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Troubleshooting for Embedded Linux

This page lists the common problems that might occur when using the Embedded Linux Unity Editor.

The Player build fails with an error

When exporting the Unity project, the following error appears: No EmbeddedLinux Burst Support on X86/Arm32 architecture. Disabling Burst in Settings and removing it from the project doesn’t fix the issue because another package has a dependency on it.

Solution

Burst isn’t supported on 32-bit Embedded Linux platforms. To prevent facing the error, you can disable Burst by starting the Unity Editor with the --burst-disable-compilation argument.

Wayand is not available error

Starting the player on the target device fails with: SDL Error: wayland,x11 not available although Wayland is available.

Solution

This error might occur due to one of the following reasons:

  • The Wayland library isn’t located by SDL2. Make sure that the Wayland library is locatable by dlopen from the player application.
  • Unity requires at least Wayland version 1.18. Because some systems have only version 1.16 or lower available, ensure to check that at least Wayland version 1.18 is supported on the target device.
  • The connection to the Wayland display fails. Make sure the Wayland environment is properly set up.

Lightmapper corrupts GI cache in the editor when the target platform is UWP

When using the LightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
See in Glossary
in the Editor, the GI cacheThe cached intermediate files used when Unity precomputes lighting data. Unity keeps this cache to speed up computation. More info
See in Glossary
gets corrupted if UWP is selected as the Target platform.

Solution

The -nographics commandline argument in the Player build of the Unity Editor is the root cause of this problem, because it generates sky ambient probe and reflection probeA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary
that require loading a gfx device, otherwise these probes include uninitialized data. To prevent this from happening, run the Player build without -nographics, or generate lighting in the Editor for each sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
included in the build. That is, don’t add lights or generate lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary
, and instead generate lighting that will automatically bake the sky probes. When -nographics is set, no probes will be rendered.

Additional resources


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