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Comments (8)

adrianpew avatar adrianpew commented on May 28, 2024 1

Hello. The freezing issue was previously reported in another issue. We are looking into it.

#20

Thanks.

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adrianpew avatar adrianpew commented on May 28, 2024

Hello. Have you configured the plugin?
https://github.com/PlayEveryWare/eos_plugin_for_unity#steps
image

Also, please post the full error in text form. Thank you.

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shaderqu avatar shaderqu commented on May 28, 2024

if you mean fill the blanks with data that is registered in eos portal, yes.
I double checked with pure c# sdk in other project with identical configuration in shipped client.

Exception: failed to create an Epic Online Services PlatformInterface
PlayEveryWare.EpicOnlineServices.EOSManager+EOSSingleton.Init () (at Library/PackageCache/com.playeveryware.eos@7684ee6c4e/Runtime/EOSManager.cs:298)
PlayEveryWare.EpicOnlineServices.EOSManager.Awake () (at Library/PackageCache/com.playeveryware.eos@7684ee6c4e/Runtime/EOSManager.cs:830)
NullReferenceException: Object reference not set to an instance of an object
PlayEveryWare.EpicOnlineServices.Samples.EOSFriendsManager..ctor () (at Assets/Samples/Epic Online Services Plugin for Unity/1.0.1/EOS Plugin for Unity Samples/Scripts/EOSFriendsManager.cs:98)
System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <695d1cc93cca45069c528c15c9fdd749>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Activator.CreateInstance[T] () (at <695d1cc93cca45069c528c15c9fdd749>:0)
PlayEveryWare.EpicOnlineServices.EOSManager+EOSSingleton.GetOrCreateManager[T] () (at Library/PackageCache/com.playeveryware.eos@7684ee6c4e/Runtime/EOSManager.cs:186)
PlayEveryWare.EpicOnlineServices.Samples.UIFriendsMenu.Start () (at Assets/Samples/Epic Online Services Plugin for Unity/1.0.1/EOS Plugin for Unity Samples/Scripts/UI/UIFriendsMenu.cs:77)

Thanks.

  • Also, disabled Fast Enter PlayMode.

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adrianpew avatar adrianpew commented on May 28, 2024

Hello. The config should have been saved to a json file and located under StreamingAssets\EOS\EpicOnlineServicesConfig.json

image

Your error you are receiving indicates a failure to initialized EOS. I would recommend you debug this line to ensure that platformOptions includes the correct values:

var eosPlatformInterface = Epic.OnlineServices.Platform.PlatformInterface.Create(platformOptions);

Additionally, EOS init is called in a native graphics plugin. Source is located in the following location if you need to debug further:
https://github.com/PlayEveryWare/eos_plugin_for_unity/tree/stable/NativeCode/DynamicLibraryLoaderHelper

Can you clarify "disabled Fast Enter PlayMode"? I see the following new options under File > Project Settings > Editor. Are you checking one of these options?

image

You can also try creating a new Unity project with a clean install of the Plugin and samples. You can then use your product config to validate your setup with the samples.

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shaderqu avatar shaderqu commented on May 28, 2024

Thanks for the hint, I'll debug that line soon.
Also, I disabled Enter PlayMode option clearly.

I think debuggin will solve the problem of failure of initializing properly in the first run in editor.
But, freezing in second play doesn't make a sense in common case. it seems happening only failed to initialize in first play.

When initialization fails in the first play, is there a logic that can freeze the editor in the second playmode? I guess that when an exception is thrown, this may be happen because the native library is not unloaded properly.

If so, I hope you will consider this situation in unity editor. For any reason, there is a case for the first run to fail, and it is undesirable to cause problems as the native library loaded in the previous session is attempted to reload without being unloaded. I haven't looked throught all the codes, but if an exception occurs during the initialization process, it seems that the explicit cleaning-up process is not working correctly.

Thank you once again for your fast response.
If there is any updated information, I'll leave a comment again.

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domlaurenti avatar domlaurenti commented on May 28, 2024

Apologies for the delayed response, we solved a version of this issue but not the entire thing
Currently, we are investigating a related issue right now. Still investigating this issue.

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scovertb avatar scovertb commented on May 28, 2024

@seonghwan-dev It looks like a related issue was fixed by the latest 2.1.0 release. Is this issue still occurring?

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shaderqu avatar shaderqu commented on May 28, 2024

Hi, It seems good news.
Unfortunately, We're not using this plugin anymore in these days.
Anyways, thanks for notification. :D

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