Unity Game Crashing On Mac

Unity Editor crashes are often caused by infinite loops. Check all loops in your code one by one, especially the while loops. Make sure you don't have any infinite recursive function. What script function (that contains a loop) could be called at the 15th second? Learn how to build/export game in Unity.Change default game icon, splash screen, customize or remove pregame window, change quality settings and more. I never got that Unity screen, but it was crashing on startup for me too when I first installed it. After a few tries I verified the game, it downloaded about 5-6 MB of data and after that it was running. It might not be the same issue as yours, but otherwise I don't know how to help you, except from the usual 'verify/update drivers/whatever'.

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Unity Crash Handler Games Crashing

In this section, you'll find solutions to common issues with Visual Studio Tools for Unity, descriptions of known issues, and learn how you can help improve Visual Studio Tools for Unity by reporting errors.

Troubleshooting the connection between Unity and Visual Studio

Confirm Editor Attaching is enabled

Unity Game Crashing On Mac Os

In the Unity Menu, select Edit > Preferences and then select the External Tools tab. Confirm that the Editor Attaching checkbox is enabled. For more information, see the Unity Preferences documentation.

Unable to attach

Unity Games Keep Crashing

  • Try to temporarily disable your antivirus or create exclusion rules for both VS and Unity.
  • Try to temporarily disable your firewall or create rules for allowing TCP/UDP networking between VS and Unity.
  • Some programs, like Team Viewer, can interfere with process detection. You can try to temporarily stop any extra software to see if it changes something.
  • Do not rename the main Unity executable, as VSTU is only monitoring 'Unity.exe' processes.

Visual Studio crashes

This issue can be due to the Visual Studio MEF cache being corrupted.

Try removing the following folder to reset the MEF cache (close Visual Studio before doing this):

This should fix your issue. In case you are still experiencing the problem, run a Developer Command Prompt for Visual Studio as Administrator and use the following command:

Visual Studio stops responding

Several Unity plugins like Parse, FMOD, UMP (Universal Media Player), ZFBrowser, or Embedded Browser are using native threads. It’s an issue when a plugin ends up attaching a native thread to the runtime, which then does blocking calls to the OS. This means Unity can't interrupt that thread for the debugger (or domain reload) and stop responding.

For FMOD, there is a workaround, you can pass FMOD_STUDIO_INIT_SYNCHRONOUS_UPDATE initialization flag to disable asynchronous processing and perform all processing on the main thread.

Incompatible project in Visual Studio

First, check that Visual Studio is set as your external script editor in Unity (Edit/Preferences/External Tools). Then check that the Visual Studio plugin is installed in Unity (Help/About must display a message like Microsoft Visual Studio Tools for Unity is enabled at the bottom). Then check that the extension is properly installed in Visual Studio (Help/About).

Extra reloads, or Visual Studio losing all open windows

Crashing

Be sure to never touch project files directly from an asset processor or any other tool. If you really need to manipulate the project file, we expose an API for that. Please check the Assembly references issues section.

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If you experience extra reloads or if Visual Studio is losing all open Windows on reload, make sure that you have proper .NET targeting packs installed. Check the following section about frameworks for more information.

The debugger does not break on exceptions

When using the legacy Unity runtime (.NET 3.5 equivalent), the debugger will always break when an exception is unhandled (=outside a try/catch block). If the exception is handled, the debugger will use the Exception Settings Window to determine if a break is required or not.

With the new runtime (.NET 4.6 equivalent), Unity introduced a new way for managing user exceptions and as a result, all exceptions are seen as 'user-handled' even if they are outside a try/catch block. That's why you now need to explicitly check them in the Exception Settings Window if you want the debugger to break.

It’s hard to explain why this option is so desirable without seeing the differences in action, but in a nutshell, it makes it possible to access buttons using the Tab key that you couldn’t before. I certainly recommend using the all controls setting, as it’s one of the first things that I do when setting up a new Mac.Do you use this option on your Mac? How to tab out of a game mac os.

In the Exception Settings window (Debug > Windows > Exception Settings), expand the node for a category of exceptions (for example, Common Language Runtime Exceptions, meaning .NET exceptions), and select the check box for the specific exception you want to catch within that category (for example System.NullReferenceException). You can also select an entire category of exceptions.

On Windows, Visual Studio asks to download the Unity target framework

Visual Studio Tools for Unity requires the .NET framework 3.5, which isn't installed by default on Windows 8 or 10. To fix this issue, follow the instructions to download and install the .NET framework 3.5.

When using the new Unity runtime, .NET targeting packs version 4.6 and 4.7.1 are also required. It is possible to use the VS2017 installer to quickly install them (modify your VS2017 installation, individual components, .NET category, select all 4.x targeting packs).

Assembly reference issues

If your project is complex reference-wise or if you want to better control this generation step, you can use our API for manipulating the generated project or solution content. You can also use response files in your Unity project and we'll process them.

Breakpoints with a warning

If Visual Studio is unable to find a source location for a specific breakpoint you will see a warning around your breakpoint. Check that the script you are using is properly loaded/used in the current Unity scene.

Unity Crashing Pc

Breakpoints not hit

Check that the script you are using is properly loaded/used in the current Unity scene. Quit both Visual Studio and Unity then delete all generated files (*.csproj, *.sln) and the whole Library folder.

Unable to debug Android players

We use multicast for player detection (which is the default mechanism used by Unity), but after that we use a regular TCP connection to attach the debugger. The detection phase is the main issue for Android devices.

Wifi is versatile but super slow compared to USB because of latency. We saw a lack of proper multicast support for some routers or devices (Nexus series are well known for this).

USB is super-fast for debugging, and Visual Studio Tools for Unity is now able to detect USB devices, and talk to the adb server to properly forward ports for debugging. How to play windows steam games on mac 2016.

Issues with Visual Studio 2015 and IntelliSense or code coloration

Try upgrading your Visual Studio 2015 to update 3.

Known issues

There are known issues in Visual Studio Tools for Unity that result from how the debugger interacts with Unity's older version of the C# compiler. We're working to help fix these problems, but you might experience the following issues in the meantime:

  • When debugging, Unity sometimes crashes.

  • When debugging, Unity sometimes freezes.

  • Stepping into and out of methods sometimes behaves incorrectly, especially in iterators or within switch statements.

Report errors

Please help us improve the quality of Visual Studio Tools for Unity by sending error reports when you experience crashing, freezes, or other errors. This helps us investigate and fix problems in Visual Studio Tools for Unity. Thank you!

How to report an error when Visual Studio freezes

There are reports that Visual Studio sometimes freezes when debugging with Visual Studio Tools for Unity, but we need more data to understand this problem. You can help us investigate by following the steps below.

To report that Visual Studio freezes while debugging with Visual Studio Tools for Unity

On Windows:

  1. Open a new instance of Visual Studio.

  2. Free games that you can play on tablet. Open the Attach to Process dialog. In the new instance of Visual Studio, on the main menu, choose Debug, Attach to Process.

  3. Attach the debugger to the frozen instance of Visual Studio. In the Attach to Process dialog, select the frozen instance of Visual Studio from the Available Processes table, then choose the Attach button.

  4. Pause the Debugger. In the new instance of Visual Studio, on the main menu, choose Debug, Break All, or just press Ctrl+Alt+Break.

  5. Create a thread-dump. In the Command window, enter the following command and press Enter:

    You might need to make the Command window visible first. In Visual Studio, on the main menu, choose View, Other Windows, Command Window.

On Mac:

  1. Open a terminal and get the PID of Visual Studio for Mac:

  2. Launch the lldb debugger:

  3. Attach to the Visual Studio for Mac instance using the PID:

  4. Retrieve the stacktrace for all the threads:

Finally, send the thread-dump to vstusp@microsoft.com, along with a description of what you were doing when Visual Studio became frozen.

See also

Release notes

Known Issues in 2020.1.4f1

  • AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle(1072945)

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window(1257220)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4(1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4(1203511)

  • Asset Importers: Crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial(1267717)

  • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file(1239074)

  • Asset Importers: [Performance Regression] Importing an fbx model is noticeably slower when the model contains Animations(1265275)

  • Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear(928576)

  • Build Pipeline: Building subscenes without platform package doesn't work(1270120)

  • CodeEditors: [Windows] Load previous project on startup check causes domain reload that blocks Editor(1248300)

  • Global Illumination: [GPU PLM] Optix denoiser produces noisy results(1272950)

  • Global Illumination: [GPU PLM][macOS] Baking is stuck on 'Finalizing Bake' after switching lightmapper a few times(1204412)

  • Global Illumination: [OSX] Crash on 'Preparing Bake' stage when rebaking GI after changing lighting settings and clearing baked data(1271626)

    In order for me to get any source engine game to work, I generally have to launch it, open task manager, wait to see if the process (hl2.exe) starts using a lot of memory (like games normally do), and end the process if it doesn't DO anything. I then do that list of things again, repeatedly, until the. Source games not running on macos high sierra. You will still be able to play these games on macOS 10.14 Mojave and earlier, Windows and in many cases Linux as well. Options to keep 32-bit Mac games playable on a Mac computer: Consider not upgrading to macOS 10.15 or above. By staying on macOS 10.14 Mojave or older you will ensure that your 32-bit apps are still playable on your Mac computer.

  • Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes(1219458)

  • Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup(1162775)

  • Graphics - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to 'Don't Sync'(1108469)

  • IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly(1193773)

  • IL2CPP: UnityLinker strips classes used with the SerializeReference attribute(1232785)

  • Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed(1239227)

  • Linux: [Editor] Color picker does not work(1174814)

  • Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts(1238859)

  • Package: [Reflect] Standalone build fails with package errors if Unity Reflect is installed(1266377)

  • Project Browser: Crash on using global search patterns(1267138)

  • Scene Management: Building project when two identical scenes are open crashes the editor(1266194)

  • Scripting: [SerializedField] fields produce 'Field is never assigned to..' warning(1080427)

  • Serialization: 'globalgamemanagers.assets' file is not deterministic when comparing two builds of the same project(1269880)

  • Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change(1193322)

  • Shader System: [Bug] 'min16f as def32' modifier in FXC bytecode not honored when converting to SPIR-V/ESSL(1228687)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked(1250293)

  • WebGL: Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten(1192963)

2020.1.4f1 Release Notes

System Requirements Changes

For running Unity games
  • iOS: minimum version incremented to 10.0 (from 9.0).

Fixes

  • 2D: Fixed animation has incorrect dependency on UnityEngine.XR.WSA.Input(1249390)

  • 2D: Fixed ArgumentException errors are thrown when 2D Game Kit is imported for the first time(1244287)

  • 2D: Fixed ArgumentException when applying Sprite Import settings with mosaic property unchecked(1253198)

  • 2D: Fixed BakeCollider requires GC every frame even when there are no changes in SpriteShape(1263266)

  • 2D: Fixed exception thrown continuously when Undo operation is performed with sprites are assigned earlier(1256914)

  • 2D: Fixed NullReferenceException on creating Prefab with SpriteSkin(1245149)

  • 2D: Fixed NullReferenceException when creating Preset for SpriteSkin component(1254873)

  • 2D: Fixed Skinning Module flickers when creating new category in Visibility Window(1244097)

  • 2D: SpriteAtlasManager late binding crash(1265427)

  • 2D: [Sprite Atlas] atlasRequested callback does not trigger after unloading and loading sprite atlas(1261547)

  • AI: Resolves an issue where NavMeshQuery::Raycast could get stuck in an infinite loop if the NavMesh contains degenerate polygons.(1254813)

  • Asset Pipeline: Fix a crash that can occur when downloading non primary artifacts from cache server(1263560)

  • Asset Pipeline: Fixes editor hang after getting disconnected and quickly reconnected to cache server.(1225627)

  • DX12: 8 Multi-RenderTarget gives Assert error d3d12: querying for an out-of-bounds color surface(1219274)

  • DX12: Editor crashes when shader global constant buffer exceeds 64kB on dx12(1210562)

  • DX12: Editor crashes when using ProBuilder in Vertex Edit mode View on Crashes HQ with HDRP/DXR(1213285)

  • DX12: Texture2DArray MSAA resolve is broken on d3d12(1249422)

  • Editor: corrects keycode mappings in play mode by only using gdk keyvals to map to sdlk values(1263921)

  • Editor: Fixed an issue where Inspector window is not updated when multiple assets from the Project window are deselected/selected.(1253173)

  • Editor: Fixed Editor crashes when unlocking Inspector with PropertyInfo.SetValue function.(1250419)

  • Editor: Fixed Mac OpenGL editor causing a kernel panic on Intel Graphics(1232673)

  • Editor: Fixed NullReferenceException when changing Asset serialization mode.(1267028)

  • Editor: fixes crash on drag and drop from a closing window(1221016)

  • Editor: Renamed themes to Light and Dark now that they are available irrespective of license.(1252258)

  • Editor: Update Collab package to 1.3.9

  • GI: Fix Static Analysis Defect 53214 (Potentially overflowing expression in RRBakeLightProbesTechnique.cpp)(1228654)

  • GI: Fixed erroneous logic for resolving shadowmask texture format.(1238420)

  • Graphics: fixed readback from temporary RT not working on metal(1265379)

  • Graphics: Metal: Fix shader compiler warnings that could appear on macOS 11 Big Sur/iOS 14

  • Graphics: SkinnedMeshRenderer.BakeMesh now bakes cloth changes into the target Mesh(1232822)

  • GraphView: Addressed some issues with heterogeneous selections involving stack nodes and disabled animations.

  • iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading.(1190428)

  • Kernel: Fixed an editor crash in the Jobs Debugger which could happen when using the Hybrid renderer.(1262363)

  • Linux: Reduced polling frequency for stale Editor windows(1266823)

  • Package Manager: Added support for External symbols on a platform that required it.

  • Package Manager: Don't prints message in console when user cancels 'Add package from disk' dialog(1256176)

  • Package Manager: Fixed a potential error when running the linker with a failure on lld command.

  • Package Manager: Fixed an issue where Git dependencies could cause UPM to hang when using SSH with a passphrase-protected private key without setting up an SSH authentication agent.(1214864)

  • Package Manager: Fixed Debug.Log by re-enabling it when used in function pointers or jobs.

  • Package Manager: Fixed errors when opening Inspector with a non-public Execute method on a job producer type

  • Package Manager: If path to the package contained spaces, then native command execution could fail. This would manifiest as weird errors with 'lld' or 'vswhere' or other native tools.

  • Prefabs: Fixed SerializableObject.GetIterator() throws ArgumentNullException when UnpackPrefabInstance() is called on an instantiated Prefab in Inspector logic .(1249167)

  • Profiler: Fixed an issue where attempting to order a set of filtered samples by either time or size in either Hierarchy or Raw Hierarchy would cause all the items to disappear(1268633)

  • Profiler: Fixed an issue where PackedMemorySnapshot.nativeObjects.gcHandleIndex would always return -1 due to not reporting the correct managed object address during processing(1269293)

  • Profiler: Fixed an issue with the memory profilers type metadata where some fields would be skipped due to types failing to be reported(1266540)

  • Scripting: Build incompatible custom assemblies with a dirty predefined assembly ref should not be compiled(1232160)

  • Scripting: Correct file sharing for exFAT partitions on macOS(1253812)

  • Scripting: Fix unlimited warnings to Editor.log using all disk space(1238954)

  • Scripting: Fixed crash that would occur when an exception was thrown during the initialization of a custom attribute.(1255935)

  • Scripting: Fixed hang that would occur when a Debugger.Break was in the accessor of a field.(1254123)

  • Scripting: Fixed NotImplementedException when accessing X509Chain.ChainStatus in certificate validation callback(1261388)

  • Scripting: Include Defines in Response Files(csc.rsp) for Define Constraints(1207413)

  • Serialization: Fixed data loss that could occur when serializing string arrays where elements started with the character ':'(1261524)

  • Serialization: Restore arrays from null serialized properties backport(1249099)

  • UI: Fixed canvas drawing multiple times per frame when OnDemandRendering.renderFrameInterval is more than 1.(1214921)

  • UI Toolkit: Fix LongField binding(1252593)

  • UI Toolkit: Fixed Label tooltip behavior when text value can change while elided(1266210)

  • UI Toolkit: Fixed TextElements that generates more than 16k vertices cause IndexOutOfRangeException on vertex buffers
    Fixed UI Toolkit leaks memory when new large mesh is allocated via MeshGenerationContext
    Fixed Small visual regressions(1230939, 1259449, 1259808)

  • Universal Windows Platform: Fixed incorrect warning saying that BC7 texture format is not supported on UWP when in fact it is.(1264626)

  • Universal Windows Platform: Fixed Unity crashing after initializing it second time if splashscreen is enabled.(1231532)

  • Universal Windows Platform: Work around MSBuild issue when building UWP AppxBundles from the command line(1165205)

  • Web: UnityWebRequest: fix hang or crash on iOS (upload/abort related)(1211549)

  • Windows: Fix Shift key not reporting in GUI Event.keyCode property(991861)

  • XR: Added option to always discard depth after rendering.(1263448)

API Changes

  • iOS: Removed: Removed the breaking interface change to IUserProfile (gameID)

Changes

  • Package Manager: Asserts that are currently discarded no longer discard arguments with potential side effects.

  • Package Manager: Automatically add embedded package files to the version control system(1271116)

  • Package Manager: Bump com.unity.mathematics to 1.2.1 version

  • Timeline: Updated Timeline package to version 1.3.5

Improvements

Unity Game Crashing On Macbook

  • Editor: Update Polybrush to 1.0.2

  • Package Manager: Added support for returning enterprise entitlement packages from the PackageManager.Client.SearchAll() method. These packages will now show in the Package Manager UI Unity Registry section when users have the entitlement to use them.

  • Serialization: Increased the allowed serialization depth to allow larger, more complex data models to be serialized

Features

  • Package Manager: Added a UI for users to manage their Scoped Registries from inside the Editor. Also added a popup alert for when Scoped Registries are added to their project from outside that Scoped Registries management UI. The Scoped Registries management UI is automatically opened when the popup shows.

Unity Game Crashing On Mac Catalina

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

Unity Games Crashing Pc

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

Unity Games Crashing On Startup

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build