Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hidden Folks

A hand-drawn, interactive searching game · By Adriaan de Jongh

The UI is very glitchy on Linux

A topic by shvelo created May 28, 2021 Views: 783 Replies: 6
Viewing posts 1 to 3

I've tried playing this on Linux but my mouse jumps to the center of the screen every time I leave it idle for 1 second, when clicking the menu button the menu appears and disappears immediately. All this glitching happens when the controller hint appears, can it be disabled?

I use Arch Linux with Nvidia proprietary drivers.

Mono path[0] = '/home/nick/Downloads/hidden-folks-linux/Hidden Folks_Data/Managed'
Mono config path = '/home/nick/Downloads/hidden-folks-linux/Hidden Folks_Data/MonoBleedingEdge/etc'
Preloaded 'libsteam_api.so'
Display 0 '0': 1920x1080 (primary device).
Desktop is 1920 x 1080 @ 60 Hz
Initialize engine version: 2019.3.10f1 (5968d7f82152)
[Subsystems] Discovering subsystems at path /home/nick/Downloads/hidden-folks-linux/Hidden Folks_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Renderer: NVIDIA Quadro K610M/PCIe/SSE2
Vendor:   NVIDIA Corporation
Version:  4.5.0 NVIDIA 465.31
GLES:     0 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clea

r_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_

ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_ind

irect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit

_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewp
ort GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_s

ub_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_imaging 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_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffe

r_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_s
hading 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_storage_buffer_object GL_ARB_shader_subroutine G

L_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_te

xture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range
GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_comp
ression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_textu

re_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat 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_A

RB_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_transpose_matrix 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_program 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_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform
GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffer

s2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_fr

amebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_tessellation_geometry_shader GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_pack

ed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_o
bject GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_in

teger_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL

_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_qu

ery GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_
EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_

memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buff

er_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_progra

m5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_

explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_f
og_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_p

rogram5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_p

arameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners

2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture

_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_tex
ture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_in

terop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_

program3 GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_OVR_multiview GL_OVR_multiv

iew2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 36663352
Begin MonoManager ReloadAssembly
- Completed reload, in  0.102 seconds
Default vsync count 1
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz
UnloadTime: 1.149337 ms
Unloading 19 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 3.264681 ms
Unloading 161 unused Assets to reduce memory usage. Loaded Objects now: 4288.
Total: 22.248837 ms (FindLiveObjects: 0.377334 ms CreateObjectMapping: 0.166781 ms MarkObjects: 20.622781 ms  DeleteObjects: 1.081082 ms)
Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 4288.
Total: 20.491713 ms (FindLiveObjects: 0.326320 ms CreateObjectMapping: 0.085161 ms MarkObjects: 20.062463 ms  DeleteObjects: 0.016906 ms)
Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 10.224145 ms
Unloading 285 unused Assets to reduce memory usage. Loaded Objects now: 2941.
Total: 29.110106 ms (FindLiveObjects: 0.334847 ms CreateObjectMapping: 0.149334 ms MarkObjects: 26.658689 ms  DeleteObjects: 1.966257 ms)
Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 5116.
Total: 30.159977 ms (FindLiveObjects: 0.569327 ms CreateObjectMapping: 0.304857 ms MarkObjects: 29.245454 ms  DeleteObjects: 0.039489 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 5116.
Total: 30.844502 ms (FindLiveObjects: 0.553250 ms CreateObjectMapping: 0.312025 ms MarkObjects: 29.960855 ms  DeleteObjects: 0.017231 ms)
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 4.035473 ms
Unloading 83 unused Assets to reduce memory usage. Loaded Objects now: 14790.
Total: 25.993596 ms (FindLiveObjects: 0.749061 ms CreateObjectMapping: 0.232966 ms MarkObjects: 24.513720 ms  DeleteObjects: 0.497170 ms)
Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 16195.
Total: 25.481092 ms (FindLiveObjects: 0.784404 ms CreateObjectMapping: 0.238694 ms MarkObjects: 24.401248 ms  DeleteObjects: 0.056054 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 16195.
Total: 25.009143 ms (FindLiveObjects: 0.804127 ms CreateObjectMapping: 0.166514 ms MarkObjects: 24.015417 ms  DeleteObjects: 0.022499 ms)
Setting up 2 worker threads for Enlighten.  Thread -> id: 7f06577fe640 -> priority: 1  
 Thread -> id: 7f065622c640 -> priority: 1

Developer(+1)

hmm, weird! are you trying to play with controller or with mouse? if mouse, disconnecting the controller would maybe fix it? if controller, don't move the mouse? it is by design that small UI windows disappear when you switch input devices and it sounds like that's happening for you all the time.

I also gotta mention that I don't actually own a linux computer and can't support every linux setup; I just export Hidden Folks to Linus from Unity and it seems to work for 95% of people. I hope you're not in that 5% camp!

I don't have a controller, just a mouse, but my laptop does have a trackpoint-style pointer, maybe that's detected as a controller?

Developer(+1)

Hmm, that makes this all weirder indeed! The controller hint panel should only be visible when there's controller input, but a trackpoint-style pointer should just be regarded as a mouse AFAIK.

Do you see a button in the in-game settings screen that can be toggled to ignore controller input? Does that happen to work?

Thanks, I've found it! When I set controller input to ignored it doesn't happen anymore.

(+1)

Hey, just wanted to say I just played it on the latest elementary OS and it runs perfectly :) What a gorgeous game. Thank you for making it, Adriaan :)

(+1)

BTW, if you want, I can help with Linux support free of charge.