’t fully supported; while in the Launcher we create and destroy Coherent UI Views in  OnLoadingStart/OnUnloadComplete callbacks, these are unsuitable for the sandbox because  OnLoadingStart is called even if you aren’t editing a level and OnUnloadComplete isn’t called at all. To work around this limitation, we’re creating the views in the  OnActionEvent callback when the user enters game mode. This has some drawbacks since we’re registering the player event listener in the same callback, but in another listener that is called before the one in the Coherent UI DLL. This means that player notifications will not work in the editor (e.g. the health change notification).

 

Plugin installation

 

The Coherent UI plugin requires the Plugin SDK and D3D Plugin to function properly (and Coherent UI itself, of course). They are included in the sample code (with no modifications, except for the version string so it matches the 3.4.0 SDK) at revisions d2feebc5d09ca367bc63d42589de6c2cf606b0d8and c654e77255344a1ebe72c2365144c3d0908fd903, respectively.

First, setup the include and library directories for Coherent UI. To do so, get the package from our download page and extract the contents of the lib directory to your CryEngineRoot/Bin32 dir (you should have CoherentUI.dll in the Bin32 directory now). Then create a new folder in the CryEngineRoot/Code folder named  CoherentUI and extract the contents of the include directory of the package there. You should end up with the following directory tree:  CryEngineRoot/Code/CoherentUI/Coherent. Now you’re ready to use the Coherent UI framework. Next is the plugin setup.

If you download the whole repository with the Coherent UI plugin, you just need to copy the files in the root directory and build the provided solution.

If you download the plugin only there are a few more steps. Follow these instructions for installation of the Plugin SDK. After you’re done, you need to set up the Coherent UI plugin. To do so, add the following to theCGame class:

Add the following action event handler as well (it’s used for registering a player event listener provided by the Coherent UI plugin that does the binding between C++ and JavaScript methods):

You’ll also need to setup include and library paths for the CryGame project.

 Plugin limitations

When using a DirectX9 renderer, Coherent UI Views can only use shared memory (and not shared textures), since CryEngine uses a  IDirect3DDevice9 , while shared textures require a  IDirect3DDevice9Ex. Creating a shared texture without an Ex device will just fail.

When using a DirectX11 renderer, HUD Views cannot be drawn, because the D3D plugin doesn’t hook to the  IDXGISwapChain::Present method. This is because there is no specific swap chain associated with the device which means you cannot use the device to get the swap chain. I thought of hooking to  IDXGIFactory::CreateSwapChain and using the device and HWND that I have to determine the instance of the swap chain so I can hook to the present method, but that’s left for the future. Shared textures can be used, though. Generally, it’s recommended to use the DX9 renderer so you can experience all the features.

Plugin architecture

The Coherent UI plugin follows the Plugin SDK architecture and exposes just a tiny bit of functions that are needed by CryGame. These functions are:

  • Initialize
  • Shutdown
  • GetPlayerEventListener

The first two are self-explanatory;  GetPlayerEventListener is used only because we can’t register a player listener outside CryGame since the CPlayer class is not exported.

Everything else related to the UI is encapsulated in the Coherent UI plugin DLL.

Class list

  • CoherentGeometry – Loads geometry in .obj format and intersects rays with the loaded geometry, returning distance to the hit point and barycentric coordinates. This class is used because I couldn’t find a way to get the texture coordinates out of the CryEngine provided methods (the physics query did not return texture coordinates)
  • CoherentInputEventListener – IInputEventListener implementation that converts CryEngine input events to Coherent input events.
  • CoherentPlayerEventListener – Used for demonstrating binding of engine events to UI events.
  • CoherentSystemEventListener – UI system events listener, required by Coherent UI.
  • CoherentUISystem – Deals with the communication with the UI system, managing Coherent UI views, creation of rendering resources and all UI logic.
  • CoherentViewListener – Reports events for Coherent UI Views and performs low-level drawing; it can also own a  CoherentGeometry object that is considered the collision geometry for the View.
  • CPluginCoherentUI – Implements the plugin interface.
  • FullscreenTriangleDrawer – Does exactly what the name implies. Used for drawing the HUD.

Code walkthrough

The classes that do most of the work are CoherentUISystem and CoherentViewListener, so the focus will be on them. We’ll just skim through the CoherentInputEventListener briefly, so you know what’s happening when you press buttons. The input listener does nothing fancy – it just converts CryEngine input events to Coherent UI input events. Examine the code if you’re interested how to do that.

It maps the following keys to some useful functions:

  • Numpad0 stops player input and allows forwarding to Coherent UI Views
  • Numpad2 toggles drawing the Coherent UI HUD
  • Numpad3 hides and shows the mouse cursor while playing.

The input is forwarded to the Coherent UI View that you last moused over (it helps showing the mouse so you know where the cursor is).

To summarize, when you want to send input to a Coherent UI View, press Numpad0 to stop player input and enable forwarding to Coherent UI, press Numpad3 to show the cursor, and mouse over the view that you want to send input to.

On to the CoherentViewListener. This class has a pointer to a DirectX texture that it draws to when it receives the OnDraw notification. It’s important that we draw in the Render Thread or otherwise two threads could simultaneously access the DirectX device and cause a corruption. The OnDraw notification is called in the same call stack that Coherent::UI::UISystem::FetchSurfaces is – that means FetchSurfacesmust be called from the render thread. We do that by using the D3D plugin which hooks to functions that are always called in the needed context. The drawing itself consists of copying one surface onto another, nothing fancy there.

The listener is also notified when Coherent UI needs to create or destroy textures. These notifications are in the Coherent::UI::UISystem::Update call stack, which is in the main thread. This means we can’t use the device immediately and we need to ask the CoherentUISystem object to do the job in the rendering thread – that’s no problem because Coherenet UI supports asynchronous surface creation. The last thing the listener does is providing a convenient method for ray casting through the listener’s collision geometry, returning the texture coordinates of the hit point (if any).

Last, the CoherentUISystem class – it’s pretty much the alpha and omega of the plugin. It receives DirectX notifications from the D3D plugin, executes tasks scheduled for the render thread (such as creating and destroying textures), manages the Coherent UI Views and encapsulates all the UI logic. It can also make coffee if you ask nicely :).

I tried to keep the UI logic as realistic as possible and this is what I came up with: the UI system itself is initialized in the plugin when the game starts and is active throughout the its lifetime. When a new level starts loading, view listeners and their corresponding Views are created for the HUD and objects. The object names are hard coded for the purposes of the example and are relevant for the level provided. Also during loading the input and player listeners are registered. Everything that is created when loading is destroyed when unloading a level.

The management of Coherent UI Views mostly consists of creating and destroying textures, requested by the views and providing help with the drawing of HUD Views. The CoherentUISystem maintains a collection of requests for texture creation that need to be executed on the render thread. These requests are processed in the CCoherentUISystem::OnPostBeginScene every frame.

Views that are placed on objects are updated in the CCoherentViewListener::OnDraw method – a texture is rendered to and later used by CryEngine, no further work required. When displaying a HUD, there’s a bit more to it – it’s a separate texture that needs to be drawn after all post-processing and is not associated with any object. For this purpose we’re doing that in the CCoherentUISystem::OnPrePresent callback – we just render a full screen triangle with the HUD texture mapped onto it. The textures from Coherent UI come with premultiplied alpha so before drawing the triangle we need to set the blending modes to One/Inverse Source Alpha for the source/destination targets respectively. Note that as we mentioned this callback is not available in the D3D plugin for the DX11 renderer, so no HUD there. Creating the textures used by CryEngine is done through the D3D plugin. Examine the CCoherentUISystem::SetTexturesForListeners method to see exactly how.

Check out the full source code for the plugin at github. Bear in mind that the limited version supports only one Coherent UI View, so you’ll have to choose which one you want. There’s a friendly error message during compilation that will direct you to the code that you need to change.

Update: Coherent UI is no longer supported. Check the features of our current products – Coherent GT and Hummingbird!

Tags: Coherent UI, CryEngine

Cry Engine Error

Posted 05 February 2017 - 04:16 PM

the following is the text from the crash report omnifile....

BackupNameAttachment=" Build(0) 05 Feb 17 (19 07 35)" -- used by backup system
Log Started at 02/05/17 19:07:35
Running 64 bit version
Executable: F:\SteamLibrary\steamapps\common\MechWarrior Online\bin64\MWOClient.exe
BuildInfo: Stage-102:220356
FileVersion: 1.4.102.0
ProductVersion: 1.4.102.0
Using STLport C++ Standard Library implementation
Added MOD directory <engine> to CryPak
Executable Command Line: "F:\SteamLibrary\steamapps\common\MechWarrior Online\bin64\MWOClient.exe" +steam -flowthru
Total number of logical processors: 4
Number of available logical processors: 4
Total number of system cores: 4
Number of cores available to process: 4
Processor 0:
CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
Family: 6, Model: 10, Stepping: 7
FPU: On-Chip
CPU Speed (estimated): 2.9 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled
Processor 1:
CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
Family: 6, Model: 10, Stepping: 7
FPU: On-Chip
CPU Speed (estimated): 2.9 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled
Processor 2:
CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
Family: 6, Model: 10, Stepping: 7
FPU: On-Chip
CPU Speed (estimated): 2.9 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled
Processor 3:
CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
Family: 6, Model: 10, Stepping: 7
FPU: On-Chip
CPU Speed (estimated): 2.9 MHz
MMX: not present
SSE: present
3DNow!: not present
Serial number not present or disabled
<19:07:36> Windows 64 bit (build 10.0.14393)
<19:07:36> System language: English
<19:07:36> Windows Directory: "C:\WINDOWS"
<19:07:36> Prerequisites...
<19:07:36> * Installation of KB940105 hotfix required: no! (either not needed or already installed)
<19:07:36> Local time is 19:07:36 02/05/17, system running for 4238 minutes
<19:07:36> 10221MB physical memory installed, 7516MB available, 134217727MB virtual memory installed, 26 percent of memory in use
<19:07:36> PageFile usage: 46MB, Working Set: 57MB, Peak PageFile usage: 46MB,
<19:07:36> Current display mode is 1920x1080x32, (Unknown graphics card)
<19:07:36> IBM enhanced (101/102-key) keyboard and 5+ button mouse installed
<19:07:36> --------------------------------------------------------------------------------
<19:07:36> Stream Engine Initialization
<19:07:36> GameName: MechWarrior Online (64 bit)
<19:07:36> BuildTime: Jan 23 2017 14:33:48
<19:07:36> Logging video adapters:
<19:07:36> - NVIDIA GeForce GTX 660 (vendor = 0x10de, device = 0x11c0)
<19:07:36> - Adapter index: 0
<19:07:36> - Dedicated video memory: 2016 MB
<19:07:36> - Feature level: DX11 (SM 5.0)
<19:07:36> - Displays connected: yes
<19:07:36> - Suitable rendering device: yes
<19:07:36> - Microsoft Basic Render Driver (vendor = 0x1414, device = 0x008c)
<19:07:36> - Adapter index: 1
<19:07:36> - Dedicated video memory: 0 MB
<19:07:36> - Feature level: DX11 (SM 5.0)
<19:07:36> - Displays connected: no
<19:07:36> - Suitable rendering device: no
<19:07:36> Windows Error Reporting is enabled setting exception handler
<19:07:36> Font initialization
<19:07:36> Physics initialization
<19:07:36> Sound initialization
<19:07:36> <Sound> Initializing AudioDevice now!
<19:07:36> <Sound> Initialize FMOD with dynamic memory callbacks
<19:07:36> <Sound> Starting to initialize Windows Audio Session API output!
<19:07:36> <Sound> Playback drivers found: 3
<19:07:36> <Sound> Available playback drivers:
1. Speakers / Headphones (IDT High Definition Audio CODEC)
2. Digital Output (S/PDIF) (IDT High Definition Audio CODEC)
3. Communications Headphones (IDT High Definition Audio CODEC)
<19:07:36> <Sound> FmodEx-AudioDevice: Now running on driver: Speakers / Headphones (IDT High Definition Audio CODEC)
<19:07:36> <Sound> Record drivers found: 3
<19:07:36> <Sound> Available record drivers:
1. Microphone (IDT High Definition Audio CODEC)
2. Line In (IDT High Definition Audio CODEC)
3. Stereo Mix (IDT High Definition Audio CODEC)
<19:07:36> <Sound> Record config is set to autodetect using record driver 0
<19:07:36> <Sound> Using speaker mode: FMOD_SPEAKERMODE_5POINT1
<19:07:36> <Sound> Initializing FMOD-EX now!
<19:07:36> <Sound> Initialized FMOD-EX
<19:07:36> <Sound> Using FMOD version: 00044211 and internal 00044211!
<19:07:36> <Sound> Initializing SoundSystem now!
<19:07:36> Renderer initialization
<19:07:36> [Error] Failed to create stereo device
<19:07:36> used GeomInstancingThreshold is 8
<19:07:37> Localized language content(english) not available or modified from the original installation.
<19:07:37> Localized language content(english) not available or modified from the original installation.
<19:07:37> Network initialization
<19:07:37> [net] using iocp socket io management
<19:07:37> network hostname: Den
<19:07:37> ip:10.0.0.6
<19:07:37> [Network Version]: RELEASE PURE CLIENT
<19:07:37> MovieSystem initialization
<19:07:37> Console initialization
<19:07:37> Time initialization
<19:07:37> Input initialization
<19:07:37> AI initialization
<19:07:37> Initializing Animation System
<19:07:37> Initializing 3D Engine
<19:07:37> Initializing default materials...
<19:07:37> Script System Initialization
<19:07:37> Entity system initialization
<19:07:37> Initializing AI System
<19:07:39> [PlayerProfiles] Login of user 'Kilrak' successful.
<19:07:39> [PlayerProfiles] Found 2 profiles.
<19:07:39> Profile 0 : 'Unforgiven Shadow'
<19:07:39> Profile 1 : 'default'
<19:07:43> TrackIRManager: DLL Location key not present
<19:07:43> TrackIRManager: Error initializing NPClient interface!! (Err: 4)
<19:07:43> TrackIRManager: Error registering window handle!!
<19:07:43> TrackIRManager: Error querying NaturalPoint software version!!
<19:07:43> TrackIRManager: Error stopping cursor
<19:07:43> TrackIRManager: Error starting data transmission
<19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(ButtonCommonObject, undefined) should be function or null [0.0000]
<19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(ButtonCommonObject, undefined) should be function or null [0.0000]
<19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(UITextInputBox, undefined) should be function or null [0.0000]
<19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(UITextInputBox, undefined) should be function or null [0.0000]
<19:07:43> Patch Complete Received
<19:07:43> [Warning] Unknown command: steam
<19:08:00> [GameProfiles]: Successfully activated profile 'Kilrak' for user 'Unforgiven Shadow'
<19:08:01> sv_gamerules = mechlab []
<19:08:01> ============================ Loading level mechlab ============================
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/15thdracon_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/15thdracon_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/3rdreconcoelh_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/3rdreconcoelh_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/4thtaucetirangers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/4thtaucetirangers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/acesdarwinswhipits_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/acesdarwinswhipits_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/albionmilitaryacademy_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/albionmilitaryacademy_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/ammoac5_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/ammoac5_misc_clr.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/amphigeanlag_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/amphigeanlag_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/baddream_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/baddream_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/blackheartroses_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/blackheartroses_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/brionslegion_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/brionslegion_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/cliftonsrangers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/cliftonsrangers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/dioscuri_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/dioscuri_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/dismaldisinherited_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/dismaldisinherited_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/dragonsbreath_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/dragonsbreath_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/elh151lighthorse_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/elh151lighthorse_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/elh21ststriker_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/elh21ststriker_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/elh71stlighthorse_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/elh71stlighthorse_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/eridanilighthorse_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/eridanilighthorse_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/executioner_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/executioner_misc_clr.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/federatedfreemen_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/federatedfreemen_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/fightingshamrocks_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/fightingshamrocks_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/filthylucre_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/filthylucre_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/garmoredcavalry_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/garmoredcavalry_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/goat_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/goat_misc_clr.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/greenburgsgodzillas_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/greenburgsgodzillas_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/greggslongstriders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/greggslongstriders_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/gunzburgeagles_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/gunzburgeagles_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/hansensroughriders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/hansensroughriders_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/harcourtsdestructors_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/harcourtsdestructors_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/harlockswarriors_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/harlockswarriors_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/headhunters_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/headhunters_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/hsienhotheads_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/hsienhotheads_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/khasparovsknights_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/khasparovsknights_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/killerbees_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/killerbees_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/knightsofstcameron_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/knightsofstcameron_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/langendorflancers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/langendorflancers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lex32ndrecon_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lex32ndrecon_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lexingtoncombatgroup_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lexingtoncombatgroup_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lindonscompany_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lindonscompany_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/littlerichardspanzerbrigade_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/littlerichardspanzerbrigade_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lonestarregiment_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lonestarregiment_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/marksonsmarauders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/marksonsmarauders_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/marshigamaslegionnaires_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/marshigamaslegionnaires_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/mccarronsac_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/mccarronsac_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/mempo1_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/mempo1_misc_clr.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/mempo2_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/mempo2_misc_clr.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/narhalsraiders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/narhalsraiders_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/redfieldsrenegades_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/redfieldsrenegades_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/reedsbrew_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/reedsbrew_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/rivaldishussars_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/rivaldishussars_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/sathenssnipers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/sathenssnipers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/simonsonscutthroats_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/simonsonscutthroats_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/smithsonschinesebandits_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/smithsonschinesebandits_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/snordsirregulars_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/snordsirregulars_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/staradder_package_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/staradder_package_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/starleague_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/starleague_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stcyrsarmoredcavalry_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stcyrsarmoredcavalry_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stealthytigers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stealthytigers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stives_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stives_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stormsmetalthunder_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stormsmetalthunder_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/support_misc_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/support_misc_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/swannscavaliers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/swannscavaliers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/teambanzai_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/teambanzai_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/thumpers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/thumpers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/toothofymir_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/toothofymir_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/vinsonsvigilantes_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/vinsonsvigilantes_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/widowmakers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/widowmakers_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/wilsonshussars_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/wilsonshussars_factions_std.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
<19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
<19:08:05> ======== mechlab is loaded in 4.3 sec ========
<19:08:13> [Error] <Flash> Import error: GFxResource 'mcSelectionIndicatorOFF' is not exported from movie '..\UISelectionIndicator.swf' [24.5724]
<19:08:13> [Error] <Flash> Import error: GFxResource 'mcSelectionIndicatorON' is not exported from movie '..\UISelectionIndicator.swf' [24.5724]
<19:08:13> [Error] <Flash> Import error: GFxResource 'UILabelCCW' is not exported from movie '.\UILabel.swf' [24.5724]
<19:08:15> [Error] <Flash> Import error: GFxResource 'UILabelCCW' is not exported from movie '.\UILabel.swf' [24.5724]
<19:08:21> [Error] <Flash> Import error: GFxResource 'mcSelectionIndicatorOFF' is not exported from movie '..\UISelectionIndicator.swf' [24.6147]
<19:08:21> [Error] <Flash> Import error: GFxResource 'mcSelectionIndicatorON' is not exported from movie '..\UISelectionIndicator.swf' [24.6147]
<19:09:14> [Error] Runaway thread
<19:09:45> Connecting to game server: gameId=80738281569332, addr=198.27.85.227, port=20015
<19:09:45> could not free all buffers from CDevBufferMan!
<19:09:45> UnLoadLevel End: 0.3 sec
<19:09:48> Game rules class: Skirmish
<19:09:48> ============================ PrepareLevel alpinepeaks ============================
<19:09:52> Initializing default materials...
FRead did not read expected number of byte from file, only 128 of 0 bytes read

Unreal Engine Forums

I am working on a solo large landscape for a university archaeology project in UE 4.27 and have been stuck for a couple of weeks now in a basic task of loading individual 4033x4033 tiles of a World Composition landscape because of a texture memory issue – I’ve run out of ideas to fix it so hoping someone more experienced can suggest something I could try.

I’ve created a large landscape of 6x6 tiles, each of 4033m2, so 24.198km2. There was a lot of work over weeks to create the elevations and weight maps (from Gaea) so I really don’t want to go back to the start and would much rather figure out the issue at this point.

As I was working through each tile one by one to import all elevations, weightmaps (multi-materials) and bake my LODs I hit this problem. Most of my landscape elevation tiles load in just fine, even those with multiple textures and large meshes scattered on them. However, I found that trying to work on some particular tiles just crashed the system. I can load the tiles one at a time (or even three or four) but as soon as I switch to landscape mode with these tiles loaded, I always get a ‘waiting for resources message’ and then:

‘Out of video memory trying to load a texture! Make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running’.

I must have tried this a hundred times now. I’ve been through the forums looking for answers, I’ve tried closing down all other non-essential process, using the lowest possible resolutions (Material Quality – Low, Engins scaleability settings - all low + resolution scale 1%), reinstalling GPU drivers, reinstalling Unreal, increasing Windows paging file size to the maximum, replacing the landscape texture one the tile with a basic diffuse material before switching to landscape mode. The only way I have been able to switch to landscape mode with one of these tiles loaded is by deleting the tile before I switch, but then if I try to reimport a new tile into the gap created, I just get the same error. I can’t really experiment much with the landscape textures for these tiles because I can get to that step without a crash and the old edit I can make to their landscape material is to try to reimport their elevations and weightmaps which can be done in Select mode, but this also causes the same crash.

I’m just about out of ideas. I thought it might be a problem I created earlier with these tiles where I experimented with using a single weightmap image covering the entire landscape, but adding weightmaps to tile this way, while it would be much more efficient than manually doing all 36 tiles one by one, doesn’t work very well because the one single tile is stretched to fit all loaded tiles, meaning at least all the corner tiles must be loaded every time. My system is quite good but I can’t load all tiles at once!

System specs
Gigabyte GeForce GTX 1080 WindForce OC 8GB, Intel Core i7 6800K LGA 2011-3) , Gigabyte GA-X99-Designare EX Motherboard, Corsair Vengeance LPX CMK32GX4M2A2666C16W 32GB (2x16GB) 2666MHz DDR4 , 500Gb Samsumg 750 evo SSD, Corsair HX1200i 80 Plus Platinum 1200W

image

Unity 2022.1.0 Beta 11

  • 2D: A non-descriptive error is thrown when building with a Texture that has it's rectangle out of bounds. (1300130)

  • 2D: Activated Tile Palette Tool is now deactivated when Tool is removed from Default Tools. (1342201)

  • 2D: com.unity.2d.animation - Added additional fallback for when the bursted tessellation step fails. (1372686)

  • 2D: com.unity.2d.psdimporter - Fixed PSDImporter to able to specify swizzle data.

  • 2D: com.unity.2d.spriteshape - Fix Case when setting SpriteShape corners to Disabled, the first corner does not visually change. (1382718)

  • 2D: com.unity.2d.spriteshape - Fix case where shortcut keys do not work after editing sprite variant list in SpriteShape Controller. (1363468)

  • 2D: com.unity.2d.spriteshape - Fix case where SpriteShapeProfile corner fields disappear when a field above has been deleted in the Inspector. (1367509)

  • 2D: Fixed an issue where Renderers SortingOrder property could not be animated. (1386158)

  • 2D: Fixed an issue with culling of TilemapRenderer Tiles when a user sets a value for the Camera's culling matrix and a SRP asset is used. (1362522)

  • 2D: Fixed artifacts on images when flatten for PSDImporter.

  • 2D: Fixed case where control point selection flickers when drag and multi-select points in scene. (1382695)

  • 2D: Fixed editor crash when calling SpriteAtlasUtility.PackAtlases. (1353609)

  • 2D: Fixed exception "PsdInvalidException: Unrecognized layer section type" when importing certain files.

  • 2D: Fixed exception when adding a new Rule when no Rule is selected.

  • 2D: Fixed issue where a scriptedTile without LockTransform set but has a transform matrix in GetTileData is dropped onto the Tile Palette, the Tile on the Tile Palette does not match the transform matrix as defined in GetTileData. (1341938)

  • 2D: Fixed null exception when importing files with masks. (1388820)

  • 2D: Fixed Sprite Editor Window does not show texture preview with the correct filtering mode. (1350446)

  • 2D: Fixed Sprite Editor Window to be disabled when readonly assets are selected. (1343237)

  • 2D: Fixed Sprite Frame module inspector size jitters in certain occasions.

  • 2D: Fixed the isolate behavior in the Sprite tab in the Visibility panel. (1387184)

  • 2D: Fixed Tile Palette window incorrectly preventing selection in Scene View when Tilemap Tools are inactive. (1365564)

  • 2D: Fixed upgrade issue when atlas v1 to v2 causes objects in folders to become ungrouped. (1354054)

  • 2D: Secondary Texture AssetImporter reference error when using same texture as Main Texture in Sprite Editor. (1331542)

  • 2D: Validate and refresh Tilemap when loaded from a separate scene. (1344979)

  • 2D: [com.unity.2d.animation]Fixed Sprite selection actions to now work with Undo.

  • 2D: [RuleTile] Fixed error in RuleTileEditor when removing all Rules and adding a new Rule.

  • AI: Fixed crashes from building the NavMesh from meshes without valid vertex data. (1315584)

  • AI: Fixed how the NavMesh is computed in some situations where multiple ledges in the environment form a steep slope (e.g. computing NavMesh on a narrow stair which has hand rails). (1074084)

  • Android: Changed boost documentation and timing values in the simulator to reflect the boost mode timing of 10s instead of the previous 15 seconds as it changes on the driver side.

  • Android: Changed bottleneck profiler colors to reflect warning states correctly.

  • Android: Fixed exporting Android Studio project to non-existing folder using Editor API. (1347960)

  • Android: Fixed frequency change error case (e.g. when boost is activated). Does not retry every frame. Manual retry is required.

  • Android: Fixed simulator where temperature level and trend would not get updated when thermal action was updated.

  • Android: Il2cpp resources will be extracted during player launch only when needed, for ex., changes in scripts. Previously they would be extracted each time you make a new build from Unity.

  • Android: In the new input system, the search, call, endcall, camera, focus, and headsethook keys were all mapped to various function keys. These mappings are not helpful on any current platforms, and in the case of the search key, this mapping is wrong on Chrome OS keyboards which have separate search and F2 keys. (1343608)

  • Android: Provide user friendly error message when attempting to use application patching on Chrome OS devices. (1367588)

  • Android: Removed 'Experimental' tag from Split APK by architectures, since this feature was stable for years, we simply forgot to remove 'Experimental' tag. (1364276)

  • Android: Toggling Build App Bundle in the Build Player Window will now prompt for a save location rather than attempting to use the last build location which would have been the incorrect type of package. (1329922)

  • Animation: Animation Clip Preview Window's component stripping strips away all required components but the last batch. (1306349)

  • Animation: Animator.GetBoneTransform() is now working with disabled gameobject/animator. Exception are throw if avatar is null or not a humanoid. (1351090)

  • Animation: Fixed an issue where large int would lose precision in the animation clip. (1278866)

  • Animation: Fixed an issue where the animation blend would not occur when interrupting an empty state transition. (1204145)

  • Animation: Fixed Animation component not releasing shader property blocks when disabled. (1293179)

  • Animation: Fixed Animation window property selection from displaying duplicate Components when one Component type derives from another. (1248925)

  • Animation: Fixed error message spam "BlendTreeWorkspace is NULL" when saving the scene when an animation preview is active. (1343833)

  • Animation: Fixed GameObject flying when Root Motion is enabled and the Animation is using Motion Time parameter. Root motion will now be disabled when using Motion Time parameter. (1334739)

  • Animation: Fixed HumanPoseHandler to no longer crash when calling the SetHumanPose function with a destroyed Root Transform. (1351876)

  • Animation: Fixed keyframing of the "Active" property in constraint components. (1317876)

  • Animation: Fixed UndoPropertyModification currentValue returning null when changing Material's properties in the Inspector while keyframing. (1343018)

  • Animation: GameObject is not animated when the Animator Component is enabled during Play Mode and Culling Mode is set to "Cull Completely". (1263490)

  • Animation: StateMachine callbacks (OnStateEnter(), OnStateUpdate() and OnStateExit()) where called twice when a playable was bound to an animator with a state machine. They are now called only once, as expected. (1299849)

  • Animation: The engine could crash when calling Rebind() on an animator. (1338736)

  • Animation: Updated sort method for animation clips in animation window using alphanum/natural sort. (1261365)

  • Animation: [Avatar] AvatarBuilder.BuildHumanAvatar sets NaN positions with some avatars. (1200354)

  • Apple TV: Fixed Game Center's dashboard opening instead of achievements screen when using UnityEngnine.Social.ShowAchievementsUI(). (1341949)

  • Asset Bundles: - Improved performance of AssetBundle.UnloadAsync.

    • Added new API to block on the main thread until an async AssetBundle unload completes.
  • Asset Bundles: Fixed an edge case causing Asset Bundle hash version to change based on the order in which dependent bundles were assigned. (1307113)

  • Asset Bundles: Fixed an issue where moving an asset would not trigger an Asset Bundle rebuild. (1346529)

  • Asset Bundles: Fixed rare issue where AssetBundle.RecompressAssetBundleAsync would do a full recompress even if both the source and target AssetBundles are LZ4 compressed. (1293912)

  • Asset Import: Asset Pipeline: AssetDatabase.IsLoadingAssetPreview() is now correctly returning true when a preview is being generated. (1323729)

  • Asset Import: AssetDatabase.SetImporterOverride now fails when used on folders and does not write to the .meta file. (1333997)

  • Asset Import: BlendShape normals are recalculated when a meshes normals are set to 'calculate', and the blendshape normals are set to 'import'. (1363962)

  • Asset Import: BlendShapes value defaults to 0 when importing FBX model. (1359606)

  • Asset Import: Changing texture shape no longer causes NullReferenceExceptions. (1355120)

  • Asset Import: Default Presets are applied correctly to ScriptableObjects created using the CreateAssetMenu. (1343776)

  • Asset Import: Duplicates in overrideExts are now allowed and do not prevent the registration of other ScriptedImporters anymore. (1333985)

  • Asset Import: Elides the file path shown on the asset importing dialogue on Windows. (1298775)

  • Asset Import: Fixed for Failing Importer Performance Tests on Linux. (1364226)

  • Asset Import: Fixed null ref exception when rebuilding inspectors due to a preset overwrite. (1375929)

  • Asset Import: Fixed RenderToCubeMap artifacts when used with a Physical Camera. (1370847)

  • Asset Import: Fixed wrong settings being saved when trying to overwrite Preset. (1284602)

  • Asset Import: GetAvailableImporters does not return AssetImporter types for native importers that don't have a matching C# Type. (1334266)

  • Asset Import: Large SpeedTree imports. (1364523)

  • Asset Import: PanelSettingAssets is displayed with its UIToolkit CustomEditor as expected. (1330718)

  • Asset Import: Reverted Save As list item to an actual button. (1376466)

  • Asset Import: Scripted Importers can be registered to Native Importer extensions where the case is changed. (1360156)

  • Asset Import: SetImporterOverride now validates that the arguments are correct before performing the operation. (1309105)

  • Asset Import: Textures passed to AssetPostprocessor methods have no name.

  • Asset Pipeline: Added Editor Preference to make Bump Map check optional. (1345444)

  • Asset Pipeline: AssetModificationProcessor.OnWillDeleteAsset is called when deleting an orphaned meta file. (1326312)

  • Asset Pipeline: Blender and Maya files now import at the correct scale. (1320649)

  • Asset Pipeline: Call to AssetDatabase.ForceReserializeAssets() throws exception, if being called from callback, while scene is also being modified. It is recommended to call AssetDatabase.ForceReserializeAssets() from menu item style entry point. (1089842)

  • Asset Pipeline: Calling CreateAsset twice on the same location with the same asset didn't update ProjectBrowser. (1345123)

  • Asset Pipeline: Calling CreateAsset with a path that is an existing folder now generates an error. (1344954)

  • Asset Pipeline: Fixed an infinite import loop that could occur on case-sensitive file systems if similarly named meta files were encountered. (1345905)

  • Asset Pipeline: Fixed an issue where Importer/Rig Update button does not update. (1324031)

  • Asset Pipeline: Fixed an issue where it was possible invalid and unusable Presets without any errors. The Preset constructor now throws an exception when doing so. (1348271)

  • Asset Pipeline: Fixed an issue where Model Importer Rig Tab Update button doesn't work properly with multi-selection. (1330281)

  • Asset Pipeline: Fixed an issue where NullReferenceException is thrown when assigning a duplicated Avatar to an Animation Source. (1274098)

  • Asset Pipeline: Fixed an issue where the Model Importer Rig Tab's Avatar Source doesn't refresh. (1330278)

  • Asset Pipeline: Fixed an issue where Unity could crash when attempting to repair a scene containing multiple components with missing GameObjects while opening it. (1347557)

  • Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. (1363953)

  • Asset Pipeline: Fixed crash when opening project with asset that a broken reference to mono script. (1351825)

  • Asset Pipeline: Fixed exception inside Import Activity Window that would happen when inspecting asset's that were reimported after switching RenderPipeline. (1377678)

  • Asset Pipeline: Fixed race condition triggering an assert when downloading from cache server and not refreshing.

  • Asset Pipeline: Improved quality of imported JPEG textures. (1345890)

  • Asset Pipeline: Reloading Arrays are kept in Sync. (1327830)

  • Asset Pipeline: Tags can now be deleted from the TagManager Presets. (1317709)

  • Audio: Fixed calculation of channel audibility such that a signal which is branched off via send/receive effects in a mixer group and fully attenuated after the branching correctly retain the audibility contributed by the send-receive connection. (1309971)

  • Audio: Fixed performance impact on SaveAndReimport when AudioMixer window is shown. (1327645)

  • Audio: Fixed rare access violation crash in audio update of main thread. (1352816)

  • Audio: For complex send-receive configurations branching the signals between two mixer groups an order-dependent buffering delay was introduced that caused flange-like effects. The correct evaluation order of all effects is now enforced to prevent this. (1309970)

  • Build Pipeline: Errors from catastrophically failing incremental build pipeline steps are now clearer.

  • Build Pipeline: Fixed a bug where data builds would unnecessarily rerun in incremental player builds if the project contained editor resources.

  • Build Pipeline: Fixed a bug where UnityLinker would unnecessarily rerun without changes in incremental player builds.

  • Build Pipeline: Fixed a potential file name issue on windows in incremental player builds.

  • Build Pipeline: Fixed a regression that Unity will now properly detect a Visual Studio Build Tools installation.

  • Build Pipeline: Fixed edge case passing in missing or deleted objects could crash the Editor during the build. (1357414)

  • Build Pipeline: iOS and tvOS now use the new incremental build pipeline.

  • Build Pipeline: Removing the Lumin (Magic Leap 1) platform from being added as part of the installer for Windows and Mac.

  • Build Pipeline: The build subtarget is now adjusted to kStandaloneBuildSubtargetServer when BuildPipeline.BuildPlayer is called with the deprecated option BuildOptions.EnableHeadlessMode set to true so the scripted build pipeline remains backward compatible until the option is effectively removed. (1354146)

  • Build System: Fixed error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling .

  • Burst: Arrows were rendered even though they were not within the current view.

  • Burst: Burst will now handle projects special characters in their project-name.

  • Burst: Crash in burst module initialization if multiple modules are compiled and then linked in a different order.

  • Burst: Detects if the simulator is the target of a player build for iOS/tvOS and disables burst, as at present this configuration is not supported by burst.

  • Burst: Fixed a bug where a player build that had multiple assemblies that had structs declared with the same name and same contents but different methods in them, would wrongly only pick a single struct to Burst-compile.

  • Burst: Fixed a bug whereby sometimes some LLVM intrinsics could be incorrectly marked as unused causing invalid codegen with calls to .

  • Burst: Fixed a bug with for 128-bit types where it would crash the compiler.

  • Burst: Fixed a crash that could occur when loading legacy Burst AOT settings and then entering play mode.

  • Burst: Fixed an issue where Debug.LogError logs from Bursted code would be treated as compiler errors. (1354070)

  • Burst: Fixed an issue where dsym folders would be not be copied across to the DoNotShip folder when building a multi architecture build for mac os.

  • Burst: Fixed bug that could lead to "Failed to resolve method with name hash X and signature hash Y" compiler error.

  • Burst: Fixed bug that could lead to incorrect compiler errors for calls to from a generic type.

  • Burst: Fixed compiler error that occurred when calling with a delegate type that was decorated with a custom attribute.

  • Burst: Fixed issue that could cause bcl.exe to fail with an exit code of 1 but not output any compilation errors.

  • Burst: Fixed our platform documentation to accurately reflect the current supported platforms with Burst.

  • Burst: Fixed that implicitly casting a scalar half to a vector type would cause the compiler to crash.

  • Burst: Fixed the "could not find path tempburstlibs" error message popping up when building for Android and Burst is disabled.

  • Burst: Fixed the [bug @tertle found](https://forum.unity.com/threads/burst-error-bc0102-unexpected-internal-compiler-error.1173977/) when loading a vector from a struct pointer that is marked as .

  • Burst: Incorrect conversions between signed and unsigned vector types.

  • Burst: Inspector menu buttons were seen as available, even though they were not supported, when viewing i.e. .NET IL code.

  • Burst: Linker errors on macOS due to long command lines, swapped to using filelists for inputs.

  • Burst: Linking would fail on non-Windows platforms if the project folder contained a single-quote.

  • Burst: Made it save the actual line numbers for code blocks in even when the block is below the view.

  • Burst: Missing output messages from some tools when a failure occurred.

  • Burst: Removed the starting newline character when copying, and when rendering plain assembly kind.

  • Burst: Stack overflow caused by placement of alloca under certain function transforms.

  • Burst: Static constructor cyclic checks also included method calls when this is not necessary and fails on burst runtime logging code.

  • Burst: Static constructor sorting didn't account for dependencies within calls' IL.

  • Burst: The cache for pdbs was becoming stale. This caused issues with wrong source information being shown in the inspector, and potentially wrong debug information being generated for bursted code in editor sessions.

  • Burst: due to and not being probably initialized when all blocks were above the scroll position.

  • Burst: now correctly doesn't zero-initialize variables in a function (previously it only avoided zero-initialization of created variables).

  • Core: Corrected disposed NativeArray and NativeSlice instance behaviour when accessing the Length property. An exception is now thrown instead of returning 0. An exception is also thrown when accessing the NativeArray indexer or attempting to iterate over disposed instances.

  • Core: Fixed bug where shadows disappear in the frustum corners from false positives in the shadow culling.

  • Core: Fixed bug with shadow fade where the shadows will be culled with a hard line across the fade and also stretches the fade beyond the projected shadow.

  • Core: Unity.Collections.LowLevel.Unsafe::AtomicSafetyHandle method CheckExistsAndThrow throws exception ObjectDisposedException instead of InvalidOperationException.

  • Core: Updated NativeArray and NativeSlice Enumerator MoveNext functions with a define conditional
    atomic safety handle boolean check to ensure that existing enumerators return false
    when MoveNext() is called instead of throwing an exception.

  • Core: When ENABLE_UNITY_COLLECTIONS_CHECKS is defined some additional AtomicSafetyHandle struct validation methods are available.

  • Documentation: Fixed incorrect measurement units for ArticulationDrive.forceLimit.

  • DX12: Fixed crash copying block compressed textures. (1360034)

  • DX12: Fixed crash on present in Editor.

  • Editor: (Dynamic Hints) Fixed: NullReferenceException when a prefab with a missing script is hovered in the ProjectBrowser.

  • Editor: Added a new filter in project browser for VFX Asset files. (1382786)

  • Editor: Added additional diacritics support to the Linux Editor for multi-key characters. (1344560)

  • Editor: Added BOM SJSON parsing support. (1373091)

  • Editor: Added pen delta calculation for the new input system. (1168556)

  • Editor: Added progress scopes for shader compilation and scene opening. (1331846)

  • Editor: Advanced Drop-down now calculates the initially needed size correctly, avoiding scrollbars if the size fits into view or the defined max size of the window. (1335631)

  • Editor: Copy Path property' in transform inspector now returns the correct property when constrain proportions are disabled. (1365045)

  • Editor: Do not show Beta users thank you link if the build is not final. (1363606)

  • Editor: Ensure current Settings Provider gets Activated if NotifySettingsProvider change is called. (1343598)

  • Editor: Ensure no SearchReportWindow are created when using old OverlayPresets.asset. (1368837)

  • Editor: Ensure RootEditor does not prevent from dropping in scene view. (1373165)

  • Editor: Ensured compact mode works fine with Asset store provider. (1357617)

  • Editor: Ensured that when creating a new scene through the scene template mechanism the EditorSceneManager.newScene event has the proper arguments and all the defaults objects are properly created according to the type of builtin template. (1347256)

  • Editor: Ensured the tips section doesn't wordwrap as this cause resizing problem at scaling 125%. (1345630)

  • Editor: Enums in the inspector can now be sorted in alphabetical order by using [InspectorOrder] attribute.

  • Editor: Fixed a bug regarding repeat command for integration tests (DSTP-562).

  • Editor: Fixed a bug which prevented the access token to be refreshed after it expired. This issue required the user to close and reopen the editor every time the access token expired to get it refreshed.

  • Editor: Fixed a crash when cancelling a project loading in certain cases. (1380096)

  • Editor: Fixed Advanced Dropdown (Add Component Menu) to allow mouse interactions in the search text field. (1352677)

  • Editor: Fixed an issue to set correct EnumFlagsFields for sbyte, byte, short and ushort. (1337072)

  • Editor: Fixed an issue where console errors are thrown when terrain inspector is shrunk. (1305724)

  • Editor: Fixed an issue where the cursor would flicker between different cursors near resize panes. (1333668)

  • Editor: Fixed an occasional exception when reordering expanded elements.

  • Editor: Fixed ArgumentOutOfRangeException when interacting with Scene Hierarchy window after exiting playmode. (1351981)

  • Editor: Fixed assert throwing when instantiating a new scene from a modal window. (1355520)

  • Editor: Fixed build and run menu and its shortcut still working when build and run is disabled by Editor extension. (1345699)

  • Editor: Fixed can't resize the Inspector window when a script is attached to a GameObject and Sirenix Odin Inspector plugin is installed. (1359807)

  • Editor: Fixed Console Window log hyperlinks cursor hovering.

  • Editor: Fixed crash when entering Play Mode if a ScriptableObject Resource is loaded and unloaded while being displayed in the Inspector. (1359247)

  • Editor: Fixed drag and drop of render texture with incorrect dimesion on light cookie field. (1376464)

  • Editor: Fixed editor crash when accessing properties on canvas in some cases. (1340354)

  • Editor: Fixed editor crash while processing static batching meshes during enter playmode. (1370676)

  • Editor: Fixed Editor crashes on Force Quit when Library folder is deleted and regenerated while editor is running. (1323161)

  • Editor: Fixed editor crashes when exiting and keeping a tutorial project.

  • Editor: Fixed editor freezes for a moment when moved from one screen to another with different resolution scale. (1322959)

  • Editor: Fixed editor window leak on window close. (1372919)

  • Editor: Fixed elements overlap one another in the Inspector window when using MinAttributes and resizing the Inspector window. (1363190)

  • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

  • Editor: Fixed EnumMaskField showing "Mixed.." when the value was non-zero but none of the actual flags were set.

  • Editor: Fixed EnumMaskField showing the label "Mixed.." when all flags were set but the mask value was not set to the everything value. This will now also handle cases where obsolete enum values were present in the enum but not set or displayed.

  • Editor: Fixed error messages overflowing on new versions of macOS. (1312314)

  • Editor: Fixed errors being thrown from the RenderTexture editor after selecting the Tex2DArray dimension. (1287189)

  • Editor: Fixed floating window behavior for mac editor fullscreen so that windows remain on the desktop when the editor enters or exits fullscreen on a second monitor. (1321315)

  • Editor: Fixed for Scroll bars scrolling up and down when holding down the left mouse button on the left edge of the scroll bar area. (1347294)

  • Editor: Fixed GameObjectChangeTracker initialization issue causing it to trigger assertion failure errors. (1376716)

  • Editor: Fixed glitching when resizing editor windows with a popup open in the Windows editor. (1333410)

  • Editor: Fixed gradient picker was forced to always use gamma colorspace (ignoring provided parameter). (1383095)

  • Editor: Fixed GUIClip errors are shown after deleting all objects from multiple loaded Scenes in the Hierarchy. (1363623)

  • Editor: Fixed handling of special hotkey characters in the Open Recent Scene sub-menu. (1364651)

  • Editor: Fixed incorrect OnApplicationPause pauseStatus after losing focus on macOS. (1344918)

  • Editor: Fixed incorrect primitive counts for meshes with multiple sub meshes in the LOD Inspector. (1349756)

  • Editor: Fixed issue when suffix was applied to BuildTargets without extension.

  • Editor: Fixed issue where Console Log is selected but no info is shown when selecting a log, entering and exiting Play Mode. (1341773)

  • Editor: Fixed Linux Editor not reporting scroll values with new input system. (1354498)

  • Editor: Fixed Mac Editor crash that happened in multi-scene builds that were using BuildOptions.DetailedBuildReport.

  • Editor: Fixed missing labels for properties. (1332116)

  • Editor: Fixed modal progress window stuck on top of other applications on macOS. (1358626)

  • Editor: Fixed mouse move events not properly being received by the game view when not in maximize mode. (1381985)

  • Editor: Fixed occasional missed mouse messages in the Windows Editor when the cursor is locked. (1365651)

  • Editor: Fixed OpenGL context error messages when entering or exiting play mode. (1338849)

  • Editor: Fixed possible crash when remapping assets during template instantiation. (1387380)

  • Editor: Fixed Project Browser ping effect is misaligned in grid view. (1367601)

  • Editor: Fixed Render Settings being lost when instantiating a template with no cloneable dependencies. (1371682)

  • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

  • Editor: Fixed repeat functionality for native test runner(DSTP-668).

  • Editor: Fixed scene template instantiate when no cloneable dependency. (1354371)

  • Editor: Fixed selection shift selection in the Scene Hierarchy. (1368196)

  • Editor: Fixed so that dialogs displayed with EditorUtility.DisplayDialog open in front of other windows in the macOS Editor. (1350447)

  • Editor: Fixed spelling mistake.

  • Editor: Fixed the issue when an older user layout was loaded in the Editor and resulted in InvalidCastException. (1347313)

  • Editor: Fixed the platform string. A proper platform string is now returned for server platforms (windows, linux and OSX). (1360107)

  • Editor: Fixed tooltips staying open in the macOS editor when space changes or a window is minimized. Also fixes "ghost" tooltips in dual monitor set-up with multiple spaces. (1295787)

  • Editor: Fixed touchcount not resetting when exit playmode with a finger down. (1258785)

  • Editor: Fixed Transform Component update with HideFlags.DontSave objects. (1091293)

  • Editor: Fixed unicode input in Windows Editor modal windows so that non-Latin characters can be entered. (1297206)

  • Editor: Fixed Unity Package Manager diagnostic tool failing to run when started via the launch script.

  • Editor: Inspector correctly refreshes after adding the CanEditMultipleObjects attibute to an inspector. (1348788)

  • Editor: Inspector does not show prefab overrides anymore if the prefab asset is missing. (1369171)

  • Editor: Installing Linux mono and IL2CPP support on mac will no longer keep only the most recently installed of the two. (1331946)

  • Editor: New parent is now placed properly if default parent is set. (1324389)

  • Editor: On macOS, fixed an issue where clicking on the game view in play mode would cause unexpected mouse delta data. (1343436)

  • Editor: Prefab instances no longer lose their modifications after a scene template instantiation.

  • Editor: Prevent context menus near the edge of the screen from popping far away from the context-click on macOS. (1339181)

  • Editor: Properly restore Settings Window splitter position when domain reload happens. (1359479)

  • Editor: Reduced the autocomplete popup width and trimmed the search item label to support long search terms. (1348672)

  • Editor: Reduced time processing mesh static batches when loading scenes additively. (1143037)

  • Editor: Shader search window will now display results based on whether the search string matches any part of the full Shader path. (1334043)

  • Editor: The Project window lock icon will now show a ping indicator if an attempt to frame/ping an asset is made and the window is locked. (1362598)

  • Editor: Unified the il2cpp default order for managed stripping levels in the Player Settings drop-down menu to the one of Mono (Minimal > Low > Medium > High).

  • Editor: Updating EditorScript behavior in SceneView based on Inspector visibility. (1340534)

  • Editor: Values of UnityEngine.Device.Screen.width/height are now consistent when using Device Simulator and don't change during different events. (1335981)

  • Editor: When in a different editormode, ensure ExecuteMenuItem works with default menu paths. (1377944)

  • GI: Added test is disabled on all Editor platforms. (1361081)

  • GI: Avoid falling back to CPU Lightmapper in scenes with only black direct lights. (1356606)

  • GI: Baking with progressive updates ON or OFF with the GPULM always gives the same result. (1352923)

  • GI: Exposed API for environmentMIS property in LightingSettings. (1338804)

  • GI: Fixed a small offset in GPULM light cookie textures. (1333945)

  • GI: Fixed an issue where changing Lightmap Encoding would cause Texture Importers for HDR cubemaps to enter an invalid state when targeting mobile platforms. (1297258)

  • GI: Fixed an issue where it was possible to set the value of maxBounces to less than that of minBounces when setting these values via the API. (1350279)

  • GI: Fixed case where the Enlighten Realtime GI charting visualization would not work. (1353283)

  • GI: Fixed crash on some Windows7 PCs when tbb12.dll gets loaded. (1361676)

  • GI: Fixed denoising issues with OIDN and OptiX denoisers on GPULM when using different values for direct lighting sample count and indirect lighting sample count. (1337396)

  • GI: Fixed issue where error messages from baking cannot be cleared when clearing lighting from the lighting panel. (1323367)

  • GI: Fixed issue where lightmaps would be lost when loading a scene additively when the main scene uses realtime GI and is baked with auto mode. (1346566)

  • GI: Fixed issue with the Lightmap Exposure value getting lost when entering and exiting Playmode. (1362687)

  • GI: Fixed light reset, remove any cookie that might be attached to the light. (1335363)

  • GI: Fixed NullReferenceException when viewing the reflection probe inspector while a custom editor for Cubemap exists. (1341400)

  • GI: Fixed realtime GI assertion errors from terrain lighting caused by mesh in scene with broken UV2s. (1348485)

  • GI: Fixed regression where the GPU Lightmapper hangs when exporting training data in a scene with no active lights. (1350077)

  • GI: Fixed unexpected fallbacks from the GPULM to the CPULM when changing filtering settings during a bake. (1364204)

  • GI: Normalized normals in the meshes is now passed to the progressive lightmappers. (1356670)

  • Graphics: Added new renderingLayerMask parameter for RendererListDesc. This will parameter will allow users to configure the rendering layer mask filter for the respective renderer list.

  • Graphics: Added rendering layer support to instanced terrain details. (1334605)

  • Graphics: Attempting to draw with disposed argument buffer with DrawProceduralNow functions now issues an error to the log instead of a crash. (1356448)

  • Graphics: Crunch compression properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption. (1340715)

  • Graphics: EditorUtility.Compress to crunch fails without crashing when providing invalid texture sizes. (1331258)

  • Graphics: Enabled Depth Sharing in Vulkan.

  • Graphics: Enabled support for dynamic resolution when using Vulkan on Windows and Linux. (1337161)

  • Graphics: Encoding R8, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)

  • Graphics: Fixed 16bpc to 8bpc quantizing bug in the texture importer for type Sprite. (1303552)

  • Graphics: Fixed a crash on Vulkan/Metal when trying to preview non-Float or non-UNorm format RenderTextures. (1332920)

  • Graphics: Fixed a crash when using OpenGL and SRP batcher with async shader compilation. (1374270)

  • Graphics: Fixed a critical issue on android devices & lens flares. Accidentally creating a 16 bit texture was causing gpus not supporting them to fail.

  • Graphics: Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.

  • Graphics: Fixed a performance issue in the SRP Render loop. (1369766)

  • Graphics: Fixed alignment in Volume Components.

  • Graphics: Fixed an assert spam (data != nullptr) in the Console Window when ray tracing effects are used in HDRP. (1380929)

  • Graphics: Fixed an error message logged by RenderTexture assets suggesting an incorrect/confusing fallback format when attempting to use an incompatible color format while "Enable Compatible Format" was turned off. Additionally, the RenderTexture.graphicsFormat getter no longer logs errors/warnings. (1353831)

  • Graphics: Fixed an incorrect preprocessor define causing ImageConversion.EncodeArrayToTGA (and overloads) to always fail. (1340467)

  • Graphics: Fixed an issue causing Render Graph execution errors after a random amount of time.

  • Graphics: Fixed an issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state.

  • Graphics: Fixed an issue that the depthSlice is not set for depth attachement when using depth only NativeRenderPass. (1381464)

  • Graphics: Fixed an issue were asserts were triggered upon creating uninitialized textures. (1342524)

  • Graphics: Fixed an issue were errors related to .raytrace shader (RayTracingShader) setup were not removed from the Console Window in the Editor after they were fixed. (1362269)

  • Graphics: Fixed an issue where preview objects were being drawn in an unexpected layer. They are now drawn using layer 0 (Default) instead of layer 1 (TransparentFX). (1361557)

  • Graphics: Fixed an issue where RayTracingAccelerationStructure.CullInstances was not accepting a Renderer into the RTAS that uses a mix of Opaque and Transparent Materials while RayTracingInstanceCullingTest.allowTransparentMaterials was false. (1381388)

  • Graphics: Fixed an issue where Texture.CreateExternalTexture was not detecting the native texture format on DirectX12. (1343696)

  • Graphics: Fixed an issue where Texture2D.UpdateExternalTexture did not work on vulkan. (1355632)

  • Graphics: Fixed an issue where textures were relying on uninitialized sentinel values by making uninitialized data optional. (1342022)

  • Graphics: Fixed an issue where TexturesD3D11Base::RegisterNativeTexture ignored format from UnityEngine.Cubemap.CreateExternalTexture when creating the SRV. (1281016)

  • Graphics: Fixed an SRP Batcher issue with Integer properties affecting GPU state. (1355311)

  • Graphics: Fixed artifacts when calling ReflectionProbe.BlendCubemap(). (1360030)

  • Graphics: Fixed AssetPreviews + texture preview window for ASTCnm/Plain normal maps.

  • Graphics: Fixed BatchRendererGroup objects not being pickable.

  • Graphics: Fixed binding read-only depth/stencil attachments as texture when using Vulkan.

  • Graphics: Fixed black pixel issue in AMD FidelityFX RCAS implementation.

  • Graphics: Fixed black RenderTarget/CustomRenderTarget thumbnails when changing Color/Depth formats. (1340733)

  • Graphics: Fixed copying between ARGB regular texture and RT on Vulkan. (1371407)

  • Graphics: Fixed corrupt mipmap calculations during RG32 and RGB48 texture importing. (1340126)

  • Graphics: Fixed crash when creating a RenderTexture with dimensions exceeding the capabilities of the current graphics device. (1313675)

  • Graphics: Fixed cropped thumbnail for Image with non-uniform scale and rotation.

  • Graphics: Fixed failing CopyTexture in Editor when build target is a mobile platform and the source texture is a normal map or lightmap. (1365807)

  • Graphics: Fixed GLSL shader compilation error on some OpenGL drivers when using SV_RenderTargetArrayIndex with tessellation shaders. (1261150)

  • Graphics: Fixed high CPU/GPU utilization when occlusion window is open. (1341977)

  • Graphics: Fixed high memory usage in Vulkan backend when using many different textures per texture property of a shader. (1372610)

  • Graphics: Fixed IES Importer related to new API on core.

  • Graphics: Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.

  • Graphics: Fixed incorrect rendering result when HDR rendering support is disabled in GraphicsSettings but HDR output is enabled in PlayerSettings. (1363703)

  • Graphics: Fixed incorrect rendering when having object with negative scale. (1280030)

  • Graphics: Fixed incorrect rendering when SRP Batcher skips invalid meshes during BRG rendering. (1383042)

  • Graphics: Fixed issue in which the camera rendered into the backbuffer instead of a temporary texture. (1362704)

  • Graphics: Fixed issue when changing volume profiles at runtime with a script.

  • Graphics: Fixed issue with resolution change when using renderFrameInterval. (1355972)

  • Graphics: Fixed keyword and float property upgrading in SpeedTree8MaterialUpgrader.

  • Graphics: Fixed leaving uncleared screen after changing aspect ratio. (1367899)

  • Graphics: Fixed leftover memory when switching scenes when using Vulkan. (1293458)

  • Graphics: Fixed Lens Flare 'radialScreenAttenuationCurve invisible'.

  • Graphics: Fixed Lens Flare rotation for Curve Distribution.

  • Graphics: Fixed Lens Flare Thumbnails.

  • Graphics: Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.

  • Graphics: Fixed LightAnchor too much error message, became a HelpBox on the Inspector.

  • Graphics: Fixed Mac Metal player so red edges no longer appear when dragging resizable windows. (1298578)

  • Graphics: Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.

  • Graphics: Fixed memory leak when using Vulkan GraphicsJobs. (1333454)

  • Graphics: Fixed Mesh.AddBlendShapeFrame not properly updating mesh layout to be compatible with GPU blend shapes. (1312251)

  • Graphics: Fixed Metal error when copying textures with mismatched data. (1374449)

  • Graphics: Fixed negative scaling which caused the scene view ui to disappear. (1378547)

  • Graphics: Fixed numerous cases where mini-thumbnails would not match the expected visual look when using linear project color space.

  • Graphics: Fixed overlay camera stacking is not working on MacOS when using OpenGLCore with MSAA. (1250331)

  • Graphics: Fixed possible out-of-memory when minimizing a Player that uses Vulkan on Windows. (1372535)

  • Graphics: Fixed potential for LineRenderer.BakeMesh and TrailRenderer.BakeMesh to fail with invalid AABB error messages. (1349946)

  • Graphics: Fixed ProBuilder mesh's texture disappearing after enabling Path Tracing. This happened when the vertex color channel was not set. (1348821)

  • Graphics: Fixed realtime GI when using OpenGL. (1339133)

  • Graphics: Fixed RenderTexture with randomWrite (UAV) that has dynamic resolution enabled with Vulkan. (1366269)

  • Difficulty loading a texture and passing it to a class in XNA 4.0

    It's pretty simple here, your and methods are never called.

    If you want them to be called automatically by XNA, your class needs to extend and be registered within . For that, you'll need to pass as an argument. The method you'll override will also need a , so pass it in the constructor too. It's not really a clean way to do it, but it will work. Then call on each you have.

    Once that's done, simply call spriteBatch.Begin() and spriteBatch.End() in Game1 (to do only one call on Begin and End), each Sprite will then draw itself.

    I also took the liberty to remove useless s and fix your class names to fit C# conventions (PascalCase).

    The important parts that changed are :

    • userControlledSprite now receives the spriteBatch and Game class
    • userControlledSprite is registered as a component
    • Sprite now extends DrawableGameComponent
    • spriteBatch.Begin and End are now called
    • Sprite now overrides the correct Draw method.

    Please note I've left your Update method unchanged. It will not be called unless you change it for .

    If you set a breakpoint in Draw, it should be called by XNA.

    Game1.cs

    UserControlledSprite.cs

    Sprite.cs


    As an addendum, I'd strongly suggest you move to MonoGame. XNA is not supported anymore (It was killed off by Microsoft a long time ago) and MonoGame is the open source implementation. Not much have changed, but you'll still need to use XNA's content pipeline (the .XNB files).

    If you want to stick to XNA, start projects with the Platformer Starter Kit. You will better see how XNA works, as your architecture is quite weird.

    answered Jul 14, 2014 at 4:09

    user avatar

    Troubleshooting Art Assets in CRYENGINE

    In this topic, you'll find solutions to common art asset related errors in CRYENGINE. The errors are sorted according to the Digital Content Creation (DCC) tool being used.

    3ds Max Errors

    3ds Max Engine Errors

    Converting Index Stream

    CRYENGINE expects a specific vertex index format to be provided for each asset. The specific format is compile-time selectable, it's either 16-bit or 32-bit (see vtx_idx in ), this would be considered the "Native" format, according to the engine.

    To call any geometry or render-related function that expects the native format as its input you need to provide data in the native format. Mesh files (.cgf, for example) can store data in both native and non-native formats. If the data in a mesh file is stored in non-native format, then the engine needs to convert them to native format every time we load the mesh. This process takes time and might increase memory fragmentation, so it's important to let user know that the data in a mesh are non-native by showing this warning.

    In 99% of cases it happens when the build system is configured incorrectly, for example vertexindexformat is not used for RC calls.

    After Making Changes to a CDF it Fails to Save

    The Character Definition File is saved as normal, but when you reopen or reload it, it looks unchanged. This is because CDFs are cached the first time you open them, and no matter what changes you make, you will not see them until you completely close and reopen not just Character Editor, but the Editor itself.

    Failed to Load Character File

    Warning: Failed to Load Character file
    Warning:... caused by file 'objects/characters/human/us/officer/hands.chr'

    This is a pretty ambiguous error usually stemming from the fact that the file does not exist in the path a CDF was looking for. In the case above, someone has moved the hands.chr from the path in the error to the directory without updating the CDF. When looking for these files, using Total Commander can help as it can search through PAK files.

    Character LOD mismatch

    LOD mismatch errors typically look like one of the following errors:

    Warning: Character LOD mismatch. The bone number 52 is different. LOD0 Bip01 R Finger12 LOD3 Bip01 L Foot
    Warning: ... caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'
    Warning: Character LOD mismatch. The bone number 53 is different. LOD0 Bip01 R Finger21 LOD3 Bip01 L Toe0
    Warning: ... caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'
    Warning: Character LOD mismatch. The bone number 54 is different. LOD0 Bip01 R Finger22 LOD3 Bip01 L Heel
    Warning: ... caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'

    But sometimes there is an ambiguous error like this:

    Warning: Failed to Load Character, Different bone amount of LOD0 and LOD1
    Warning: ... caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'

    The first thing you can do is to open the Character Editor, load the character, and check the number of bones in the "Bone Attachment" drop-down list. Do this for the LOD as well. This gives you a good idea of how many bones are lacking or extra, and allows you to compare the numbers in each character.

    The Rigging Tools have a function that will compare two hierarchies from two separate Max files and tell you the elements that are different.

    LOD Mismatch Error for Every Bone in the Character.

    This is often because one of the LODs was exported with "Bone Sort" applied in the exporter. "Bone Sort" was created because in some cases Max reads/traverses the same hierarchy differently. This way we sort the bones on export so that it does not matter how Max reads/traverses.

    Hierarchies Are Identical in 3ds Max but not in the Game.

    The problem here can often be related to the Ignore Dummies flag being checked on one of the files. Remember that any hierarchy element prefixed with an underscore will not be exported, including its children.

    Model Has Duplicated Joints

    Warning: ... caused by file 'objects/characters/heads/story/laurence_barnes/barnes_lod1.chr'
    Warning: Model objects/characters/heads/story/laurence_barnes/barnes_lod1.chr has duplicated joints Bip01 L Clavicle
    Warning: Model objects/characters/heads/story/laurence_barnes/barnes_lod1.chr has duplicated joints Bip01
    Warning: Model objects/characters/heads/story/laurence_barnes/barnes_lod1.chr has duplicated joints Bip01 R Finger22

    This is a strange problem that can be fixed by re-exporting the model. You should never have duplicate bones unless you made a mistake naming them in 3ds Max (Max lets you have many nodes with the same name). If you have received this error while exporting a Character Studio Biped, then the file you have exported is corrupt (since there cannot be duplicated joints). Try reloading the file and re-exporting.

    Model Has Wrong Orientation

    Loading Character 'objects/characters/heads/story/laurence_barnes/barnes_lod1.chr'
    Warning: Model has wrong orientation.

    In CRYENGINE the standard is for characters to face the positive Y axis. Make sure that all characters fit this standard. Also check to make sure that the bone listed in the "Bone Export" lister is the root bone of your character and that it has no transformations applied to it. (Check that its rotation is [0,0,0])

    Object with Morphs Looks Like Its Vertices Are Melting Downward on Morph Playback

    This is a common problem with character heads, and the problem is in the exporter. If you have multiple objects queued up for export, or "Export File Per Node" selected, this can happen if they have a Morpher. The solution is to load each node individually and export them one by one using the "Custom Filename" flag and entering the name of the node.

    Several Updates per Frame

    Warning: several updates per frame: FrameID: 211df
    Warning: ... caused by file 'objects/characters/human/us/nanosuit/nanosuit_us.chr'

    This is an error generated by code and is not a problem with the asset. Please forward it to your Character programmer.

    3ds Max General Exporter Errors

    ResourceCompiler Was Not Found

    Make sure that you are pointing to the RC folder in the CRYENGINE Settings.

    CryExport Validation

    This means that CryTools told the exporter that there was something wrong with what you are about to export. Many CryExport .obj validation warnings are reminders, reminding you that you need to use a Crytek shader instead of a Blinn, for example. This warning can usually be ignored. This error will also be displayed if you have "suppress all warnings" enabled in the CryTools Control Panel, however, you will not get any of the actual warnings. They will be displayed on the console but their dialog boxes suppressed.

    3ds Max Exporting Objects Errors

    No Nodes to Export

    This error message is displayed if there is no mesh added in the object export list.

    Skeleton Initial Positions are Missing

    This error basically means that no skeleton was exported to the Resource Compiler.

    The most common related problem is that you are exporting a mesh that is not skinned to bones. If it is, save your character weights, reapply Skin or Physique, and then re-export. This usually fixes the issue. If you are sure the object is set up properly, check for other objects in the same scene that share the same name.

    Degenerate Textures

    Degenerate Faces

    Material Not Set to Crytek Shader

    You will get this error if something you are exporting does not have the Crytek shader applied to it. Objects being exported into the CRYENGINE should have this shader set under "Shader Basic Parameters" in 3ds Max.

    Abnormal Scale

    It is good practice to not export things into the game that have transformations applied to them. This warning is just a reminder. Reset Xform will solve this.

    Abnormal Rotation

    The abnormal scale advice also applies to abnormal rotations. You should zero out rotations on your meshes/characters before exporting them into the engine.

    3DS Max Exporting Characters Errors

    You have deformable vertices in 3ds Max

    You should always try to stay away from deformable verts, but sometimes they just erroneously pop in and though the joint still has <4 links, it thinks it is deformable. Our exporter will normalize any deformable vertices, so if you really do have deformable verts with >4 links these verts will be normalized on export and may look significantly different in the engine.

    It is not that a character with deformable verts will not export, merely that you should check your deformable verts to see that they have <4 links and are not in a crucial location. You should also consider unlocking them, unassigning them, and rigidly reassigning them.

    Character was not exported in Figure Mode

    The character has to be exported when in Figure Mode or he will have some serious weighting issues in Character Editor. The screenshots above were taken to demonstrate this.

    NOTE: Remember that the first frame of the current rigging animation looks exactly like figure mode.

    Delete the Shader Cache

    Delete the shader cache and restart the editor. The shader cache directories are located here:

    Don't delete the directories, just everything in them.

    3ds Max Exporting Animations Errors

    Cannot Find CBA

    You usually get this error when you export the .caf file in a path not mentioned in the CBA file for the specific character.

    To change the path, change the line <Animation Path="exported folder in animations directory"/> in the .cba file.

    Also, make sure that you have an Animations.cba file in the animations directory to avoid this error.

    Note: The exporter traverses upward to locate the .cba file from the exported directory.

    No Bones to Export

    This error message is displayed if there is no bone added in the bone export list, or if the exported bone has an underscore before its name.

    Animation Export: System Cannot Find Specified File, (0) Files Converted

    Maya Errors

    The Cry-Maya tools feature a validation tool which will help the user find issues which could result in errors or simple confusion. Many of these have been noted below.

    General errors

    No Nodes

    These occur when the Maya scene is missing any assets with group nodes which lack proper naming and or group nodes setup.

    Validation Error

    This occurs when the Maya scene does not have the desired preferences which are used in CRYENGINE. These are for the users recommendation in order to prevent further confusion in the future.

    General Error

    This can mean multiple things but in most cases it is because a character was not bound to a rig before export.

    Please save

    The scene must be saved before you can export.

    Number of indices of node 'p'

    This typically means there is geometry with vertex colors and geometry without vertex colors in the export node.

    Exporting Animations Errors

    Cannot Find CBA

    You usually get this error when you export the .caf file in a path not mentioned in the CBA file for the specific character.

    To change the path, change the line <Animation Path="exported folder in animations directory"/> in the .cba file.

    Also, make sure that you have an Animations.cba file in the animations directory to avoid this error.

    Note: The exporter traverses upward to locate the .cba file from the exported directory.

    No Bones to Export

    This error message is displayed if there is no bone added in the bone export list, or if the exported bone has an underscore before its name.

    XSI Errors

    These are XSI specific errors that help you debug your scene setup.

    You can go to Crytek > Diagnostics and it will produce an error message if there is something wrong with your scene setup. If everything is setup OK, you will get a Diagnostics OK message!

    ResourceCompiler Was Not Found

    Resource Compiler (RC) not found!
    Set the correct path of the Bin32 folder in the Properties!

    To set the right path, go to Crytek > Exporter Properties

    No CryExportNode found!

    Make sure you go to Crytek > Create CryExportNode to create a CryExportNode.

    Empty CryExportNode found

    Empty CryExportNode found!: CryExportNode_NodeName
    You need to have the objects you want to export as children of the CryExportNode.

    Note:Any object that is NOT a child of the CryExportNode will NOT be exported.

    Rename DefaultLib Material Library

    Change the name of the Material Library DefaultLib to the name of the Material .mtl file!

    No CryShader on the object

    No CryShader on "CryExportNode_NodeName.MeshObject" object! Material: Scene_Material

    Make sure you convert the object's material to Cryshader by selecting it and using Crytek > Convert selected materials to CryShader

    Hole in MaterialIDs

    There is a hole in MaterialIDs list in Sources.Materials.materialname

    This usually happens when the prefix number in the material name does not match the Material ID. Make sure the prefix number in the name matches the Material ID number.

    Note:You also need to have material in the right order. You cannot have a material ID of number 13 without having the preceding numbered materials.

    Diagnostics Successful

    Diagnostics OK.
    This is the message you should be aiming for when you hit diagnostics!

    Coherent UI in CryEngine 3 (Redux)

    After the article on CryDev.net about Coherent UI, a lot of people read our previous blog post about our experiment with CryEngine3 and suggested that we should use Hendrik Polczynski’s Plugin SDK to get low-level access to the CryEngine 3 renderer. The problem we previously had was that we couldn’t find a proper way of creating a texture and “inserting” it into the engine, having an ID and whatnot. I talked with Hendrik, he gave me some pointers about the features of his SDK and how it solves our problem. As a result I present you an improved version of Coherent UI in CryEngine 3! You’ll find the link for the source code at the end of this post.

    This is a video of the end result with more of the same as last time. Except this time it’s much more fluid.

    First I’ll start with some notes about the usage of the code:

    • We used CryEngine 3.4.0 (3696) Free SDK for our tests. If you want to use 3.4.3, you need to change the version string in Code/Plugin_SDK/inc/IPluginBase.h to “3.4.3”. The code in the Coherent UI plugin doesn’t have any version specific parts so it should be ready to use with the new SDK, although we haven’t tested it.
    • The 64-bit build hasn’t been tested neither because we updated our developer machines with Windows 8 and the CryEngine executables do not start. We had an issue with the 32-bit executables as well – the login dialog just froze when either the Launcher or Editor were started but that turned out to be caused by the AV – after excluding the executables we could finally start using CryEngine again.
    • CryEngine 3 is one of the top engines on the market – as such it squeezes every bit of resources the machine has. On the other hand, Coherent UI is designed as an out of process interface framework that needs some CPU/GPU as well. There’s a chance that CryEngine will take most of the system resources and the UI can appear laggy. The best way to alleviate the problem in the free SDK cryengine error while loading the texture to check your FPS (use  r_DisplayInfo 1 to show dev info if not already shown) and set a maximum framerate value (using  sys_MaxFPSvalue) to something a little lower than what you’re getting from the FPS counter.
    • When in-game, you can hide the default CryEngine interface using   g_ShowHUD 0
    • The Editor isn’t fully supported; while in the Launcher we create and destroy Coherent UI Views in  OnLoadingStart/OnUnloadComplete callbacks, these are unsuitable for the sandbox because  OnLoadingStart is called even if you aren’t editing a level and OnUnloadComplete isn’t called at all. To work around this limitation, we’re creating the views in the  OnActionEvent callback when the user enters game mode. This has some drawbacks since we’re registering the player event listener in the same callback, but in another listener that is called before the one in the Coherent UI DLL. This means that player notifications will not work in the editor (e.g. the health change notification).

     

    Plugin installation

     

    The Coherent UI plugin requires the Plugin SDK and D3D Plugin to function properly (and Coherent UI itself, of course). They are included in the sample code (with no modifications, except for the version string so it matches the 3.4.0 SDK) at revisions d2feebc5d09ca367bc63d42589de6c2cf606b0d8and c654e77255344a1ebe72c2365144c3d0908fd903, respectively.

    First, setup the include and library directories for Coherent UI. To do so, get the package from our download page and extract the contents of the lib directory to your CryEngineRoot/Bin32 dir (you should have CoherentUI.dll in the Bin32 directory now). Then create a new folder in the CryEngineRoot/Code folder named  CoherentUI and extract the contents of the include directory of the package there. You should end up with the following directory tree:  CryEngineRoot/Code/CoherentUI/Coherent. Now you’re ready to use the Coherent UI framework, cryengine error while loading the texture. Next is the plugin setup.

    If you download the whole repository with the Coherent UI plugin, you just need to copy the files in the root directory and build the provided solution.

    If you download the plugin only there are a few more steps. Follow these instructions for installation of the Plugin SDK. After you’re done, you need to set up the Coherent UI plugin. To do so, add the following to theCGame class:

    Add the following action event handler as well (it’s used for registering a player event listener provided by the Coherent UI plugin that does the binding between C++ and JavaScript methods):

    You’ll also need to setup include and library paths for the CryGame project.

     Plugin limitations

    When using a DirectX9 renderer, Coherent UI Views can only use shared memory (and not shared textures), since CryEngine uses a  IDirect3DDevice9while shared textures require a  IDirect3DDevice9Ex. Creating a shared texture without an Ex device will just fail.

    When using a DirectX11 renderer, HUD Views cannot be drawn, because the D3D plugin doesn’t hook to the  IDXGISwapChain::Present method. This is because there is no specific swap chain associated with the device which means you cannot use the device to get the swap chain. I thought of hooking to  IDXGIFactory::CreateSwapChain and using the device and HWND that I have to determine the instance of the swap chain so I can hook to the present method, but that’s left for the future. Shared textures can be used, though. Generally, it’s recommended to use the DX9 renderer so you can experience all the features.

    Plugin architecture

    The Coherent UI plugin follows the Plugin SDK architecture and exposes just a tiny bit of functions that are needed by CryGame. These functions are:

    • Initialize
    • Shutdown
    • GetPlayerEventListener

    The first two are self-explanatory;  GetPlayerEventListener is used only because we can’t register a player listener outside CryGame since the CPlayer class is not exported.

    Everything else related to the UI is encapsulated in the Coherent UI plugin DLL.

    Class list

    • CoherentGeometry – Loads geometry in .obj format and intersects rays cryengine error while loading the texture the loaded geometry, returning distance to the hit point and barycentric coordinates. This class is used because I couldn’t find a way to get the texture coordinates out of the CryEngine provided methods (the physics query did not return texture coordinates)
    • CoherentInputEventListener – IInputEventListener implementation that converts CryEngine input events to Coherent input events.
    • CoherentPlayerEventListener – Used for demonstrating binding of engine events to UI events.
    • CoherentSystemEventListener – UI system events listener, required by Coherent UI.
    • CoherentUISystem – Deals with the communication with the UI system, managing Coherent UI views, creation of rendering resources and all UI logic.
    • CoherentViewListener – Reports events for Coherent UI Views and performs low-level drawing; it can also own a  CoherentGeometry object that is considered the collision geometry for the View.
    • CPluginCoherentUI – Implements the plugin interface.
    • FullscreenTriangleDrawer – Does exactly what the name implies. Used for drawing the HUD.

    Code walkthrough

    The classes that do most of the work are CoherentUISystem and CoherentViewListener, so the focus will be on them. We’ll just skim through the CoherentInputEventListener briefly, so you know what’s happening when you press buttons. The input listener does nothing fancy – it just converts CryEngine input events to Coherent UI input events. Examine the code if you’re interested how to do that.

    It maps the following keys to some useful functions:

    • Numpad0 stops player input and allows forwarding to Coherent UI Views
    • Numpad2 toggles drawing the Coherent UI HUD
    • Numpad3 hides and shows the mouse cursor while playing.

    The input is forwarded to the Coherent UI View that you last moused over (it helps showing the mouse so you know where the cursor is).

    To summarize, when you want to send input to a Coherent UI View, press Numpad0 to stop player input and enable forwarding to Coherent UI, press Numpad3 to show the cursor, and mouse over the view that you want to send input to.

    On to the CoherentViewListener, cryengine error while loading the texture. This class has a pointer to a DirectX texture that it draws to when it receives the OnDraw notification. It’s important that we draw in the Render Thread or otherwise two threads could simultaneously access the DirectX device and cause a corruption. The OnDraw notification is called in the same call stack that Coherent::UI::UISystem::FetchSurfaces is – that means FetchSurfacesmust be called from the render thread. We do that by using the D3D plugin which hooks to functions that are always called in the needed context. The drawing itself consists of copying one surface onto another, nothing fancy there.

    The listener is also notified when Coherent UI needs to create or destroy textures. These notifications are in the Coherent::UI::UISystem::Update call stack, which is in the main thread. This means sony vaio battery error windows 7 can’t use the device immediately and we need to ask the CoherentUISystem object to do the job in the rendering thread – that’s no problem because Coherenet UI supports asynchronous surface creation. The last thing the listener does is providing a convenient method for ray casting through the listener’s collision geometry, returning the texture coordinates of the hit point (if any).

    Last, the CoherentUISystem class – it’s pretty much the alpha and omega of the plugin. It receives DirectX notifications from the D3D plugin, executes tasks scheduled for the render thread (such as creating and destroying textures), manages the Coherent UI Views and encapsulates all the UI logic. It can also make coffee if you ask nicely :).

    I tried to keep the UI logic as realistic as possible and this is what I came up with: the UI system itself is initialized in the plugin when the game starts and is active throughout the its lifetime. When a new level starts loading, view listeners and their corresponding Views are created for the HUD and objects. The object names are hard coded for the purposes of the example and are relevant for the level provided. Also during loading the input and player listeners are registered. Everything that is created when loading is destroyed when unloading a level.

    The management of Coherent UI Views mostly consists of creating and destroying textures, requested by the views and providing help with the drawing of HUD Views. The CoherentUISystem maintains a collection of requests for texture creation that need to be executed on the render thread. These requests are processed in the CCoherentUISystem::OnPostBeginScene every frame.

    Views that are placed on objects are updated in the CCoherentViewListener::OnDraw method – a texture is rendered to and later used by CryEngine, no further work required. When displaying a HUD, there’s a bit more to it – it’s a separate texture that needs to be drawn after all post-processing and is not associated with any object. For this purpose we’re doing that in the CCoherentUISystem::OnPrePresent callback – we just render a full screen triangle with the HUD texture mapped onto it. The textures from Coherent UI come with premultiplied alpha so before drawing the triangle we need to set the blending modes to One/Inverse Source Alpha for the source/destination targets respectively, cryengine error while loading the texture. Note that as we mentioned this callback is cryengine error while loading the texture available in the D3D plugin for the DX11 renderer, so no HUD there. Creating the textures used by CryEngine is done through the D3D plugin. Examine the CCoherentUISystem::SetTexturesForListeners method to see exactly how.

    Check out the full source code for the plugin at github. Bear in mind that the limited version supports only one Coherent UI View, so you’ll have to choose which one you want. There’s a friendly error message during compilation that will direct you to the code that you need to change.

    Update: Coherent UI is no longer supported. Check the features of our current products – Coherent GT and Hummingbird!

    Tags: Coherent UI, CryEngine

    Troubleshooting Art Assets in CRYENGINE

    In this topic, you'll find solutions to common art asset related errors in CRYENGINE. The errors are sorted according to the Digital Content Creation (DCC) tool being used.

    3ds Max Errors

    3ds Max Engine Errors

    Converting Index Stream

    CRYENGINE expects a specific vertex index format to be provided for each asset. The specific format is compile-time selectable, it's either 16-bit or 32-bit (see vtx_idx in ), this would be considered the "Native" format, according to the engine.

    To call any geometry or render-related function that expects the native format as its input you need to provide data in the native format. Mesh files (.cgf, cryengine error while loading the texture, for example) can store data in both native and non-native formats. If the data in a mesh file is stored in non-native format, then the engine needs to convert them to native format every time we load the mesh. This process takes time and might increase memory fragmentation, so it's important to let user know that the data in a mesh are non-native by showing this warning.

    In 99% of cases it happens when the build system is configured incorrectly, for example vertexindexformat is not used for RC calls.

    After Making Changes to a CDF it Fails to Save

    The Character Definition File is saved as normal, cryengine error while loading the texture, but when you reopen or reload it, it looks unchanged. This is because CDFs are cached the first time you open them, and no matter what changes you make, you will not see them until you completely close and reopen not just Character Editor, but the Editor itself.

    Failed to Load Character File

    Warning: Failed to Load Character file
    Warning:. caused by file 'objects/characters/human/us/officer/hands.chr'

    This is a pretty ambiguous error usually stemming from the fact that the file does not exist in the path a CDF was looking for. In the case above, someone has moved the hands.chr from the path in the error to the directory without updating the CDF. When looking for these files, using Total Commander can help as it can search through PAK files.

    Character LOD mismatch

    LOD mismatch errors typically look like one of the following errors:

    Warning: Character LOD mismatch. The bone number 52 is different. LOD0 Bip01 R Finger12 LOD3 Bip01 L Foot
    Warning: . caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'
    Warning: Character LOD mismatch. The bone number 53 is different. LOD0 Bip01 R Finger21 LOD3 Bip01 L Toe0
    Warning: . caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'
    Warning: Character LOD mismatch. The bone number 54 is different. LOD0 Bip01 R Finger22 LOD3 Bip01 L Heel
    Warning: . caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'

    But sometimes there is an ambiguous error like this:

    Warning: Failed to Load Character, Different bone amount of LOD0 and LOD1
    Warning: . caused by file 'objects/characters/heads/story/laurence_barnes/barnes.chr'

    The first thing you can do is to open the Character Editor, load the character, and check the number of bones in the "Bone Attachment" drop-down list. Do this for the LOD as well. This gives you a good idea of how many bones are lacking or extra, and allows you to compare the numbers in each character.

    The Rigging Tools have a function that will compare two hierarchies from two separate Max files and tell you the elements that are different.

    LOD Mismatch Error for Every Bone in the Character.

    This is often because one of the LODs was exported with "Bone Sort" applied in the exporter. "Bone Sort" was created because in some cases Max reads/traverses the same hierarchy differently. This way we sort the bones on export so that it does not matter how Max reads/traverses.

    Hierarchies Are Identical in 3ds Max but not in the Game.

    The problem here can often be related to the Ignore Dummies flag being checked on one of the files. Remember that any hierarchy cryengine error while loading the texture prefixed with an underscore will not be exported, including its children.

    Model Has Duplicated Joints

    Warning: . caused by file 'objects/characters/heads/story/laurence_barnes/barnes_lod1.chr'
    Warning: Model objects/characters/heads/story/laurence_barnes/barnes_lod1.chr has duplicated joints Bip01 L Clavicle
    Warning: Model objects/characters/heads/story/laurence_barnes/barnes_lod1.chr has duplicated joints Bip01
    Warning: Model objects/characters/heads/story/laurence_barnes/barnes_lod1.chr has duplicated joints Bip01 R Finger22

    This is a strange problem that can be fixed by re-exporting the model. You should never have duplicate bones unless you made a mistake naming them in 3ds Max (Max lets you have many nodes with the same name). If you have received this error while exporting a Character Studio Biped, then the file you have exported is corrupt (since there cannot be duplicated joints). Try reloading the file and re-exporting.

    Model Has Wrong Orientation

    Loading Character 'objects/characters/heads/story/laurence_barnes/barnes_lod1.chr'
    Warning: Model has wrong orientation.

    In CRYENGINE the standard is for characters to face the positive Y axis, cryengine error while loading the texture. Make sure that all characters fit this standard. Also check to make sure that the bone listed in the "Bone Export" lister is the root bone of your character and that it has no transformations applied to it. (Check that its rotation is [0,0,0])

    Object with Morphs Looks Like Its Vertices Are Melting Downward on Morph Playback

    This is a common problem with character heads, and the problem is in the exporter. If you have multiple objects queued up for export, or "Export File Per Node" selected, this can happen if they have a Morpher. The solution is to load each node individually and export them one by one using the "Custom Filename" flag and entering the name of the node.

    Several Updates per Frame

    Warning: several updates per frame: FrameID: 211df
    Warning: . caused by file 'objects/characters/human/us/nanosuit/nanosuit_us.chr'

    This is an error generated by code and is not a problem with the asset. Please forward it to your Character programmer.

    3ds Max General Exporter Errors

    ResourceCompiler Was Not Found

    Make sure that you are pointing to the RC folder in the CRYENGINE Settings.

    CryExport Validation

    This means that CryTools told the exporter that there was something wrong with what you are about to export. Many CryExport .obj validation warnings are reminders, reminding you that you need to use a Crytek shader instead of a Blinn, for example. This warning can usually be ignored. This error will also be displayed if you have "suppress all warnings" enabled in the CryTools Control Panel, however, you cryengine error while loading the texture not get any of the actual warnings. They will be displayed on the console but their dialog boxes suppressed.

    3ds Max Exporting Objects Errors

    No Nodes to Export

    This error message is displayed if there is no mesh added in the object export list.

    Skeleton Initial Positions are Missing

    This error basically means that no skeleton was exported to the Resource Compiler.

    The most common related problem is that you are exporting a mesh that is not skinned to bones. If it is, save your character weights, reapply Skin or Physique, and then re-export, cryengine error while loading the texture. This usually fixes the issue. If you are sure the object is set up properly, check for other objects in the same scene that share the same name.

    Degenerate Textures

    Degenerate Faces

    Material Not Set to Crytek Shader

    You will get this error if something you are exporting does not have the Crytek shader applied to it. Objects being exported into the CRYENGINE should have this shader set under "Shader Basic Parameters" in 3ds Max.

    Abnormal Scale

    It is good practice to not export things into the game that have transformations applied to them. This warning is just a reminder. Reset Xform will solve this.

    Abnormal Rotation

    The abnormal scale advice also applies to abnormal rotations. You should zero out rotations on your meshes/characters before exporting them into the engine.

    3DS Max Exporting Characters Errors

    You have deformable vertices in 3ds Max

    You should always try to stay away from cryengine error while loading the texture verts, but sometimes they just erroneously pop in and though the joint still has <4 links, it thinks it is deformable. Our exporter will normalize any deformable vertices, so if you really do have deformable verts with >4 links these verts will be normalized on export and may look significantly different in the engine.

    It is not that a character with deformable verts will not export, merely that you should check your deformable verts to see that they have <4 links and are not in a crucial location. You should also consider unlocking them, unassigning them, and rigidly reassigning them.

    Character cryengine error while loading the texture not exported in Figure Mode

    The character has to be exported when in Figure Mode or he will have some serious weighting issues in Character Editor. The screenshots above were taken to demonstrate this.

    NOTE: Remember that the first frame of the current rigging animation looks exactly like figure mode.

    Delete the Shader Cache

    Delete the shader cache and restart the editor, cryengine error while loading the texture. The shader cache directories are located here:

    Don't delete the directories, just everything in them.

    3ds Max Exporting Animations Errors

    Cannot Find CBA

    You usually get this error when you export the .caf file in a path not mentioned in the CBA file for the specific character.

    To change the path, change the line <Animation Path="exported folder in animations directory"/> in the .cba file.

    Also, make sure that you have an Animations.cba file in the animations directory to avoid this error.

    Note: The exporter traverses upward to locate the .cba file from the exported directory.

    No Bones to Export

    This error message is displayed if there is no bone added in the bone export list, or if the exported bone has an underscore before its name.

    Animation Export: System Cannot Find Specified File, (0) Files Converted

    Maya Errors

    The Cry-Maya tools feature a validation tool which will help the user find issues which could result in errors or simple confusion. Many of these have been noted below.

    General errors

    No Nodes

    These occur when the Maya scene is missing any assets with group nodes which lack proper naming and or group nodes setup.

    Validation Error

    This occurs when the Maya scene does not have the desired preferences which are used in CRYENGINE. These are for the users recommendation in order to prevent further confusion in the future.

    General Error

    This can mean multiple things but in most cases it is because a character was not bound to a rig before export.

    Please save

    The scene must be saved before you can export.

    Number of indices of node 'p'

    This typically means there is geometry with vertex colors and geometry without vertex colors in the export node.

    Exporting Animations Errors

    Cannot Find CBA

    You usually get this error when you export the .caf file in a path not mentioned in the CBA file for the specific character.

    To change the path, change the line <Animation Path="exported folder in animations directory"/> in the .cba file.

    Also, make sure that you have an Animations.cba file in the animations directory to avoid this error.

    Note: The exporter traverses upward to locate the .cba file from the exported directory.

    No Bones to Export

    This error message is displayed if there is no bone added in the bone export list, or if the exported bone has an underscore before its name.

    XSI Errors

    These are XSI specific errors that help you debug your scene setup.

    You can go to Crytek > Diagnostics and it will produce an error message if there is something wrong with your scene setup. If everything is setup OK, you will get a Diagnostics OK message!

    ResourceCompiler Was Not Found

    Resource Compiler cryengine error while loading the texture not found!
    Set the correct path of the Bin32 folder in the Properties!

    To set the right path, go to Crytek > Exporter Properties

    No CryExportNode found!

    Make sure you go to Crytek > Create CryExportNode to create a CryExportNode.

    Empty CryExportNode found

    Empty CryExportNode found!: CryExportNode_NodeName
    You need to have the objects you want to export as children of the CryExportNode.

    Note:Any object that is NOT a child of the CryExportNode will NOT be exported.

    Rename DefaultLib Material Library

    Change the name of the Material Library DefaultLib to the name of the Material .mtl file!

    No CryShader on the object

    No CryShader on "CryExportNode_NodeName.MeshObject" object! Material: Scene_Material

    Make sure you convert the object's material to Cryshader by selecting it and using Crytek > Convert selected materials to CryShader

    Hole in MaterialIDs

    There is a hole in MaterialIDs list in Sources.Materials.materialname

    This usually happens when the prefix number in the material name does not match the Material ID. Make sure the prefix number in the name matches the Material ID number.

    Note:You also need to have material in the right order, cryengine error while loading the texture. You cannot have a material ID of number 13 without having the preceding numbered materials.

    Diagnostics Successful

    Diagnostics OK.
    This is the message you should be aiming for when you hit diagnostics!

    Cry Engine Error

    Posted 05 February 2017 - 04:16 PM

    the following is the text from the crash report omnifile.

    BackupNameAttachment=" Build(0) 05 Feb 17 (19 07 35)" -- used by backup system
    Log Started at 02/05/17 19:07:35
    Running 64 bit version
    Executable: F:\SteamLibrary\steamapps\common\MechWarrior Online\bin64\MWOClient.exe
    BuildInfo: Stage-102:220356
    FileVersion: 1.4.102.0
    ProductVersion: 1.4.102.0
    Using STLport C++ Standard Library implementation
    Added MOD directory <engine> to CryPak
    Executable Command Line: "F:\SteamLibrary\steamapps\common\MechWarrior Online\bin64\MWOClient.exe" +steam -flowthru
    Total number of logical processors: 4
    Number of available logical processors: 4
    Total number of system cores: 4
    Number of cores available to process: 4
    Processor 0:
    CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
    Family: 6, Model: 10, Stepping: 7
    FPU: On-Chip
    CPU Speed (estimated): 2.9 MHz
    MMX: not present
    SSE: present
    3DNow!: not present
    Serial number not present or disabled
    Processor 1:
    CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
    Family: 6, Model: 10, Stepping: 7
    FPU: On-Chip
    CPU Speed (estimated): 2.9 MHz
    MMX: not present
    SSE: present
    3DNow!: not present
    Serial number not present or disabled
    Processor 2:
    CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
    Family: 6, Model: 10, Stepping: 7
    FPU: On-Chip
    CPU Speed (estimated): 2.9 MHz
    MMX: not present
    SSE: present
    3DNow!: not present
    Serial number not present or disabled
    Processor 3:
    CPU: Intel Intel® Core™ i5-2320 CPU @ 3.00GHz
    Family: 6, Model: 10, cryengine error while loading the texture, Stepping: 7
    FPU: On-Chip
    CPU Speed (estimated): 2.9 MHz
    MMX: not present
    SSE: present
    3DNow!: not present
    Serial number not present or disabled
    <19:07:36> Windows 64 bit (build 10.0.14393)
    <19:07:36> System language: English
    <19:07:36> Windows Directory: "C:\WINDOWS"
    <19:07:36> Prerequisites.
    <19:07:36> * Installation of KB940105 hotfix required: no! (either not needed or already installed)
    <19:07:36> Local time is 19:07:36 02/05/17, system running for 4238 minutes
    <19:07:36> 10221MB physical memory installed, 7516MB available, 134217727MB virtual memory installed, 26 percent of memory in use
    <19:07:36> Cryengine error while loading the texture usage: 46MB, Working Set: 57MB, Peak PageFile usage: 46MB,
    <19:07:36> Current display mode is 1920x1080x32, (Unknown graphics card)
    <19:07:36> IBM enhanced (101/102-key) keyboard and 5+ button mouse installed
    <19:07:36> --------------------------------------------------------------------------------
    <19:07:36> Stream Engine Initialization
    <19:07:36> GameName: MechWarrior Online (64 bit)
    <19:07:36> BuildTime: Jan 23 2017 14:33:48
    <19:07:36> Logging video adapters:
    <19:07:36> - NVIDIA GeForce GTX 660 (vendor = 0x10de, device = 0x11c0)
    <19:07:36> - Adapter index: 0
    <19:07:36> - Dedicated video memory: 2016 MB
    <19:07:36> - Feature level: DX11 (SM 5.0)
    <19:07:36> - Displays connected: yes
    <19:07:36> - Suitable rendering device: yes
    <19:07:36> - Microsoft Basic Render Driver (vendor = 0x1414, device = 0x008c)
    <19:07:36> - Adapter index: 1
    <19:07:36> - Dedicated video memory: 0 MB
    <19:07:36> - Feature level: DX11 (SM 5.0)
    <19:07:36> - Displays connected: no
    <19:07:36> - Suitable rendering device: no
    <19:07:36> Windows Error Reporting is enabled setting exception handler
    <19:07:36> Font initialization
    <19:07:36> Physics initialization
    <19:07:36> Sound initialization
    <19:07:36> <Sound> Initializing AudioDevice now!
    <19:07:36> <Sound> Initialize FMOD with dynamic memory callbacks
    <19:07:36> <Sound> Starting to initialize Windows Audio Session API output!
    <19:07:36> <Sound> Playback drivers found: 3
    <19:07:36> <Sound> Available playback drivers:
    1. Speakers / Headphones (IDT High Definition Audio CODEC)
    2. Digital Output (S/PDIF) (IDT High Definition Audio CODEC)
    3. Communications Headphones (IDT High Definition Audio CODEC)
    <19:07:36> <Sound> FmodEx-AudioDevice: Now running on driver: Speakers / Headphones (IDT High Definition Audio CODEC)
    <19:07:36> <Sound> Record drivers found: 3
    <19:07:36> <Sound> Available record drivers:
    1. Microphone (IDT High Definition Audio CODEC)
    2. Line In (IDT High Definition Audio CODEC)
    3. Stereo Mix (IDT High Definition Audio CODEC)
    <19:07:36> <Sound> Record config is set to autodetect using record driver 0
    <19:07:36> <Sound> Using speaker mode: FMOD_SPEAKERMODE_5POINT1
    <19:07:36> <Sound> Initializing FMOD-EX now!
    <19:07:36> <Sound> Initialized FMOD-EX
    <19:07:36> <Sound> Using FMOD version: 00044211 and internal 00044211!
    <19:07:36> <Sound> Initializing SoundSystem now!
    <19:07:36> Renderer initialization
    <19:07:36> [Error] Failed to create stereo device
    <19:07:36> used GeomInstancingThreshold is 8
    <19:07:37> Localized language content(english) not available or modified from the original installation.
    <19:07:37> Localized language content(english) not available or modified from the original installation.
    <19:07:37> Network initialization
    <19:07:37> [net] using iocp socket io management
    <19:07:37> network hostname: Den
    <19:07:37> ip:10.0.0.6
    <19:07:37> [Network Version]: RELEASE PURE CLIENT
    <19:07:37> MovieSystem initialization
    <19:07:37> Console initialization
    <19:07:37> Time initialization
    <19:07:37> Input initialization
    <19:07:37> AI initialization
    <19:07:37> Initializing Animation System
    <19:07:37> Initializing 3D Engine
    <19:07:37> Initializing default materials.
    <19:07:37> Script System Initialization
    <19:07:37> Entity system initialization
    <19:07:37> Initializing AI System
    <19:07:39> [PlayerProfiles] Login of user 'Kilrak' successful.
    <19:07:39> [PlayerProfiles] Found 2 profiles.
    <19:07:39> Profile 0 : 'Unforgiven Shadow'
    <19:07:39> Profile 1 : 'default'
    <19:07:43> TrackIRManager: DLL Location key not present
    <19:07:43> TrackIRManager: Error initializing NPClient interface!! (Err: 4)
    <19:07:43> TrackIRManager: Error registering window handle!!
    <19:07:43> TrackIRManager: Error querying NaturalPoint software version!!
    <19:07:43> TrackIRManager: Error stopping cursor
    <19:07:43> TrackIRManager: Error starting data transmission
    <19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(ButtonCommonObject, undefined) should be function or null [0.0000]
    <19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(ButtonCommonObject, undefined) should be function or null [0.0000]
    <19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(UITextInputBox, undefined) should be function or null [0.0000]
    <19:07:43> [Error] <Flash> Error: Second parameter of Object.registerClass(UITextInputBox, undefined) should be function or null [0.0000]
    <19:07:43> Patch Complete Received
    <19:07:43> [Warning] Unknown command: steam
    <19:08:00> [GameProfiles]: Successfully activated profile 'Kilrak' for user 'Unforgiven Shadow'
    <19:08:01> sv_gamerules = mechlab []
    <19:08:01> ============================ Loading level mechlab ============================
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/15thdracon_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/15thdracon_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/3rdreconcoelh_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/3rdreconcoelh_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/4thtaucetirangers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/4thtaucetirangers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/acesdarwinswhipits_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/acesdarwinswhipits_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/albionmilitaryacademy_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/albionmilitaryacademy_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/ammoac5_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/ammoac5_misc_clr.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/amphigeanlag_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/amphigeanlag_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/baddream_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/baddream_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/blackheartroses_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/blackheartroses_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/brionslegion_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/brionslegion_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/cliftonsrangers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/cliftonsrangers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/dioscuri_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/dioscuri_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/dismaldisinherited_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/dismaldisinherited_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/dragonsbreath_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/dragonsbreath_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/elh151lighthorse_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/elh151lighthorse_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/elh21ststriker_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/elh21ststriker_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/elh71stlighthorse_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/elh71stlighthorse_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/eridanilighthorse_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/eridanilighthorse_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/executioner_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/executioner_misc_clr.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/federatedfreemen_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/federatedfreemen_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/fightingshamrocks_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/fightingshamrocks_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/filthylucre_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/filthylucre_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/garmoredcavalry_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/garmoredcavalry_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/goat_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/goat_misc_clr.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/greenburgsgodzillas_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/greenburgsgodzillas_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/greggslongstriders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/greggslongstriders_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/gunzburgeagles_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/gunzburgeagles_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/hansensroughriders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/hansensroughriders_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/harcourtsdestructors_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/harcourtsdestructors_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/harlockswarriors_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/harlockswarriors_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/headhunters_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/headhunters_factions_std.dds]
    cryengine error while loading the texture [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/hsienhotheads_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/hsienhotheads_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/khasparovsknights_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/khasparovsknights_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/killerbees_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/killerbees_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/knightsofstcameron_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/knightsofstcameron_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/langendorflancers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/langendorflancers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lex32ndrecon_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lex32ndrecon_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lexingtoncombatgroup_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lexingtoncombatgroup_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lindonscompany_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lindonscompany_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/littlerichardspanzerbrigade_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/littlerichardspanzerbrigade_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/lonestarregiment_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/lonestarregiment_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/marksonsmarauders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/marksonsmarauders_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/marshigamaslegionnaires_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/marshigamaslegionnaires_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/mccarronsac_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/mccarronsac_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/mempo1_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/mempo1_misc_clr.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/mempo2_misc_clr.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/mempo2_misc_clr.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/narhalsraiders_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/narhalsraiders_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/redfieldsrenegades_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/redfieldsrenegades_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/reedsbrew_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/reedsbrew_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/rivaldishussars_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/rivaldishussars_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/sathenssnipers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/sathenssnipers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/simonsonscutthroats_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/simonsonscutthroats_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/smithsonschinesebandits_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/smithsonschinesebandits_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/snordsirregulars_factions_std.dds' compressed texture is cryengine error while loading the texture (only single mip) [File=materials/decals/mech/snordsirregulars_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/staradder_package_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/staradder_package_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/starleague_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/starleague_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stcyrsarmoredcavalry_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stcyrsarmoredcavalry_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stealthytigers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stealthytigers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stives_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stives_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/stormsmetalthunder_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/stormsmetalthunder_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/support_misc_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/support_misc_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/swannscavaliers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/swannscavaliers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/teambanzai_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/teambanzai_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/thumpers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/thumpers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/toothofymir_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/toothofymir_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/vinsonsvigilantes_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/vinsonsvigilantes_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/widowmakers_factions_std.dds' compressed texture is dangerous (only single mip) [File=materials/decals/mech/widowmakers_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'materials/decals/mech/wilsonshussars_factions_std.dds' compressed texture is dangerous (only single cryengine error while loading the texture [File=materials/decals/mech/wilsonshussars_factions_std.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
    <19:08:05> [Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
    <19:08:05> ======== mechlab is loaded in 4.3 sec ========
    <19:08:13> [Error] <Flash> Import error: GFxResource 'mcSelectionIndicatorOFF' is not exported from movie '.\UISelectionIndicator.swf' [24.5724]
    <19:08:13> [Error] <Flash> Import error: GFxResource 'mcSelectionIndicatorON' is not exported from movie '.\UISelectionIndicator.swf' [24.5724]
    <19:08:13> [Error] <Flash> Import error: GFxResource 'UILabelCCW' is not exported from movie '.\UILabel.swf' [24.5724]
    <19:08:15> [Error] <Flash> Import error: GFxResource 'UILabelCCW' is not exported from movie '.\UILabel.swf' [24.5724]
    <19:08:21> [Error] <Flash> Import error: GFxResource 'mcSelectionIndicatorOFF' is not exported from movie '.\UISelectionIndicator.swf' [24.6147]
    <19:08:21> [Error] <Flash> Import error: GFxResource cryengine error while loading the texture is not exported from movie '.\UISelectionIndicator.swf' [24.6147]
    <19:09:14> [Error] Runaway thread
    <19:09:45> Connecting to game server: gameId=80738281569332, addr=198.27.85.227, port=20015
    <19:09:45> could not free all buffers from CDevBufferMan!
    <19:09:45> UnLoadLevel End: 0.3 sec
    <19:09:48> Game rules class: Skirmish
    <19:09:48> ============================ PrepareLevel alpinepeaks ============================
    <19:09:52> Initializing default materials.
    FRead did not read expected number of byte from file, cryengine error while loading the texture, only 128 of 0 bytes read

    Difficulty loading a texture and passing it to a class in XNA 4.0

    It's pretty simple here, your and methods are never called.

    If you want them to be called automatically by XNA, your class needs to extend and be registered within. For that, you'll need to pass as an argument. The method you'll override will also need aso pass it in the constructor too. It's not really a clean way to do it, but it will work. Then call on each you have.

    Once that's done, simply call spriteBatch.Begin() and spriteBatch.End() in Game1 (to do only one call on Begin and End), each Sprite will then draw itself.

    I also took the liberty to remove useless s and fix your class names to fit C# conventions (PascalCase).

    The important parts that changed are :

    • userControlledSprite now receives the spriteBatch and Game class
    • userControlledSprite is registered as a component
    • Sprite now extends DrawableGameComponent
    • spriteBatch.Begin and End are now called
    • Sprite now overrides the correct Draw method.

    Please note I've left your Update method unchanged. It will not be called unless you change it for .

    If you set a breakpoint in Draw, it should be called by XNA.

    Game1.cs

    UserControlledSprite.cs

    Sprite.cs


    As an addendum, I'd strongly suggest you move to MonoGame. XNA is not supported anymore (It was killed off by Microsoft a long time ago) and MonoGame is the open source implementation. Not much have changed, but you'll still need to use XNA's content pipeline (the .XNB files).

    If you want to stick to XNA, start projects with the Platformer Starter Kit. You will better see how XNA works, as your architecture is quite weird.

    answered Jul 14, 2014 at 4:09

    user avatar

    Unreal Engine Forums

    I am working on a solo large landscape for a university archaeology project in UE 4.27 and have been stuck for a couple of weeks now in a basic task of loading individual 4033x4033 tiles of a World Composition landscape because of a texture memory issue – I’ve run out of ideas to fix it so hoping someone more experienced can suggest something I could try.

    I’ve created a large landscape of 6x6 tiles, each of 4033m2, so 24.198km2. There was a lot of work over weeks to create the elevations and weight maps (from Gaea) so I really don’t want to go back to the start and would much rather figure out the issue at this point.

    As I was working through each tile one by one to import all elevations, weightmaps (multi-materials) and bake my LODs I hit this problem. Most of my landscape elevation tiles load in just fine, even those with multiple textures and large meshes scattered on them. However, I found that trying to work on some particular tiles just crashed the system. I can load the tiles one at a time (or even three or four) but as soon as I switch to landscape mode with these tiles loaded, I always get a ‘waiting for resources message’ and then:

    ‘Out of video memory trying to load a texture! Make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running’.

    I must have tried this a hundred times now. I’ve been through the forums looking for answers, I’ve tried closing down all other non-essential process, using the lowest possible resolutions (Material Quality – Low, Engins scaleability settings - all low + resolution scale 1%), reinstalling GPU drivers, reinstalling Unreal, increasing Windows paging file size to the maximum, replacing the landscape texture one the tile with a basic diffuse material before switching to landscape mode. The only way I have been able to switch to landscape mode with one of these tiles loaded is by deleting the tile before I switch, but then if I try to reimport a new tile into the gap created, I just get the same error. I can’t really experiment much with the landscape textures for these tiles because I can get to that step without a crash and the old edit I can make to their landscape material is to try to reimport their elevations and weightmaps which can be done in Select mode, but this also causes the same crash.

    I’m just about out of ideas, cryengine error while loading the texture. I thought it might be a problem I created earlier with these tiles where I experimented with using a single weightmap image covering the entire landscape, but adding weightmaps to tile this way, cryengine error while loading the texture, while it would be much more efficient than manually doing all 36 tiles one by one, doesn’t work very well because the one single tile is stretched to fit all loaded tiles, meaning at least all the corner tiles must be loaded every time. My system is quite good but I can’t load all tiles at once!

    System specs
    Gigabyte GeForce GTX 1080 WindForce OC 8GB, Intel Core i7 6800K LGA 2011-3)Gigabyte GA-X99-Designare EX Motherboard, Corsair Vengeance LPX CMK32GX4M2A2666C16W 32GB (2x16GB) 2666MHz DDR4500Gb Samsumg 750 evo SSD, Corsair HX1200i 80 Plus Platinum 1200W

    image

    Unity 2022.1.0 Beta 11

  • 2D: A non-descriptive error is thrown when building with a Texture that has it's rectangle out of bounds. (1300130)

  • 2D: Activated Tile Palette Tool is now deactivated when Tool is removed from Default Tools. (1342201)

  • 2D: com.unity.2d.animation - Added additional fallback for when the bursted tessellation step fails. (1372686)

  • 2D: com.unity.2d.psdimporter - Fixed PSDImporter to able to specify swizzle data.

  • 2D: com.unity.2d.spriteshape - Fix Case when setting SpriteShape corners to Disabled, the first corner does not visually change. (1382718)

  • 2D: com.unity.2d.spriteshape - Fix case where shortcut keys do not work after editing sprite variant list in SpriteShape Controller. (1363468)

  • 2D: com.unity.2d.spriteshape - Fix case where SpriteShapeProfile corner fields disappear when a field above has been deleted in the Inspector. (1367509)

  • 2D: Fixed an issue where Renderers SortingOrder property could not be animated. (1386158)

  • 2D: Fixed an issue with culling of TilemapRenderer Tiles when a user sets a value for the Camera's culling matrix and a SRP asset is used. (1362522)

  • 2D: Fixed artifacts on images when cryengine error while loading the texture for PSDImporter.

  • 2D: Fixed case where control point selection flickers when drag and multi-select points in scene. (1382695)

  • 2D: Fixed editor crash when calling SpriteAtlasUtility.PackAtlases. (1353609)

  • 2D: Fixed exception "PsdInvalidException: Unrecognized layer section type" when importing certain files.

  • 2D: Fixed exception when adding a new Rule when no Rule is selected.

  • 2D: Fixed issue where a scriptedTile without LockTransform set but has a transform matrix in GetTileData is dropped onto the Tile Palette, cryengine error while loading the texture, the Tile on the Tile Palette does not match the transform matrix as defined in GetTileData. (1341938)

  • 2D: Fixed null exception when importing files with masks. (1388820)

  • 2D: Fixed Sprite Editor Window does not show texture preview with the correct filtering mode. (1350446)

  • 2D: Fixed Sprite Editor Window to be disabled when readonly assets are selected. (1343237)

  • 2D: Fixed Sprite Frame module inspector size jitters in certain occasions.

  • 2D: Fixed the isolate behavior in the Sprite tab in the Visibility panel. (1387184)

  • 2D: Fixed Tile Palette window incorrectly preventing selection in Scene View when Tilemap Tools are inactive. (1365564)

  • 2D: Fixed upgrade issue when atlas v1 to v2 causes objects in folders to become ungrouped. (1354054)

  • 2D: Secondary Texture AssetImporter reference error when using same texture as Main Texture in Sprite Editor. (1331542)

  • 2D: Validate and refresh Tilemap when loaded from a separate scene. (1344979)

  • 2D: [com.unity.2d.animation]Fixed Sprite selection actions to now work with Undo.

  • 2D: [RuleTile] Fixed error in RuleTileEditor when removing all Rules and adding a new Rule.

  • AI: Fixed crashes from building the NavMesh from meshes without valid vertex data. (1315584)

  • AI: Fixed how the NavMesh is computed in some situations where multiple ledges in the environment form a steep slope (e.g. computing NavMesh on a narrow stair which has hand rails). (1074084)

  • Android: Changed boost documentation and timing values in the simulator to reflect the boost mode timing of 10s instead of the previous 15 seconds as it changes on the driver side.

  • Android: Changed bottleneck profiler colors to reflect warning states correctly.

  • Android: Fixed exporting Android Studio project to non-existing folder using Editor API. (1347960)

  • Android: Fixed frequency change error case (e.g. when boost is activated). Does not retry every frame. Manual retry is required.

  • Android: Fixed simulator where temperature level and trend would not get updated when thermal action was updated.

  • Android: Il2cpp resources will be extracted during player launch only when needed, for ex., changes in scripts. Previously they would be extracted each time you make a new build from Unity.

  • Android: In the new input system, the search, call, endcall, camera, focus, and headsethook keys were all mapped to various function keys. These mappings are not helpful on any current platforms, and in the case of the search key, this mapping is wrong on Chrome OS keyboards which have separate search and F2 keys. (1343608)

  • Android: Provide user friendly error message when attempting to use application patching on Chrome OS devices. (1367588)

  • Android: Removed 'Experimental' tag from Split APK by architectures, since this feature was stable for years, we simply forgot to remove 'Experimental' tag. (1364276)

  • Android: Toggling Build App Bundle in the Build Player Window will cryengine error while loading the texture prompt for a save location rather than attempting to use the last build location which would have been the incorrect type of package. (1329922)

  • Animation: Animation Clip Preview Window's component stripping strips away all required components but the last batch. (1306349)

  • Animation: Animator.GetBoneTransform() is now working with disabled gameobject/animator. Exception are throw if avatar is null or not a humanoid. (1351090)

  • Animation: Fixed an issue where large int would lose precision in the animation clip. (1278866)

  • Animation: Fixed an issue where the animation blend would not occur when interrupting an empty state transition. (1204145)

  • Animation: Fixed Animation component not releasing shader property blocks when disabled. (1293179)

  • Animation: Fixed Animation window property selection from displaying duplicate Components when one Component type derives from another. (1248925)

  • Animation: Fixed error message spam "BlendTreeWorkspace is NULL" when saving the scene when an animation preview is active. (1343833)

  • Animation: Fixed GameObject flying when Root Motion is enabled and the Animation is using Motion Time parameter. Root motion will now be disabled when using Motion Time parameter, cryengine error while loading the texture. (1334739)

  • Animation: Fixed HumanPoseHandler to no longer crash when calling the SetHumanPose function with a destroyed Root Transform. (1351876)

  • Animation: Fixed keyframing of the "Active" property in constraint components. (1317876)

  • Animation: Fixed UndoPropertyModification currentValue returning null when changing Material's properties in the Inspector while keyframing. (1343018)

  • Animation: GameObject is not animated when the Animator Component is enabled during Play Mode and Culling Mode is set to "Cull Completely". (1263490)

  • Animation: StateMachine callbacks (OnStateEnter(), OnStateUpdate() and OnStateExit()) where called twice when a playable was bound to an animator with a state machine. They are now called only once, as expected. (1299849)

  • Animation: The engine could crash when calling Rebind() on an animator. (1338736)

  • Animation: Updated sort method for animation clips in animation window using alphanum/natural sort. (1261365)

  • Animation: [Avatar] AvatarBuilder.BuildHumanAvatar sets NaN positions with some avatars. (1200354)

  • Apple TV: Cryengine error while loading the texture Game Center's dashboard opening instead of achievements screen when using UnityEngnine.Social.ShowAchievementsUI(). (1341949)

  • Asset Bundles: - Improved performance of AssetBundle.UnloadAsync.

    • Added new API to block on the main thread until an async AssetBundle unload completes.
  • Asset Bundles: Fixed an edge case causing Asset Bundle hash version to change based on the order in which dependent bundles were assigned. (1307113)

  • Asset Bundles: Fixed an issue where moving an asset would not trigger an Asset Bundle rebuild. (1346529)

  • Asset Bundles: Fixed rare issue where AssetBundle.RecompressAssetBundleAsync would do a full recompress even if both the source and target AssetBundles are LZ4 compressed. (1293912)

  • Asset Import: Asset Pipeline: AssetDatabase.IsLoadingAssetPreview() is now correctly returning true when a preview is being generated. (1323729)

  • Asset Import: AssetDatabase.SetImporterOverride now fails when used on folders and does not write to the .meta file. (1333997)

  • Asset Import: BlendShape normals are recalculated when a meshes normals are set to 'calculate', and the blendshape normals are set to 'import'. (1363962)

  • Asset Import: BlendShapes value defaults to 0 when importing FBX model. (1359606)

  • Asset Import: Changing texture shape no longer causes NullReferenceExceptions. (1355120)

  • Asset Import: Default Presets are applied correctly to ScriptableObjects created using the CreateAssetMenu. (1343776)

  • Asset Import: Duplicates in overrideExts are now allowed and do not prevent the registration of other ScriptedImporters anymore. (1333985)

  • Asset Import: Elides the file path shown on the asset importing dialogue on Windows. (1298775)

  • Asset Import: Fixed for Failing Importer Performance Tests on Linux. (1364226)

  • Asset Import: Fixed null ref exception when rebuilding inspectors due to a preset overwrite. (1375929)

  • Asset Import: Fixed RenderToCubeMap artifacts when used with a Physical Camera. (1370847)

  • Asset Import: Fixed wrong settings being saved when trying to overwrite Preset. (1284602)

  • Asset Import: GetAvailableImporters does not return AssetImporter types for native importers that don't have a matching C# Type. (1334266)

  • Asset Import: Large SpeedTree imports. (1364523)

  • Asset Import: PanelSettingAssets is displayed with its UIToolkit CustomEditor as expected. (1330718)

  • Asset Import: Reverted Save As list item to an actual button. (1376466)

  • Asset Import: Scripted Importers can be registered to Native Importer extensions where the case is changed. (1360156)

  • Asset Import: SetImporterOverride now validates that the arguments are correct before performing the operation. (1309105)

  • Asset Import: Textures passed to AssetPostprocessor methods have no name.

  • Asset Pipeline: Added Editor Preference to make Bump Map check optional. (1345444)

  • Asset Pipeline: AssetModificationProcessor.OnWillDeleteAsset is called when deleting cryengine error while loading the texture orphaned meta file. (1326312)

  • Asset Pipeline: Blender and Maya files now import at the correct scale. (1320649)

  • Asset Pipeline: Call to AssetDatabase.ForceReserializeAssets() throws exception, if being called from callback, while scene is also being modified. It is recommended to call AssetDatabase.ForceReserializeAssets() from menu item style entry point. (1089842)

  • Asset Pipeline: Calling CreateAsset twice on the same location with the same asset didn't update ProjectBrowser. (1345123)

  • Asset Pipeline: Calling CreateAsset with a path that is an existing folder now generates an error. (1344954)

  • Asset Pipeline: Fixed an infinite import loop that could occur on case-sensitive file systems if similarly named meta files were encountered. (1345905)

  • Asset Pipeline: Fixed an issue where Importer/Rig Update button does not update. (1324031)

  • Asset Pipeline: Fixed an issue where it was possible invalid and unusable Presets without any errors. The Preset constructor now throws an exception when doing so. (1348271)

  • Asset Pipeline: Fixed an issue where Model Importer Rig Tab Update button doesn't work properly with multi-selection. (1330281)

  • Asset Pipeline: Fixed an issue where NullReferenceException is thrown when assigning a duplicated Avatar to an Animation Source. (1274098)

  • Asset Pipeline: Fixed an issue where the Model Importer Rig Tab's Avatar Source doesn't refresh. (1330278)

  • Asset Pipeline: Fixed an issue where Unity could crash when attempting to repair a scene containing multiple components with missing GameObjects while opening it. (1347557)

  • Asset Pipeline: Fixed an issue where cryengine error while loading the texture fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. (1363953)

  • Asset Pipeline: Fixed crash when opening project with asset that a broken reference to mono script. (1351825)

  • Asset Pipeline: Fixed exception inside Import Activity Window that would happen when inspecting asset's that were reimported after switching RenderPipeline. (1377678)

  • Asset Pipeline: Fixed race condition triggering an assert when downloading from cache server and not refreshing.

  • Asset Pipeline: Improved quality of imported JPEG textures. (1345890)

  • Asset Pipeline: Reloading Arrays are kept in Sync. (1327830)

  • Asset Pipeline: Tags can now be deleted from the TagManager Presets. (1317709)

  • Audio: Fixed calculation of channel audibility such that a signal which is branched off via send/receive effects in a mixer group and fully attenuated after the branching correctly retain the audibility contributed by the send-receive connection. (1309971)

  • Audio: Fixed performance impact on SaveAndReimport when AudioMixer window is shown. (1327645)

  • Audio: Fixed rare access violation crash in audio update of main thread. (1352816)

  • Audio: For complex send-receive configurations branching the signals between two mixer groups an order-dependent buffering delay was introduced that caused flange-like effects. The correct evaluation order of all effects is now enforced to prevent this. (1309970)

  • Build Pipeline: Errors from catastrophically failing incremental build pipeline steps are now clearer.

  • Build Pipeline: Fixed a bug where data builds would unnecessarily rerun in incremental player builds if the project contained editor resources.

  • Build Pipeline: Fixed a bug where UnityLinker would unnecessarily rerun without changes in incremental player builds.

  • Build Pipeline: Fixed a potential file name issue on windows in incremental player builds.

  • Build Pipeline: Fixed a regression that Unity will now properly detect a Visual Studio Build Tools installation.

  • Build Pipeline: Fixed edge case passing in missing or deleted objects could crash the Editor during the build. (1357414)

  • Build Pipeline: iOS and tvOS now use the new incremental build pipeline.

  • Build Pipeline: Removing the Lumin (Magic Leap 1) platform from being added as part of the installer for Windows and Mac.

  • Build Pipeline: The build subtarget is now adjusted to kStandaloneBuildSubtargetServer when BuildPipeline.BuildPlayer is called with the deprecated option BuildOptions.EnableHeadlessMode set to true so the scripted build pipeline remains backward compatible until the option is effectively removed. (1354146)

  • Build System: Fixed error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling .

  • Burst: Arrows were rendered even though they were not within the current view.

  • Burst: Burst will now handle projects special characters in their project-name.

  • Burst: Crash in burst module initialization if multiple modules are compiled and then linked in a different order.

  • Burst: Detects if the simulator is the target of a player build for iOS/tvOS and disables burst, as at present this configuration is not supported by burst.

  • Burst: Fixed a bug where a player build that had multiple assemblies that had structs declared with the same name and same contents but different methods in them, would wrongly only pick a single struct to Burst-compile.

  • Burst: Fixed a bug whereby sometimes some LLVM intrinsics could be incorrectly marked as unused causing invalid codegen with calls to .

  • Burst: Fixed a bug with for 128-bit types where it would crash the compiler.

  • Burst: Fixed a crash that could occur when loading legacy Burst AOT settings and then entering play mode.

  • Burst: Fixed an issue where Debug.LogError logs from Bursted code would be treated as compiler errors. (1354070)

  • Burst: Fixed an issue where dsym folders would be not be copied across to the DoNotShip folder when building a multi architecture build for mac os.

  • Burst: Fixed bug that could lead to "Failed cryengine error while loading the texture resolve method with name hash X and signature hash Y" compiler error.

  • Burst: Fixed bug that could lead to incorrect compiler errors for calls to from a generic type.

  • Burst: Fixed compiler error that occurred when calling with a delegate type that was decorated with a custom attribute.

  • Burst: Fixed issue that could cause bcl.exe to fail with an exit code of 1 but not output any compilation errors.

  • Burst: Fixed our platform documentation to accurately reflect the current supported platforms with Burst.

  • Burst: Fixed that implicitly casting a scalar half to a vector type would cause the compiler to crash.

  • Burst: Fixed the "could not find path tempburstlibs" error message popping up when building for Android and Burst is disabled.

  • Burst: Fixed the [bug @tertle found](https://forum.unity.com/threads/burst-error-bc0102-unexpected-internal-compiler-error.1173977/) when loading a vector from a struct pointer that is marked as .

  • Burst: Incorrect conversions between signed and unsigned vector types.

  • Burst: Inspector menu buttons were seen as available, even though they were not supported, when viewing i.e. .NET IL code.

  • Burst: Linker errors on macOS due to long command lines, swapped to using filelists for inputs.

  • Burst: Linking would fail on non-Windows platforms if the project folder contained a single-quote.

  • Burst: Made it save the actual line numbers for code blocks in even when the block is below the view.

  • Burst: Missing output messages from some tools when a failure occurred.

  • Burst: Removed the starting newline character when copying, and when rendering plain assembly kind.

  • Burst: Stack overflow caused by placement of alloca under certain function transforms.

  • Burst: Static constructor cyclic checks also included method calls when this is not necessary and fails on burst runtime logging code.

  • Burst: Static constructor sorting didn't account for dependencies within calls' IL.

  • Burst: The cache for pdbs was becoming stale. This caused issues with wrong source information being shown in the inspector, and potentially wrong debug information being generated for bursted code in editor sessions.

  • Burst: due to and not being probably initialized when all blocks cryengine error while loading the texture above the scroll position.

  • Burst: now correctly doesn't zero-initialize variables in a function (previously it only avoided zero-initialization of created variables).

  • Core: Corrected disposed NativeArray and NativeSlice instance behaviour when accessing the Length property. An exception is now thrown instead of returning 0. An exception is also thrown when accessing the NativeArray indexer or attempting to iterate over disposed instances.

  • Core: Fixed bug where shadows disappear in the frustum corners from false positives in the shadow culling.

  • Core: Fixed bug with shadow fade where the shadows will be culled with a hard line across the fade and also stretches the fade beyond the projected shadow.

  • Core: Unity.Collections.LowLevel.Unsafe::AtomicSafetyHandle method CheckExistsAndThrow throws exception ObjectDisposedException instead of InvalidOperationException.

  • Core: Updated NativeArray and NativeSlice Enumerator MoveNext functions with a define conditional
    atomic safety handle boolean check to ensure that existing enumerators return false
    when MoveNext() is called instead of throwing an exception.

  • Core: When ENABLE_UNITY_COLLECTIONS_CHECKS is defined some additional AtomicSafetyHandle struct validation methods are available.

  • Documentation: Fixed incorrect measurement units for ArticulationDrive.forceLimit.

  • DX12: Fixed crash copying block compressed textures. (1360034)

  • DX12: Fixed crash on present in Editor.

  • Editor: (Dynamic Hints) Fixed: NullReferenceException when a prefab with a cryengine error while loading the texture script is hovered in the ProjectBrowser.

  • Editor: Added a new filter in project browser for VFX Asset files. (1382786)

  • Editor: Added additional diacritics support to the Linux Editor for multi-key characters, cryengine error while loading the texture. (1344560)

  • Editor: Added BOM SJSON parsing support. (1373091)

  • Editor: Added pen delta calculation for the new input system. (1168556)

  • Editor: Added progress scopes for shader compilation and scene opening. (1331846)

  • Editor: Advanced Drop-down now calculates the initially needed size correctly, avoiding scrollbars if the size fits into view or the defined max size of the window. (1335631)

  • Editor: Copy Path property' in transform inspector now returns the correct property when constrain proportions are disabled. (1365045)

  • Editor: Do not show Beta users thank you link if the build is not final. (1363606)

  • Editor: Ensure current Settings Provider gets Activated if NotifySettingsProvider change is called, cryengine error while loading the texture. (1343598)

  • Editor: Ensure no SearchReportWindow are created when using old OverlayPresets.asset. (1368837)

  • Editor: Ensure RootEditor does not prevent from dropping in scene view. (1373165)

  • Editor: Ensured compact mode works fine with Asset store provider. (1357617)

  • Editor: Ensured that when creating a new scene through the scene template mechanism the EditorSceneManager.newScene event has the proper arguments and all the defaults objects are properly created according to the type of builtin template. (1347256)

  • Editor: Ensured the tips section doesn't wordwrap as this cause resizing problem at scaling 125%. (1345630)

  • Editor: Enums in the inspector can now be sorted in alphabetical order by using [InspectorOrder] attribute.

  • Editor: Fixed error /var/log is a world writeable directory bug regarding repeat command for integration tests (DSTP-562).

  • Editor: Fixed a bug which prevented the access token to be refreshed cryengine error while loading the texture it expired. This issue required the user to close and reopen the editor every time the access token expired to get it refreshed.

  • Editor: Fixed a crash when cancelling a project loading in certain cases. (1380096)

  • Editor: Fixed Advanced Dropdown (Add Component Menu) to allow mouse interactions in the search text field. (1352677)

  • Editor: Fixed an issue to set correct EnumFlagsFields for sbyte, byte, short and ushort. (1337072)

  • Editor: Fixed an issue where console errors are thrown when terrain inspector is shrunk. (1305724)

  • Editor: Fixed an issue where the cursor would flicker between different cursors near resize panes. (1333668)

  • Editor: Fixed an occasional exception when reordering expanded elements.

  • Editor: Fixed ArgumentOutOfRangeException when interacting with Scene Hierarchy window after exiting playmode. (1351981)

  • Editor: Fixed assert throwing when instantiating a new scene from a modal window. (1355520)

  • Editor: Fixed build and run menu and its shortcut still working when build and run is disabled by Editor extension. (1345699)

  • Editor: Fixed can't resize the Inspector window when a script is attached to a GameObject and Sirenix Odin Inspector plugin is installed. (1359807)

  • Editor: Fixed Console Window log hyperlinks cursor hovering.

  • Editor: Fixed crash when entering Play Mode if a ScriptableObject Resource is loaded and unloaded while being displayed in the Inspector. (1359247)

  • Editor: Fixed drag and drop of render texture with incorrect dimesion on light cookie field. (1376464)

  • Editor: Fixed editor crash when accessing properties on canvas in some cases. (1340354)

  • Editor: Fixed editor crash while processing static batching meshes during enter playmode. (1370676)

  • Editor: Fixed Editor crashes on Force Quit when Library folder is deleted and regenerated while editor is running. (1323161)

  • Editor: Fixed editor crashes when exiting and keeping a tutorial project.

  • Editor: Fixed editor freezes for a moment when moved from one screen to another with different resolution scale. (1322959)

  • Editor: Fixed editor window leak on window close. (1372919)

  • Editor: Fixed elements overlap one another in the Inspector window when using MinAttributes and scvmm error 3140 the Inspector window. (1363190)

  • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

  • Editor: Fixed EnumMaskField showing "Mixed." when the value was non-zero but none of the actual flags were set.

  • Editor: Fixed EnumMaskField showing the label "Mixed." when all flags were set but the mask value was not set to the everything value. This will now also handle cases where obsolete enum values were present in the enum but not set or displayed.

  • Editor: Fixed error messages overflowing on new versions of macOS. (1312314)

  • Editor: Fixed errors being thrown from the RenderTexture editor after selecting the Tex2DArray dimension. (1287189)

  • Editor: Fixed floating window behavior for mac editor fullscreen so that windows remain on the desktop when the editor enters or exits fullscreen on a second monitor. (1321315)

  • Editor: Fixed for Scroll bars scrolling up and down when holding down the left mouse button on the left edge of the scroll bar area, cryengine error while loading the texture. (1347294)

  • Editor: Fixed GameObjectChangeTracker initialization issue causing it to trigger assertion failure errors, cryengine error while loading the texture. (1376716)

  • Editor: Fixed glitching when resizing editor windows with a popup open in the Windows editor. (1333410)

  • Editor: Fixed gradient picker was forced to always use gamma colorspace (ignoring provided parameter). (1383095)

  • Editor: Fixed GUIClip errors are shown after deleting all objects from multiple loaded Scenes in the Hierarchy. (1363623)

  • Editor: Fixed handling of special hotkey characters in the Open Recent Scene sub-menu. (1364651)

  • Editor: Fixed incorrect OnApplicationPause pauseStatus after losing focus on macOS, cryengine error while loading the texture. (1344918)

  • Editor: Fixed incorrect primitive counts for meshes with multiple sub meshes in the LOD Inspector. (1349756)

  • Editor: Fixed issue when suffix was applied to BuildTargets without extension.

  • Editor: Fixed issue where Console Log is selected but no info is shown when selecting a log, entering and exiting Play Mode. (1341773)

  • Editor: Fixed Linux Editor not reporting scroll values with new input system. (1354498)

  • Editor: Fixed Mac Editor crash that happened in multi-scene builds that were using BuildOptions.DetailedBuildReport.

  • Editor: Fixed missing labels for properties. (1332116)

  • Editor: Fixed modal progress window stuck on top of other applications on macOS. (1358626)

  • Editor: Fixed mouse move events not properly being received by the game view when not in maximize mode. (1381985)

  • Editor: Fixed occasional missed mouse messages in the Windows Editor when the cursor is locked. (1365651)

  • Editor: Fixed OpenGL context error messages when entering or exiting play mode. (1338849)

  • Editor: Fixed possible crash when remapping assets during template instantiation, cryengine error while loading the texture. (1387380)

  • Editor: Fixed Project Browser ping effect is misaligned in grid view. (1367601)

  • Editor: Fixed Render Settings being lost when instantiating a template with no cloneable dependencies. (1371682)

  • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

  • Editor: Fixed repeat functionality for native test runner(DSTP-668).

  • Editor: Fixed scene template instantiate when no cloneable dependency. (1354371)

  • Editor: Fixed selection shift selection in the Scene Hierarchy. (1368196)

  • Editor: Fixed so that dialogs displayed with EditorUtility.DisplayDialog open in front of other windows in the macOS Editor. (1350447)

  • Editor: Fixed spelling mistake.

  • Editor: Fixed the issue when an older user layout was loaded in the Editor and resulted in InvalidCastException. (1347313)

  • Editor: Fixed the platform string. A proper platform string is now returned for server platforms (windows, linux and OSX). (1360107)

  • Editor: Fixed tooltips staying open in the macOS editor when space changes or a window is minimized. Also fixes "ghost" cryengine error while loading the texture in dual monitor set-up with multiple spaces. (1295787)

  • Editor: Fixed touchcount not resetting when exit playmode with a finger down. (1258785)

  • Editor: Fixed Transform Component update with HideFlags.DontSave objects. (1091293)

  • Editor: Fixed unicode input in Windows Editor modal windows so that non-Latin characters can be entered. (1297206)

  • Editor: Fixed Unity Package Manager diagnostic tool failing to license system error occured 3d max when started via the launch script.

  • Editor: Inspector correctly refreshes after adding the CanEditMultipleObjects attibute to an inspector. (1348788)

  • Editor: Inspector does not show prefab overrides system error 86 01 designjet 500 if the prefab asset is missing. (1369171)

  • Editor: Installing Linux mono and IL2CPP support on mac will no longer keep only the most recently installed of the two. (1331946)

  • Editor: New parent is now placed properly if default parent is set. (1324389)

  • Editor: On macOS, fixed an issue where clicking on the game view in play mode would cause unexpected mouse delta data. (1343436)

  • Editor: Prefab instances no longer lose their modifications after a scene template instantiation.

  • Editor: Prevent context menus near the edge of the screen from popping far away from the context-click on macOS. (1339181)

  • Editor: Properly restore Settings Window splitter position when domain reload happens. (1359479)

  • Editor: Reduced the autocomplete popup width and trimmed the search item label to support long search terms. (1348672)

  • Editor: Reduced time processing mesh static batches when loading scenes additively. (1143037)

  • Editor: Shader search window will now display results based on whether the search string matches any part of the full Shader path. (1334043)

  • Editor: The Project window lock icon will now show a ping indicator if an attempt to frame/ping an asset is made and the window is locked. (1362598)

  • Editor: Unified the il2cpp default order for managed stripping levels in the Player Settings drop-down menu to the one of Mono (Minimal > Low > Medium > High).

  • Editor: Updating EditorScript behavior in SceneView based on Inspector visibility. (1340534)

  • Editor: Values of UnityEngine.Device.Screen.width/height are now consistent when using Device Simulator and don't change during different events. (1335981)

  • Editor: When in a different editormode, ensure ExecuteMenuItem works with default menu paths. (1377944)

  • GI: Added test is disabled on all Editor platforms. (1361081)

  • GI: Avoid falling back to CPU Lightmapper in scenes with only black direct lights. (1356606)

  • GI: Baking with progressive updates ON or OFF with the GPULM always gives the same result. (1352923)

  • GI: Exposed API for environmentMIS property in LightingSettings. (1338804)

  • GI: Fixed a small offset in GPULM light cookie textures. (1333945)

  • GI: Fixed an issue where changing Lightmap Encoding would cause Texture Importers for HDR cubemaps to enter an invalid state when targeting mobile platforms. (1297258)

  • GI: Fixed an issue where it was possible to set the value of maxBounces to less than that of minBounces when setting these values via the API. (1350279)

  • GI: Fixed case where the Enlighten Realtime GI charting visualization would not work. (1353283)

  • GI: Fixed crash on some Windows7 PCs when tbb12.dll cryengine error while loading the texture loaded. (1361676)

  • GI: Fixed denoising issues with OIDN and OptiX denoisers on GPULM when using different values for direct lighting sample count and indirect lighting sample count. (1337396)

  • GI: Fixed issue where error messages from baking cannot be cleared when clearing lighting from the lighting panel. (1323367)

  • GI: Fixed issue where lightmaps would be lost cryengine error while loading the texture loading a scene additively when the main scene uses realtime GI and is baked with auto mode. (1346566)

  • GI: Fixed issue with the Lightmap Exposure value getting lost when entering and exiting Playmode. (1362687)

  • GI: Fixed light reset, remove any cookie that might be attached to the light. (1335363)

  • GI: Fixed NullReferenceException when viewing the reflection probe inspector while a custom editor for Cubemap exists. (1341400)

  • GI: Fixed realtime GI assertion errors from terrain lighting caused by mesh in scene with broken UV2s. (1348485)

  • GI: Fixed regression where the GPU Lightmapper hangs when exporting training data in a scene with no active lights. (1350077)

  • GI: Fixed unexpected fallbacks from the GPULM to the CPULM when changing filtering settings during a bake. (1364204)

  • GI: Normalized normals in the meshes is now passed to the progressive lightmappers. (1356670)

  • Graphics: Added new renderingLayerMask parameter for RendererListDesc. This will parameter will allow users to configure the rendering layer mask filter for the respective renderer list.

  • Graphics: Added rendering layer support to instanced terrain details. (1334605)

  • Graphics: Attempting to draw with disposed argument buffer with DrawProceduralNow functions now issues an error to the log instead of a crash. (1356448)

  • Graphics: Crunch compression properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption. (1340715)

  • Graphics: EditorUtility.Compress to crunch fails without crashing when providing invalid texture sizes. (1331258)

  • Graphics: Enabled Depth Sharing in Vulkan.

  • Graphics: Enabled support for dynamic resolution when using Vulkan on Windows and Linux. (1337161)

  • Graphics: Encoding R8, cryengine error while loading the texture, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)

  • Graphics: Fixed 16bpc to 8bpc quantizing bug in the texture importer for type Sprite. (1303552)

  • Graphics: Fixed a crash on Vulkan/Metal when trying to preview non-Float or non-UNorm format RenderTextures. (1332920)

  • Graphics: Fixed a crash when using OpenGL and SRP batcher with async shader compilation. (1374270)

  • Graphics: Fixed a critical issue on android devices & lens flares. Accidentally creating a 16 bit texture was causing gpus not supporting them to fail.

  • Graphics: Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.

  • Graphics: Fixed a performance issue in the SRP Render loop. (1369766)

  • Graphics: Fixed alignment in Volume Components.

  • Graphics: Fixed an assert spam (data != nullptr) in the Console Window when ray tracing effects are used in HDRP. (1380929)

  • Graphics: Fixed an error message logged by RenderTexture assets suggesting an incorrect/confusing fallback format when attempting to use an incompatible color format while "Enable Compatible Format" was turned off. Additionally, the RenderTexture.graphicsFormat getter no longer logs errors/warnings. (1353831)

  • Graphics: Fixed an incorrect preprocessor define causing ImageConversion.EncodeArrayToTGA (and overloads) to always fail. (1340467)

  • Graphics: Fixed an issue causing Render Graph execution errors after a random amount of time.

  • Graphics: Fixed an issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state.

  • Graphics: Fixed an issue that the depthSlice is not set for depth attachement when using depth only NativeRenderPass. (1381464)

  • Graphics: Fixed an issue were asserts were triggered cryengine error while loading the texture creating uninitialized textures. (1342524)

  • Graphics: Fixed an issue were errors related to .raytrace shader (RayTracingShader) setup were not removed from the Console Window in the Editor after they were fixed. (1362269)

  • Graphics: Fixed an issue where preview objects were being drawn in an unexpected layer. They are now drawn using layer 0 (Default) instead of layer 1 (TransparentFX). (1361557)

  • Graphics: Fixed an issue where RayTracingAccelerationStructure.CullInstances was not accepting a Renderer into the RTAS that uses a mix of Opaque and Transparent Materials while RayTracingInstanceCullingTest.allowTransparentMaterials was false. (1381388)

  • Graphics: Fixed an issue where Texture.CreateExternalTexture was not detecting the native texture format on DirectX12. (1343696)

  • Graphics: Fixed an issue where Texture2D.UpdateExternalTexture did not work on vulkan. (1355632)

  • Graphics: Fixed an issue where textures were relying on uninitialized sentinel values by making uninitialized data optional. (1342022)

  • Graphics: Fixed an issue where TexturesD3D11Base::RegisterNativeTexture ignored format from UnityEngine.Cubemap.CreateExternalTexture when creating the SRV. (1281016)

  • Graphics: Fixed an SRP Batcher issue with Integer properties affecting GPU state. (1355311)

  • Graphics: Fixed artifacts when calling ReflectionProbe.BlendCubemap(). (1360030)

  • Graphics: Fixed AssetPreviews + texture preview window for ASTCnm/Plain normal maps.

  • Graphics: Fixed BatchRendererGroup objects not being pickable.

  • Graphics: Fixed binding read-only depth/stencil attachments as texture when using Vulkan.

  • Graphics: Fixed black pixel issue in AMD FidelityFX Cryengine error while loading the texture implementation.

  • Graphics: Fixed black RenderTarget/CustomRenderTarget thumbnails when changing Color/Depth formats. (1340733)

  • Graphics: Fixed copying between ARGB regular texture and RT on Vulkan. (1371407)

  • Graphics: Fixed corrupt mipmap calculations during RG32 and RGB48 texture importing. (1340126)

  • Graphics: Fixed crash when creating a RenderTexture with dimensions exceeding the capabilities of the current graphics device. (1313675)

  • Graphics: Fixed cropped thumbnail for Image with non-uniform scale and rotation.

  • Graphics: Fixed failing CopyTexture in Editor when build target is a mobile platform and the source texture is a normal cryengine error while loading the texture or lightmap. (1365807)

  • Graphics: Fixed GLSL shader compilation error on some Cryengine error while loading the texture drivers when using SV_RenderTargetArrayIndex with tessellation shaders. (1261150)

  • Graphics: Fixed high CPU/GPU utilization when occlusion window is open. (1341977)

  • Graphics: Fixed high memory usage in Vulkan backend when using many different textures per texture property of a shader. (1372610)

  • Graphics: Fixed IES Importer related to new API on core.

  • Graphics: Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.

  • Graphics: Fixed incorrect rendering result when HDR rendering support is disabled in GraphicsSettings but HDR output is enabled in PlayerSettings. (1363703)

  • Graphics: Fixed incorrect rendering when having object with negative scale. (1280030)

  • Graphics: Fixed incorrect rendering when SRP Batcher skips invalid meshes during BRG rendering. (1383042)

  • Graphics: Fixed issue in which the camera rendered into the backbuffer instead of a temporary texture. (1362704)

  • Graphics: Fixed issue when changing volume profiles at runtime with a script.

  • Graphics: Fixed issue with resolution change when using renderFrameInterval. (1355972)

  • Graphics: Fixed keyword and float property upgrading in SpeedTree8MaterialUpgrader.

  • Graphics: Fixed leaving uncleared screen after changing aspect ratio. (1367899)

  • Graphics: Fixed leftover memory when switching scenes when using Vulkan. (1293458)

  • Graphics: Fixed Lens Flare 'radialScreenAttenuationCurve invisible'.

  • Graphics: Fixed Lens Flare rotation for Curve Distribution.

  • Graphics: Fixed Lens Flare Thumbnails.

  • Graphics: Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.

  • Graphics: Fixed LightAnchor too much error message, became a HelpBox on the Inspector.

  • Graphics: Fixed Mac Metal player so red edges no longer appear when dragging resizable windows. (1298578)

  • Graphics: Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.

  • Graphics: Fixed memory leak when using Vulkan GraphicsJobs. (1333454)

  • Graphics: Fixed Mesh.AddBlendShapeFrame not properly updating mesh layout to be compatible with GPU blend shapes. (1312251)

  • Graphics: Fixed Metal error when copying textures with mismatched data. (1374449)

  • Graphics: Fixed negative scaling which caused the scene view ui to cryengine error while loading the texture. (1378547)

  • Graphics: Fixed numerous cases where mini-thumbnails would not match the cryengine error while loading the texture visual look when using linear project color space.

  • Graphics: Fixed overlay camera stacking is not working on MacOS when using OpenGLCore with MSAA. (1250331)

  • Graphics: Fixed possible out-of-memory when minimizing a Player that uses Vulkan on Windows. (1372535)

  • Graphics: Fixed potential for LineRenderer.BakeMesh and TrailRenderer.BakeMesh to fail with invalid AABB error messages. (1349946)

  • Graphics: Fixed ProBuilder mesh's texture disappearing after enabling Path Tracing. This happened when the vertex color channel was not set. (1348821)

  • Graphics: Fixed realtime GI when using OpenGL. (1339133)

  • Graphics: Fixed RenderTexture with randomWrite (UAV) that has dynamic resolution enabled with Vulkan. (1366269)

  • Something: Cryengine error while loading the texture

    MICROSOFT ESSENTIAL SECURITY ERROR 80070002
    C+ + BUILDER SOCKET ERROR # 11001
    EXCEL VBA ERROR LIST

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