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When the game stops and I go to copy the debugging information, the text field appears blank with no information

Hm, if you do it before when it normally stops does it show text in the text field?

Also, have you tried playing the browser demo, does it get stuck in the same place?

We might be stuck with looking for that "Player.log" file - whatever is the problem might be stopping it outputting the debug info too.

Thanks for helping with reporting - hopefully I can find the issue, but without being able to make it happen, or any error

Yes, the game also gets stuck in the same place while playing the browser demo. However, I was able to retrieve the debugging information in the text box when the game stops, while playing the browser demo. Here's what I was able to retrieve: 

<details><summary>Debug Info for Beta 1.13</summary><br>Checking Kean at the Gym:Kean at the Gym<br>Loaded Dialogue: 102<br>Loading --> Start<br>Transition started - fade-panel<br>Transition finished - fade-panel<br>Start --> Dialogue<br>Dialogue --> Dialogue<br>Text to wrap: You arrive at Kean's apartment, a simple and clean apartment. He greets you warmly, his eyes sparkling with excitement for your upcoming workout session at the gym.<br>Wrapped text: You arrive at Kean's apartment, a simple<br>and clean apartment. He greets you<br>warmly, his eyes sparkling with<br>excitement for your upcoming workout<br>session at the gym.<br>Transition started - scene-panel,fade-panel<br>Transition started - scene-panel,fade-panel<br>Transition finished - scene-panel,fade-panel<br>UIT Panel:Scene Panel - Animation finished<br>Transition finished - scene-panel,fade-panel<br>UIT Panel:Scene Panel - Animation finished<br>Finished animation via click<br>Dialogue --> WaitingForClick<br>Finished anima...cause it exceeds 49152 vertices.<br><br><b>[Warning]</b> Generated text will be truncated because it exceeds 49152 vertices.<br><br><b>[Warning]</b> Generated text will be truncated because it exceeds 49152 vertices.<br><br><b>[Warning]</b> Generated text will be truncated because it exceeds 49152 vertices.<br><br><b>[Warning]</b> Generated text will be truncated because it exceeds 49152 vertices.<br><br><b>[Warning]</b> Generated text will be truncated because it exceeds 49152 vertices.<br><br><b>[Warning]</b> Generated text will be truncated because it exceeds 49152 vertices.<br><br><b>[Warning]</b> Generated text will be truncated because it exceeds 49152 vertices.<br><br><b>[Error]</b> A VisualElement must not allocate more than 65535 vertices.<br><b>[Stack Trace]</b> UnityEngine.Canvas:EndRenderExtraOverlays(Int32)

<br><br><b>[Error]</b> A VisualElement must not allocate more than 65535 vertices.<br><b>[Stack Trace]</b> UnityEngine.Canvas:EndRenderExtraOverlays(Int32)

</details>

Awesome :) - though not a super helpful error as this is a Unity problem with the way it renders text likely (thus explains the rareness).

I've put some extra checks in place to tidy up/clear off text - so download the windows version 1.13b and see if those extra checks/tidy up fix it. If it sticks again, there's a checkbox under settings for "Fading Text" - that will simplify the typing animation, which should reduce the amount of processing it does, but not super confident that'll fix it.

*Fingers crossed*

Mmm... Doesn't seem to work :/

:( - I've updated the web version with those settings too - check there - let me know if it gets any further.

Otherwise, I'll see if i can upgrade it to Unity 6 - they might have fixed/better handle the interface, but that might take me a little while.

Doesn't seem to work on the web version either. Maybe it's something wrong with my computer? I went to check the text field with the debugging information again, and this was what I was able to retrieve after the game stopped: 

<details><summary>Debug Info for Beta 1.13</summary><br>Checking Kean at the Gym:Kean at the Gym<br>Loaded Dialogue: 102<br>Loading --> Start<br>Transition started - fade-panel<br>Transition finished - fade-panel<br>Start --> Dialogue<br>Dialogue --> Dialogue<br><br><b>[Error]</b> NullReferenceException: Object reference not set to an instance of an object.<br><b>[Stack Trace]</b> UITPanel.OnTransitionEnd (UnityEngine.UIElements.TransitionEndEvent evt) (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.PropagationPhase propagationPhase) (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacks (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.PropagationPhase propagationPhase) (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (...gine.UIElements.VisualElementAnimationSystem.Update () (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.Panel.UpdateAnimations () (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.BaseVisualElementPanel.Update () (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.RuntimePanel.Update () (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.UIElementsRuntimeUtility.UpdateRuntimePanels () (at <00000000000000000000000000000000>:0)

UnityEngine.UIElements.UIElementsRuntimeUtilityNative.UpdateRuntimePanels () (at <00000000000000000000000000000000>:0)

<br>Transition finished - player-button,hover<br>UIT Panel:Player Panel - Animation finished, during wrong state<br>Transition finished - player-button,hover<br>UIT Panel:Player Panel - Animation finished, during wrong state</details>

I've been having the same problem, even before the update sadly, I was so excited for the update and thoought it could work again, but I'm blocked by this :(

Rare bug hunting is a challenge! See if the Unity 6 upgrade version (1.13c) changes anything for you.

Alright, have a try of version 1.13c (windows only for now) - it's a quick upgrade to Unity 6, where unity has done some work around the UI systems, so might be more consistent - it's thrown me a few errors though, but most of them I can go back and try again and works the second time.

*fingers crossed* if it gets you further, I'll sort out the other issues :)

I've been trying it while playing with the debug setting and I got this on the stuck part 

System.Number.ParseSingle (System.ReadOnlySpan`1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)

System.Single.Parse (System.String s) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)

GameManager.HandleSound (System.String[] instructions) (at <38435638b8044f87bbe6c683c2ff2e43>:0)

GameManager.ProcessTreeNode () (at <38435638b8044f87bbe6c683c2ff2e43>:0)

GameManager.GoToNextNode (System.Int32 option) (at <38435638b8044f87bbe6c683c2ff2e43>:0)

GameManager.HandleAnimation (System.String[] instructAnim) (at <38435638b8044f87bbe6c683c2ff2e43>:0)

GameManager.ProcessTreeNode () (at <38435638b8044f87bbe6c683c2ff2e43>:0)

GameManager.GoToNextNode (System.Int32 option) (at <38435638b8044f87bbe6c683c2ff2e43>:0)

GameManager.<Start>b__43_0 () (at <38435638b8044f87bbe6c683c2ff2e43>:0)

AnimationQueue.Next () (at <38435638b8044f87bbe6c683c2ff2e43>:0)

GameManager.AnimatableFinish (IAnimatable animObj) (at <38435638b8044f87bbe6c683c2ff2e43>:0)

UITPanel.OnTransitionEnd (UnityEngine.UIElements.TransitionEndEvent evt) (at <38435638b8044f87bbe6c683c2ff2e43>:0)

UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target, System.Boolean isCapturingTarget) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventDispatchUtilities.DefaultDispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventBase.Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventDispatcher.OpenGate () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.StylePropertyAnimationSystem+Values`1[T].ProcessEventQueue () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.StylePropertyAnimationSystem+Values`1[T].Update (System.Int64 currentTimeMs) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.StylePropertyAnimationSystem.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.VisualElementAnimationSystem.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.Panel.UpdateAnimations () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.BaseRuntimePanel.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.RuntimePanel.Update () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.UIElementsRuntimeUtility.UpdatePanels () (at <c382f019af6e402fa7df0b2357e98c15>:0)

UnityEngine.UIElements.UIElementsRuntimeUtilityNative.UpdatePanels () (at <c382f019af6e402fa7df0b2357e98c15>:0)

<br>Transition finished - player-button,hover<br>UIT Panel:Player Panel - Animation finished, during wrong state<br>Transition finished - player-button,hover<br>UIT Panel:Player Panel - Animation finished, during wrong state</details>

Went throught the player.log and copied this 

Renderer component not found on object: scene

Renderer component not found on object: ChatScene

Renderer component not found on object: scene

Renderer component not found on object: ChatScene

FormatException: Input string was not in a correct format.

  at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <321eb2db7c6d43ea8fc39b54eaca3452>:0 

  at System.Number.ParseSingle (System.ReadOnlySpan`1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00071] in <321eb2db7c6d43ea8fc39b54eaca3452>:0 

  at System.Single.Parse (System.String s) [0x0001a] in <321eb2db7c6d43ea8fc39b54eaca3452>:0 

  at GameManager.HandleSound (System.String[] instructions) [0x00028] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at GameManager.ProcessTreeNode () [0x00190] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at GameManager.GoToNextNode (System.Int32 option) [0x00078] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at GameManager.HandleAnimation (System.String[] instructAnim) [0x000e8] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at GameManager.ProcessTreeNode () [0x00181] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at GameManager.GoToNextNode (System.Int32 option) [0x00078] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at GameManager.<Start>b__43_0 () [0x00000] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at AnimationQueue.Next () [0x0004b] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at GameManager.AnimatableFinish (IAnimatable animObj) [0x0008a] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at UITPanel.OnTransitionEnd (UnityEngine.UIElements.TransitionEndEvent evt) [0x00072] in <38435638b8044f87bbe6c683c2ff2e43>:0 

  at UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) [0x00010] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) [0x0008f] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target, System.Boolean isCapturingTarget) [0x00194] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventDispatchUtilities.DefaultDispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) [0x0001d] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventBase.Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) [0x00001] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) [0x00053] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () [0x0003d] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventDispatcher.OpenGate () [0x00042] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.EventDispatcherGate.Dispose () [0x00001] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.StylePropertyAnimationSystem+Values`1[T].ProcessEventQueue () [0x000bf] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.StylePropertyAnimationSystem+Values`1[T].Update (System.Int64 currentTimeMs) [0x0002d] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.StylePropertyAnimationSystem.Update () [0x00029] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.VisualElementAnimationSystem.Update () [0x000b1] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) [0x0001e] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.Panel.UpdateAnimations () [0x00001] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.BaseRuntimePanel.Update () [0x0001b] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.RuntimePanel.Update () [0x0001d] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.UIElementsRuntimeUtility.UpdatePanels () [0x00023] in <c382f019af6e402fa7df0b2357e98c15>:0 

  at UnityEngine.UIElements.UIElementsRuntimeUtilityNative.UpdatePanels () [0x0000a] in <c382f019af6e402fa7df0b2357e98c15>:0 

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 0.712700 ms

Unloading 4453 unused Assets to reduce memory usage. Loaded Objects now: 2541.

Total: 203.676100 ms (FindLiveObjects: 0.242100 ms CreateObjectMapping: 0.177800 ms MarkObjects: 199.503200 ms  DeleteObjects: 3.752800 ms)

[Physics::Module] Cleanup current backned.

[Physics::Module] Id: 0xf2b8ea05

It still gets stuck. Honestly, I just want to thank you for the work you have been doing trying to fix this... You're doing a lot. Since it seems to work for most people, it probably just means my computer is allergic to Unity or something haha. I don't know what could be causing this.

Ah you're welcome! As a solo dev/artist/etc, it's nice when people help find bugs - I'm not going to make enough money to quit my day job and be able to test on different platforms etc or pay for testing - so I also appreciate your help and patience! 

I do have the same problem...