Catch unity game crash for others - c#

Problem: my game has no errors for me, but have crashes for some others.
Question: has any reason to catch crashes(not errors) and exist way to catch this?
For example i use this for tests.
using UnityEngine;
using UnityEngine.Diagnostics;
using UnityEngine.UI;
public class TestDiag : MonoBehaviour
{
private Text _text;
void OnEnable() { Application.logMessageReceived += Log; }
void OnDisable() { Application.logMessageReceived -= Log; }
public void Log(string logString, string stackTrace, LogType type)
{
//SEND MAIL
}
//Make null error - its working and send report
public void NullErrorButton()
{
_text.text = "null";
}
//Make crash game - its crash game - not send anything!
public void CrashGameButton()
{
Utils.ForceCrash(ForcedCrashCategory.Abort);
}
}
Problem here - its crash game, but log not catch anything.

Related

Rewarded Ads give multiple rewards instead of one (Video in the description)

I used the code from Unity and the rewards are multiples... first 1 then 2 then 3 and increasing... i tried deleting some code, but keep doing the same, then this happened.
I searched online and i couldn't find anything that explains clicking the rewarded ads button more than once.
Everything (apparently) is working fine only if i don't assing a button and leave the "SerializeField" empty, because if i remove the button, goes back to give more rewards... can somebody check this and tell me what's going on? i add the code Here
using UnityEngine;
using UnityEngine.Advertisements;
using UnityEngine.UI;
public class AdsInitializer : MonoBehaviour, IUnityAdsInitializationListener, IUnityAdsLoadListener, IUnityAdsShowListener
{
[SerializeField] string _androidGameId = "4634758";
[SerializeField] string _iOSGameId = "4634759";
[SerializeField] bool _testMode = false;
private string _gameId;
[SerializeField] Button _showAdButton;
[SerializeField] string rewardAndroidAdUnitId = "Rewarded_Android";
[SerializeField] string rewardiOSAdUnitId = "Rewarded_iOS";
string rewardAdUnitId = null; // This will remain null for unsupported platforms
void Awake()
{
_gameId = (Application.platform == RuntimePlatform.IPhonePlayer)
? _iOSGameId
: _androidGameId;
rewardAdUnitId = (Application.platform == RuntimePlatform.IPhonePlayer)
? rewardiOSAdUnitId
: rewardAndroidAdUnitId;
Advertisement.Initialize(_gameId, _testMode, this);
rewardAdUnitId = (Application.platform == RuntimePlatform.IPhonePlayer)
? rewardiOSAdUnitId
: rewardAndroidAdUnitId;
}
public void OnInitializationComplete()
{
Debug.Log("Unity Ads initialization complete.");
LoadRewardedAd();
}
public void OnInitializationFailed(UnityAdsInitializationError error, string message)
{
Debug.Log($"Unity Ads Initialization Failed: {error.ToString()} - {message}");
}
#region REWARDED ADS
public void LoadRewardedAd()
{
Debug.Log("Loading Ad: " + rewardAdUnitId);
Advertisement.Load(rewardAdUnitId, this);
}
public void ShowRewardedAd()
{
Advertisement.Show(rewardAdUnitId, this);
}
#endregion
public void OnUnityAdsAdLoaded(string adUnitId)
{
if (adUnitId.Equals(rewardAdUnitId))
{
// Configure the button to call the ShowAd() method when clicked:
//_showAdButton.onClick.AddListener(ShowRewardedAd);
// Enable the button for users to click:
//_showAdButton.interactable = true;
Debug.Log("RewardedAds Loaded");
}
}
public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState)
{
if (adUnitId.Equals(rewardAdUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED))
{
Debug.Log("Unity Ads Rewarded Ad Completed");
// Grant a reward.
_showAdButton.onClick.RemoveAllListeners(); //with this line of code the problem is solved but shows the NullReference.
// Load another ad:
Advertisement.Load(rewardAdUnitId, this);
}
}
public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message)
{
if (adUnitId.Equals(rewardAdUnitId))
{
Debug.Log($"Error loading Ad Unit {adUnitId}: {error.ToString()} - {message}");
}
}
public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message)
{
if (adUnitId.Equals(rewardAdUnitId))
{
Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}");
}
}
public void OnUnityAdsShowStart(string adUnitId) { }
public void OnUnityAdsShowClick(string adUnitId) { }
void OnDestroy()
{
//with or without it doesn't change, it works only when the game is closed, and when reopen is working the same
//_showAdButton.onClick.RemoveAllListeners();
}
}
SOLVED!!
So, basically the script from Unity somehow has an unknown error, i couldn't explain myself how or from where... so the solution i fould was to add a bool in this case showAd = false and implemented it inside the showAd and the OnUnityAdsShowComplete functions, fortunatelly that was enough to solve the issue, now I can put the script in the button or in an AdManager and call the funtion from the button in the section OnClick() either way now is not showing neither error neither multiples with the rewards.
Hope it will be usefull for someone else.
using UnityEngine;
using UnityEngine.Advertisements;
using UnityEngine.UI;
public class AdsInitializer : MonoBehaviour, IUnityAdsInitializationListener, IUnityAdsLoadListener, IUnityAdsShowListener
{
[SerializeField] string _androidGameId = "4634758";
[SerializeField] string _iOSGameId = "4634759";
[SerializeField] bool _testMode = true;
private string _gameId;
[SerializeField] Button _showAdButton; //You can remove this if want to add the function manually from OnClick()
[SerializeField] string _androidAdUnitId = "Rewarded_Android";
[SerializeField] string _iOSAdUnitId = "Rewarded_iOS";
string _adUnitId = null; // This will remain null for unsupported platforms
private bool showAd = false;
void Awake()
{
InitializeAds();
Debug.Log("Awake");
_adUnitId = (Application.platform == RuntimePlatform.IPhonePlayer)
? _iOSAdUnitId
: _androidAdUnitId;
Debug.Log("the _adUnitId is: " + _adUnitId);
}
public void InitializeAds()
{
_gameId = (Application.platform == RuntimePlatform.IPhonePlayer)
? _iOSGameId
: _androidGameId;
Advertisement.Initialize(_gameId, _testMode, this);
}
public void OnInitializationComplete()
{
Debug.Log("Unity Ads initialization complete.");
LoadAd();
}
public void OnInitializationFailed(UnityAdsInitializationError error, string message)
{
Debug.Log($"Unity Ads Initialization Failed: {error.ToString()} - {message}");
}
public void LoadAd()
{
// IMPORTANT! Only load content AFTER initialization (in this example, initialization is handled on top of the script).
Debug.Log("Loading Ad: " + _adUnitId);
Advertisement.Load(_adUnitId, this);
}
// If the ad successfully loads, add a listener to the button and enable it:
public void OnUnityAdsAdLoaded(string adUnitId)
{
Debug.Log("Ad Loaded: " + adUnitId);
if (adUnitId.Equals(_adUnitId))
{
// Configure the button to call the ShowAd() method when clicked:
_showAdButton.onClick.AddListener(ShowAd); //You can remove this if want to add the function manually from OnClick()
// Enable the button for users to click:
_showAdButton.interactable = true; //You can remove this if want to add the function manually from OnClick()
}
}
// Implement a method to execute when the user clicks the button:
public void ShowAd()
{
if (showAd == false)
{
Debug.Log("Showing Ad");
// Disable the button:
_showAdButton.interactable = false; //You can remove this if want to add the function manually from OnClick()
// Then show the ad:
Advertisement.Show(_adUnitId, this);
_showAdButton.onClick.RemoveAllListeners(); //You can remove this if want to add the function manually from OnClick()
Debug.Log("All Listeners Removed");
showAd = true;
}
}
// Implement the Show Listener's OnUnityAdsShowComplete callback method to determine if the user gets a reward:
public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState)
{
if (showAd == true)
{
if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED))
{
Debug.Log("Unity Ads Rewarded Ad Completed");
// Grant a reward.
// Load another ad:
Advertisement.Load(_adUnitId, this);
showAd = false;
}
}
}
public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message)
{
Debug.Log($"Error loading Ad Unit {adUnitId}: {error.ToString()} - {message}");
// Use the error details to determine whether to try to load another ad.
}
public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message)
{
Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}");
// Use the error details to determine whether to try to load another ad.
}
public void OnUnityAdsShowStart(string adUnitId) { }
public void OnUnityAdsShowClick(string adUnitId) { }
}

onJoinedRoom()': no suitable method found to override

I checked many times and I can’t find where my mistake is, someone please help, I don’t understand what is happening
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LobbyManager : MonoBehaviourPunCallbacks
{
public Text LogText;
private void Start()
{
PhotonNetwork.NickName = "Player " + Random.Range(1000, 9999);
Log("Player's name is set to " + PhotonNetwork.NickName);
PhotonNetwork.AutomaticallySyncScene = true;
PhotonNetwork.GameVersion = "1";
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
Log("Connected to Master");
}
public void CreateRoom()
{
PhotonNetwork.CreateRoom(null, new Photon.Realtime.RoomOptions { MaxPlayers = 2 });
}
public void JoinRoom()
{
PhotonNetwork.JoinRandomRoom();
}
public override void onJoinedRoom()
{
Log("Joined the room");
PhotonNetwork.LoadLevel("Game");
}
private void Log(string message)
{
Debug.Log(message);
LogText.text += "\n";
LogText.text += message;
}
}
Error: Assets\LobbyManager.cs(40,26): error CS0115: 'LobbyManager.onJoinedRoom()': no suitable method found to override
I just can't understand where my mistake or what?? Help plssss guys
they have changed this in new updates, even if this is an old question, I would like to add the answer I found, as I just came across this question now !
public class NetworkManager: MonoBehaviourPunCallbacks
{
// Start is called before the first frame update
void Start()
{
ConnectToServer();
}

Allow all clients to send Commands EXCEPT host client

Is there a way to do this? I want to prevent the local client running on the server (host) from sending some commands while allowing all the remote clients to do so. Is this possible? Currently the code below runs on ALL clients. Is there a way to modify the script to make it function in this way? Thank you!
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class Player_Data : NetworkBehaviour
{
private void Start()
{
if (!isLocalPlayer)
{
return;
}
CmdSendServerData();
}
[Command]
void CmdSendServerData()
{
DisplayDataOnScreen("CmdSendServerData Called");
}
[Server]
void DisplayDataOnScreen(string data)
{
GameObject infoDisplayText = GameObject.Find("InfoDisplay");
infoDisplayText.GetComponent<Text>().text += data + "\n";
}
}
Use isServer property. You can check it before cammand call.
public class Player_Data : NetworkBehaviour
{
private void Start()
{
if (isLocalPlayer && !isServer)
{
CmdSendServerData();
}
}
[Command]
void CmdSendServerData()
{
DisplayDataOnScreen("CmdSendServerData Called");
}
[Server]
void DisplayDataOnScreen(string data)
{
GameObject infoDisplayText = GameObject.Find("InfoDisplay");
infoDisplayText.GetComponent<Text>().text += data + "\n";
}
}

Create events that fires off a coroutine from another script

I'm making an event that does the failLevel stuff when it fires off. For that I have made a delegate
public delegate Coroutine FailGame(IEnumerator function);
public static event FailGame gameFailedEvent;
like so and I subscribed the appropriate function to it
void Start ()
{
gameFailedEvent += StartCoroutine;
}
It works when it is called from the same script like so:
gameFailedEvent(WaitThenFailLevel());
when this WaitThenFailLevel() looks like this:
IEnumerator WaitThenFailLevel()
{
CharacterController2D.playerDied = true;
if (CharacterController2D.animState != CharacterController2D.CharAnimStates.fall)
{
CharacterController2D.currentImageIndex = 0;
CharacterController2D.animState = CharacterController2D.CharAnimStates.fall;
}
CharacterController2D.movementDisabled = true;
yield return new WaitForSeconds(0.2f);
StartCoroutine(ScaleTime(1.0f, 0.0f, 1.2f));
}
It works fine here. Now, I have another object that can kill the player (dangerous times I know) and I don't want to copy paste everything again, I just want it to fire off the static event made in the script above.
I DID try making the WaitThenFailGame function
public static
and make static all my other ienumerators but I got an error named "An object reference is required for non-static field..."
Hence I tried the event stuff.
All well and fine, but I can't call the event from the other script because I can't pass it the function from the script mentioned.
What to do now?
Here is the example code:
EventContainor.cs
public class EventContainer : MonoBehaviour
{
public static event Action<string> OnGameFailedEvent;
void Update()
{
if (Input.GetKey(KeyCode.R))
{
// fire the game failed event when user press R.
if(OnGameFailedEvent = null)
OnGameFailedEvent("some value");
}
}
}
Listener.cs
public class Listener : MonoBehaviour
{
void Awake()
{
EventContainer.OnGameFailedEvent += EventContainer_OnGameFailedEvent;
}
void EventContainer_OnGameFailedEvent (string value)
{
StartCoroutine(MyCoroutine(value));
}
IEnumerator MyCoroutine(string someParam)
{
yield return new WaitForSeconds(5);
Debug.Log(someParam);
}
}
using UnityEngine;
public class ScriptA : MonoBehaviour
{
public ScriptB anyName;
void Update()
{
anyName.DoSomething();
}
}
using UnityEngine;
public class ScriptB : MonoBehaviour
{
public void DoSomething()
{
Debug.Log("Hi there");
}
}
This is linking functions between scripts , Copied from Here, maybe coroutines are the same, Then you need to start the coroutine in void Start() {} , You may find this useful as well.

In delegate function, add the same listener event, why the same listener be called Immediately?

I'm a Chinese developers, English is not very good, please predecessors read it for editing, thanks in advance.
In Unity, i write one script to listener an Event and in delegate function, i add another script the same listener in previous Event, but why the same listener be called immediately?
The following is add another script the same listener script:
using System.Collections.Generic;
using UnityEngine;
public class SceneManager : MonoBehaviour
{
private static SceneManager m_Instance;
public static SceneManager Instance
{
get
{
if (m_Instance == null)
{
m_Instance = (SceneManager)FindObjectOfType(typeof(SceneManager));
}
if (!m_Instance)
{
Debug.LogError("SceneManager could not find himself!");
}
return m_Instance;
}
}
[HideInInspector]
public List<EventDelegate> EventDelegetDo = new List<EventDelegate>();
public void RegisterBackBtnDo()
{
EventDelegate.Add(EventDelegetDo, Do);
}
public void UnRegisterBackBtnDo()
{
EventDelegate.Remove(EventDelegetDo, Do);
}
private void Start()
{
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.T))
{
EventDelegate.Execute(EventDelegetDo);
}
}
private void Do()
{
Debug.Log("===============ZJDebug=============== From SceneManager");
}
}
The following is initial register listener script:
using UnityEngine;
public class TDelegate : MonoBehaviour
{
public void RegisterBackBtnDo()
{
EventDelegate.Add(SceneManager.Instance.EventDelegetDo, Do);
}
public void UnRegisterBackBtnDo()
{
EventDelegate.Remove(SceneManager.Instance.EventDelegetDo, Do);
}
private void Start()
{
RegisterBackBtnDo();
}
private void Update()
{
}
private void Do()
{
Debug.Log("===============ZJDebug=============== From TDelegate");
SceneManager.Instance.RegisterBackBtnDo();
//Invoke("WaitForTest", float.NegativeInfinity);
}
private void WaitForTest()
{
SceneManager.Instance.RegisterBackBtnDo();
}
}
I have tried multiple variations of this, if invoke float.NegativeInfinity second register it not be called Immediately, can someone tell me why? in addition to delay call There is no better way called by after? English is too bad please forgive me thanks!

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