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GeNa runtime spawns succeed in editor, fail in build


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Unity v. 2021.1

Gaia Pro v3.1.4

GeNa Pro v.3.3.15



Runtime spawns do not execute in the build, but do just fine in the editor. Digging through the dev build log files, I found the following error related to GeNa spawning:



ArgumentNullException: Value cannot be null.
Parameter name: shader
  at GeNa.Core.TerrainTools.get_GreyScaleMat () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.TerrainTools.GenerateTerrainEntity (GeNa.Core.TerrainModifier terrainModifier) [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaTerrainDecorator+<OnSelfSpawned>d__10.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal+OAHPPOMFKDM.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal+OAHPPOMFKDM.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal+OAHPPOMFKDM.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal+OAHPPOMFKDM.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal+POBBOINMJAC.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal+ALDOPFKMHPM.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal.Spawn (GeNa.Core.GeNaSpawner geNaSpawner, UnityEngine.Transform target, UnityEngine.Transform ground, UnityEngine.Vector3 position) [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawnerInternal.Spawn (GeNa.Core.GeNaSpawner geNaSpawner, UnityEngine.Vector3 position) [0x00000] in <00000000000000000000000000000000>:0 
  at GeNa.Core.GeNaSpawner.Spawn (UnityEngine.Vector3 position) [0x00000] in <00000000000000000000000000000000>:0 
  at rogueMech.RuntimeExecutor.Start () [0x00000] in <00000000000000000000000000000000>:0 



*edited to focus on the shader error*

Edited by FoxTheDog
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Unity v. 2021.1 - URP

Gaia Pro v3.1.4

GeNa Pro v.3.3.15


The project I've been building is pretty complex (for me) and probably has a bunch of other issues that make troubleshooting difficult. I iterated over disabling specific runtime spawners that execute in a loop in RuntimeExecutor.Start(), and found the issue to be the spawner that was allocating structures across the terrain. These are bigger structures with subspawners etc, so I created a new project to test the issue.


GeNa spawners with terrain decorators succeed in editor, but fail in builds.

Steps to reproduce:

1) New project, create a default Gaia terrain with Alpine Meadow defaults.

2) Create a prefab with a simple cube, add a terrain decorator with any brush

3) Create a GeNa spawner for the cube

4) Create a runtime spawning script for the GeNa cube spawner to place *more than one* cube at runtime

5) Hit play in the editor, notice spawning succeeds. 

6) Exit play mode. Additionally, note the terrain modifications persist, see my other topic: 


7) Create a devbuild and run - view the error posted above in the log, with no (sometimes one) cubes spawning.

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Thanks @Manny for the response!  Your workaround did the trick -- now prefabs with terrain decorators are spawning at runtime successfully. Huge thanks, I feel silly for not knowing this was the issue, but I really appreciate workaround.

I had to track down some additional runtime errors that were only present in the build, and not in the editor. Specifically, these errors did not appear if I was not using GeNa spawners with terrain decorators at runtime in a build for my environment. 

Some meshes, I think it has to do with the shaders I built, required the parent object to be read/write enabled


For folks interested in how to fix this, navigate to your mesh and enable 'read write enabled.  rw_on_mesh.JPG.5e21bf33607299ce62e9858263b6b54b.JPG


Id be curious to know if this is a big deal or not.

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