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That's odd! Can you find the error logs '~/.config/unity3d/Steb/What-Lives-Below/Player.log' and paste them in?

Mono path[0] = '/home/stalkerfish/Downloads/games/what-lives-below/What-Lives-Below-Demo-Linux/What-Lives-Below-Demo-Linux_Data/Managed'

Mono config path = '/home/stalkerfish/Downloads/games/what-lives-below/What-Lives-Below-Demo-Linux/What-Lives-Below-Demo-Linux_Data/MonoBleedingEdge/etc'

Display 0 '0': 1366x768 (primary device).

Unable to load player prefs

Desktop is 1366 x 768 @ 60 Hz

Initialize engine version: 2019.4.19f1 (ca5b14067cec)

[Subsystems] Discovering subsystems at path /home/stalkerfish/Downloads/games/what-lives-below/What-Lives-Below-Demo-Linux/What-Lives-Below-Demo-Linux_Data/UnitySubsystems

GfxDevice: creating device client; threaded=1

Renderer: AMD RAVEN (DRM 3.38.0, 5.8.0-55-generic, LLVM 11.0.0)

Vendor:   X.Org

Version:  4.6 (Core Profile) Mesa 20.2.6

GLES:     0

 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_multisample_advanced GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_dist

ance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel

_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_sparse_buffer GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB

_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_

rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decod

e GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_alpha_to_coverage_dither_control GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc

OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level  <OpenGL 4.5> ; Context handle 39757344

Begin MonoManager ReloadAssembly

- Completed reload, in  0.099 seconds

Default vsync count 1

requesting resize 1366 x 768

Using native desktop resolution 1366 x 768

requesting fullscreen 1366 x 768 at 0 Hz

Desktop is 1366 x 768 @ 60 Hz

Disable old input system

UnloadTime: 1.616825 ms

Desktop is 1366 x 768 @ 60 Hz

Unloading 6 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 0.484629 ms

Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 2181.

Total: 3.909156 ms (FindLiveObjects: 0.193321 ms CreateObjectMapping: 0.067606 ms MarkObjects: 3.539696 ms  DeleteObjects: 0.098546 ms)

requesting resize 1366 x 768

Using native desktop resolution 1366 x 768

requesting fullscreen 1366 x 768 at 0 Hz

Desktop is 1366 x 768 @ 60 Hz

Unloading 6 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 23.227672 ms

Kinematic body only supports Speculative Continuous collision detection
(Filename:  Line: 748)

Unloading 54 unused Assets to reduce memory usage. Loaded Objects now: 66087.

Total: 139.523947 ms (FindLiveObjects: 8.179182 ms CreateObjectMapping: 7.187715 ms MarkObjects: 31.801528 ms  DeleteObjects: 92.343650 ms)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 54.932191 ms

Unloading 29261 unused Assets to reduce memory usage. Loaded Objects now: 2439.

Total: 108.397646 ms (FindLiveObjects: 2.176603 ms CreateObjectMapping: 2.926280 ms MarkObjects: 3.110311 ms  DeleteObjects: 100.175511 ms)

Unloading 6 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 4.618813 ms

Kinematic body only supports Speculative Continuous collision detection
(Filename:  Line: 748)

Unloading 40 unused Assets to reduce memory usage. Loaded Objects now: 66083.

Total: 40.879288 ms (FindLiveObjects: 6.809175 ms CreateObjectMapping: 4.344337 ms MarkObjects: 28.245908 ms  DeleteObjects: 1.471765 ms)

NullReferenceException

  at (wrapper managed-to-native) UnityEngine.Transform.get_position_Injected(UnityEngine.Transform,UnityEngine.Vector3&)

  at UnityEngine.Transform.get_position () [0x00000] in <4e31edee49244f41a8451ffc4c7327c1>:0
  at MonsterManager+<CheckDistance>d__7.MoveNext () [0x00135] in <f8c235e194bf40889fe6fdc2368c7485>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4e31edee49244f41a8451ffc4c7327c1>:0
 

(Filename: <4e31edee49244f41a8451ffc4c7327c1> Line: 0)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)

UnloadTime: 45.551460 ms

Unloading 29097 unused Assets to reduce memory usage. Loaded Objects now: 2622.

Total: 103.796921 ms (FindLiveObjects: 4.427169 ms CreateObjectMapping: 3.512388 ms MarkObjects: 4.517963 ms  DeleteObjects: 91.330253 ms)

Setting up 8 worker threads for Enlighten.

  Thread -> id: 7fae6c549700 -> priority: 1
  Thread -> id: 7fae6ad01700 -> priority: 1
  Thread -> id: 7fae6a500700 -> priority: 1
  Thread -> id: 7fae69cff700 -> priority: 1
  Thread -> id: 7fae694fe700 -> priority: 1
  Thread -> id: 7fae68cfd700 -> priority: 1
  Thread -> id: 7fae684fc700 -> priority: 1
  Thread -> id: 7fae67cfb700 -> priority: 1

Great thank you! Restarting might help, otherwise I will make sure it’s fixed in the final build of the game.