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Messages - Gabriel

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1
JavaScript / coherent.d.ts and TypeScript 2.2
« on: March 21, 2017, 12:01:54 PM »
Hi There,

I upgraded to TypeScript 2.2 with coherent.d.ts and am getting 14 compile errors when building my project:

All errors are either:

TS2428   All declarations of 'Promise' must have identical type parameters
TS2314   Generic type 'Promise<T>' requires 1 type argument(s).

This appears to be occurring because there is a definition of Promise in lib.d.ts

2
Unity 3D / Re: How do I tell when a page has loaded
« on: November 25, 2015, 05:40:24 AM »
Hi Mike,

When does FinishLoad fire, would it be equivalent to DOMContentLoaded in javascript, or at an earlier or later time?

3
Unity 3D / Re: View serialization issues
« on: October 28, 2015, 06:25:51 AM »
Hi John,

I've since worked around this by creating a wrapper class which manipulates the data passed in from Unity and then pass that back.

4
Unity 3D / View serialization issues
« on: October 26, 2015, 12:43:32 PM »
I am using Coherent UI 2.5.8.0 in Unity 5.x

I have an object in Unity marked with [CoherentType(PropertyBindingFlags.All)] which contains some data to be sent to the view.

On the JavaScript side, this object has one extra variable (an Array of objects with its own public/private methods/variables) and one function for use in the view. I use a copy constructor to convert the data I get from CoUI to the JavaScript object in order to use these variables and methods. I also copy the __Type variable here.

When I try and send this object back to Unity, I get the following:

[Coherent UI] (Warning) <b>View 6 terminated in an abnormal fashion!</b></color>
UnityEngine.Debug:Log(Object)
Coherent.UI.CoUILogManager:Log(Severity, String) (at Assets/Standard Assets/Scripts/CoherentUI/Detail/CoUILogManager.cs:17)
Coherent.UI.UnityLogHandler:WriteLog(Severity, String, UInt32) (at Assets/Standard Assets/Scripts/CoherentUI/Detail/LogHandler.cs:19)
Coherent.UI.ILogHandler:SwigDirectorWriteLog(Int32, String, UInt32) (at /Users/coherent/Desktop/PandoStatic/Pando/Coherent/UI/DotNET/swig/ILogHandler.cs:77)
Coherent.UI.CoherentUI_NativePINVOKE:ViewContext_Update(HandleRef)
Coherent.UI.ViewContext:Update() (at /Users/coherent/Desktop/PandoStatic/Pando/Coherent/UI/DotNET/swig/ViewContext.cs:50)
CoherentUISystem:Update() (at Assets/Standard Assets/Scripts/CoherentUI/CoherentUISystem.cs:760)


If the Array of objects is empty or the variable removed altogether this message does not present, but the data still does not make it to Unity (some kind of silent failure).

Is there some way to:

1) mark the js object's variables as not serialized
2) properly implement a copy constructor that allows the object to be serialized by coui

For now I am going to pull out this functionality into another object/method to facilitate proper serialization.


5
Hi Hristo, I've e-mailed support@coherent-labs.com with a sample and reproduction steps for this issue.

6
With our logging off it is actually super easy for us to crash coui, here are 5 dumps we captured in as many minutes:

http://ul.ruserios.com/uploads/1431532274/temp.zip

We did notice no more message in the Event Viewer, but that might be due to the write mini dumps flag being on.

7
Hi Hristo,

>What version of Unity and Windows is he using?

Apparently I have been getting this as well on both my development PCs, I just was not receiving any dialogs from Unity/Windows about it. Upon closer inspection of my event log it has these errors as well, so it looks like this is not environment specific.

We are running Unity 5.0.1f1 on Windows 7 and 8.1 PCs, all with Core i7's with 8-32GB of RAM, plenty of disk space, and video cards are all Nvidia, the 980 GTX, 2x780GTX Ti in SLI, and a 330M

>Does he get these errors in the editor as well or just in a build game?

Both, but we are most commonly using the editor.

>Does it happen every time that you run it?

No and this seems like it could be a timing issue. We've only been experiencing this issue for about a week, and based on our chat logs about this issue, and my just now review of our commit log, the crash started occurring immediately after we reduced the amount of logging making it to the unity console in the scene that this issue occurs. We now have a project symbol we define for verbose debugging, when we enable this symbol the issue goes away.

>Does it happen in our samples?

We have not tested in the samples, the issue does not occur consistently enough to develop a test case on our side for this.

If I had to make a guess, the only correlation between all the crashes would be when we change the value of .Page property of the CoherentUIView attached to the Main Camera to something else. I'll try creating a demo that cycles the page often and see if I can reproduce in a sample.

>A crash dump will also definitely help in resolving your issue

I've enabled the crashdump settings as you describe and will provide a link the next time it happens.


8
I've seen this specific error mentioned on google for other CoUI games like Planetary Annihilation and Guild Wars 2 but I was not able to find a resolution.

I am not personally able to reproduce this error, but my fellow developer is able to do so very frequently. So this seems to be environment specific in some way. He can collect crash dumps, dxdiag, make any needed modifications for debugging, or anything else to further the resolution to this issue.

Here is the message from Windows Event Viewer

Faulting application name: CoherentUI_Host.exe, version: 2.5.6.1, time stamp: 0x550c6bd3
Faulting module name: CoherentUI_Host.exe, version: 2.5.6.1, time stamp: 0x550c6bd3
Exception code: 0xc0000005
Fault offset: 0x000a60f1
Faulting process id: 0x3ef4
Faulting application start time: 0x01d08c8496832915
Faulting application path: C:\Users\username\Desktop\Game x64\Game_Data\CoherentUI_Host\windows\CoherentUI_Host.exe
Faulting module path: C:\Users\username\Desktop\Game x64\Game_Data\CoherentUI_Host\windows\CoherentUI_Host.exe

Please let me know what we can do to resolve this issue.

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