Space, the upcoming Unity 3D-based virtual world from SL/OpenSim vets (a proud NWN sponsor!), has a new update with lots of improvements to their avatars, both for users and content creators potentially interested in creating and selling avatar fashion in Space.
Go here to get the free download; the key updates, lead developer Adam Frisby tells me, are these:
- Expanded body shapes: “Around 90 new sliders we've added to the character customization window, that control about 165 internal shape modifiers.”
- Enhanced clothing support: “Which works intrinsically, rather than relying on the creator rigging to weight bones. it's a huge timesaver for creators the way we've done it… you don't need to do tons of prep work to get stuff into Space. So everything from the refitting, to skinning/weight painting, is optionally (and generally encouraged) automatic. You can still do it manually, but the automated systems mean that clothing designers can spend a lot more time working on models, and less time working on the 'metadata' so to speak; right now the actual modeling/design is only the minority of the total time they spend.”
- Improved skin rendering: “Things like support for microfaceting; which give the 'diffuse' shaded look, in realistic lighting conditions, and maintaining mostly physically based rendering.”
Adam and his team are modeling Space avatars without using what's called Physically Based Rendering, a highly popular system used by many of the latest virtual worlds and MMOs -- including High Fidelity and Sansar. With PBR, says Adam, "Your avatars are basically rendered the same way, say wood, or clay, or plastic looks. Where there's a clear 'bounce' without the scatter - so it either looks too diffuse (clay), or too specular (plastic).”
More avatar samples below. These are just starting samples, of course. The hope is avatar experts start playing around with the new customization options, to show what's possible. And as always, if you have questions for Adam (or pics of your Space avatar after it's been customized), please post in Comments!
This is great! It looks like all you need now is for some actual skin designers & hair designers to get in there and make them look good. But at least the possibility for them to look good is there now. No one is going to want to join Space until they can look at least as good as avatars in SL.
I've been learning Substance Painter so I'm REALLY glad to hear you support PBR materials.
Posted by: Susan | Saturday, July 08, 2017 at 06:26 AM
I don't understand why after working on the project for all these years the Avatars don't already look as good as the best Avatars in Second life, that is if they can. If they cannot, then that's fine. I recently returned to to SL after a couple of years away. I spent 3 months there and in that time got back into Avatar customization. The Best Avatars in SL at the present time look pretty stunning.I have IClone 7 and Character creator 2 which can produce pretty amazing looking Character models, but the best SL avatars can even give those programs a run for their money. I realize that there is a heavy price to pay in computation power needed to run a room full of these amazing looking Avatars, but I wish all the currant makers of virtual worlds would understand that, as far as I can see, its a simple case of cheap looking avatars= low user base. I can build pretty good looking sims, but no one would care a bit if they could not come see the sim as a great looking Avatar. If it is at all possible in Space to create an Avatar anywhere near as good looking as the currant crop of mesh heads and bodies floating around SL, then the creators should spare nothing to get an example out there to show what can be done. The examples above are pretty, but are a million miles from the fantastic looking creatures I was hanging out with in SL. Even complete noobs in the cheapest crap sex sims have amazing avatars these days(and yes I have been to find out. in fact if you want to see the best looking Avatars that where they are). No regular SL avatar fans would look twice at the above examples. I seriously do not wish to be offensive to the space creators, I wish for all the world is would take over from SL, but it never will until it has Avatars that look at least as good as the best in SL
Posted by: JohnC | Saturday, July 08, 2017 at 09:44 AM
To add to JohnC's comments, I also think that a major reason why OpenSim never really took off is the absence of good quality avatars. I was always puzzled why the OpenSim creators (excellent engineers all - uh, maybe that explains it) never understood this, and apparently the creators of this world did not learn the lesson yet. People get into VWs to interact with other people, and they identify with their avatars. And if the avatars look crappy... The same story has repeated itself again and again, starting with the spectacular failure of Google (not very)Lively: juvenile cartoony avatars = a guaranteed catastrophe. I am really interested in what can be done with the Unity-based VWs, I went to the signup/download page, took one look, and - good bye. Not even worth wasting time on a free trial. I think that it is a strategic mistake to open any new VW venture before the user representations (i.e., avatars) are not at least as good as the best that is out there. Users/customers who give up on you almost never come back.
Posted by: GeorgeD | Saturday, July 08, 2017 at 10:25 AM
For those of us invested in SL this space thing will never appeal to us.
I will never trust another resident who is also a competing business animator with my personal information.
Also having shills in all the SL builders groups spamming like they are reading from a script Space looks desperate & tacky doing the same thing opensimmers,cloudparty goers,blue mars pushers did years back.
I think anyone promoting Space inworld is trying to destroy our world by taking fellow residents/customers away making our world even smaller and starving linden lab of server money just as adam did promoting opensim when space founders were running that it!
Sansar or High Fidelity for me and years from now when they are ready then I'll expand.. as for space just because you write a few plug ins piggybacking on a game engine developed by another company does not mean your the rescue ship for a sinking boat if it is indeed sinking at all with linden lab having added hundreds of new features in the last few years and steal adding more with community involvement daily.. While I might not agree with everything Ebbe has done like ignoring the mainlands..he has made a bridge between the lab and residents again that had been lost for sometime!.. the only thing SL needs is the engine to be rewritten to take advantage of modern hardware like 4 & 8 core CPU's .. example I have a reviewers sample 16 core AMD threadripper cpu with two Vega FE GPUs in crossfire the world & photos I take look exactly the same graphics wise as an i3-7300 with a RX560 .. If they could harness the power of more modern hardware even just 4 cores then for many a replacement like space claims to be would be not partly but entirely overlooked and ignored.
Claiming to be the founders of opensim when the development has stopped mostly leaving the platform in a very slow death spiral is nothing to brag about, regardless if you left yesterday or 7 years ago. I guess if Space does not take off you will abandon it too!
I think it's sad to use a community you turned your back on to boaster your goals.. as much contempt as I have for opensim they are still a better platform then space at least you can host it on your own PC and visit friends on the hypergrid.
My point is tell your shills to slow their roll in group chats, its annoying, not just added conversations but trying to masturbate space in every conversation/topic not matter how remotely off topic it is. and yes it would be OK if the topics were about Sansar or High Fidelity since linden lab in invested in both & philip rosedale still is a shareholder of linden lab.. whats not right is sending an army of drones inworld to spam noobs and those who have not learned the hard lessons many of us have learned already about so-called SL replacements.
most SL residents have many years left to enjoy our world likely at least another decade..while some will just be lost in space until then.
Posted by: Better then Ezra | Saturday, July 08, 2017 at 10:44 AM
@JohnC
"Even complete noobs in the cheapest crap sex sims have amazing avatars these days(and yes I have been to find out. in fact if you want to see the best looking Avatars that where they are)"
That is a very spot on observation - with it often being the places for checking out the newest avatar things - sex sims are like free showrooms for maitreya/slink goodie with everyone competing to look like the hottest newest thing walking around
Posted by: Just Say'n | Saturday, July 08, 2017 at 10:56 AM
Yep, if you want to see the latest, hottest,super sexy looks check out the very sleaziest sims, and don't be mean if you are asked to pay an entrance fee to a club these days, you get what you pay for.
The elite of the elite have gone underground.
The days of having virtual sex with a badly put together Ruth clone are long gone, except for the very new noob.
There is nothing that SL does quite so well as naked mesh bodies, in this field they lead the world of gaming. These days no one would dream of leaving their virtual home without checking they have their muti functioning super real sex organ with them in their inventory. And I mean frighteningly real.
A great deal of Sansar has been built with money gleaned from LLs much denied and maligned sex empire, it is very profitable. And yet the first thing any new virtual world announces is that they are cleaning things up, and they are not going to be like that seedy Second Life place.
In SL we live in a world of super sexual, beautiful avatars all around us, every day. And yet in the great gaming world outside gamers who profess to hate SL, endlessly drool over any game which contains a female avatar with just the hint of a breast peaking from her armour. SL is the only real hard core virtual world, there is nothing else remotely like it.
Posted by: JohnC | Saturday, July 08, 2017 at 12:13 PM
I tried both both the Linux Client and Web Client under FireFox in both Ubuntu Linux and ZorinOS (another version of Linux), and the Web Client in FireFox, Internet Explorer and Edge under Win 10 and NONE of them worked. And yes, everything has been updated recently.
Posted by: SignSpace | Saturday, July 08, 2017 at 08:50 PM
Hey everyone, quite a few q's/comments to reply to, so I'll get to as many as I can.
Susan: "I've been learning Substance Painter so I'm REALLY glad to hear you support PBR materials."
Substance is fully supported - even the procedural substances from Substance Designer. PBR is highly recommended and fully supported.
JohnC: "If it is at all possible in Space to create an Avatar anywhere near as good looking as the currant crop of mesh heads and bodies floating around SL, then the creators should spare nothing to get an example out there to show what can be done."
It is possible, the biggest thing holding us back on that front is decent skins - I put a open call out a few weeks ago, but that's definitely something that SL should get major credit for - SL has the best character skin/texture artists on the planet. Even AAA game devs often don't do as good a job.
GeorgeD: "I am really interested in what can be done with the Unity-based VWs, I went to the signup/download page, took one look, and - good bye"
Hey that's definitely something we need to fix, we haven't updated our starter avs or the website with the new updates we've just done. Check back at the end of next week, I'll get that fixed this week.
Ezra: "For those of us invested in SL this space thing will never appeal to us.
I will never trust another resident who is also a competing business animator with my personal information."
We're not going to be competing with creators; our animation business is effectively closed already, as space is a much, much larger project. We do have content for sale still, but we haven't added any new content in a long time.
We do have starter content we've put into space to seed the initial library, but again - we're not intending to compete with creators with it; as soon as there's enough replacement content from creators in the library, we will be removing that.
That said, I would invite you to take it as a perk, not a drawback - we've been a content creator, we built space to solve a lot of the problems we encountered (even relatively simple stuff, like being able to auto-update existing products for all purchasers, or being able to actually follow a DMCA takedown).
Ezra: "Also having shills in all the SL builders groups spamming like they are reading from a script Space looks desperate & tacky doing the same thing opensimmers,cloudparty goers,blue mars pushers did years back."
I did hear about that incident last week in the Maya group, I have already spoken with the person involved about it shortly after it happened. I do expect better and was disappointed to hear about it.
Ezra: "the only thing SL needs is the engine to be rewritten to take advantage of modern hardware like 4 & 8 core CPU's"
This is a much bigger job than you imagine; one of the reasons I started working on space actually. We're solving the problem of 'keeping up to date' by using a third party engine (Unity) at our core, and keeping it up to date (we've generally updated within 2-4 months of a Unity release for nearly a decade now) - Unity has over 1500+ staff working on completely modernising and updating the engine like clockwork every two years.
Modern game engines change techniques with almost every generation (or every other generation) of graphics cards - something newer, faster or better is discovered and implemented. Things like VR (although not our immediate priority) require new rendering techniques which are constantly being innovated. Supporting them all is a big job - so using an external engine is actually a huge benefit. Every new virtual world should be using one.
Ezra: "Claiming to be the founders of opensim when the development has stopped mostly leaving the platform in a very slow death spiral is nothing to brag about, regardless if you left yesterday or 7 years ago. I guess if Space does not take off you will abandon it too!"
I think I have covered the reasons I started building space a few years ago before, but I've been working on it since late 2009.
There's a lot more to building a virtual world than slapping a few plugins into an engine, but I'll raise two points here;
First: I've spent a nearly a decade of my life trying to get this off the ground - abandoning it isn't on my mind; and secondly; when I departed the OpenSim project to start on space, it was doing pretty well - the reason I departed was the SL engine was basically a dead-end in my mind, getting modern features into a nearly 20 year old engine, is extremely difficult and that's a mistake I've been keen to avoid making here.
My personal goal with space is to make it the best choice for artists/developers looking to create their work, and not worry so much about what the platform can/cant do.
JohnC: "There is nothing that SL does quite so well as naked mesh bodies, in this field they lead the world of gaming."
Yep! I won't disagree. SL has the best character and character texture artists around. By a huge margin. A lot of the work we've done lately has been enabling them to make even better work.
Posted by: Adam | Saturday, July 08, 2017 at 09:18 PM
@SignSpace: Hey - did the desktop client work for you - we do have Linux clients availible. Generally speaking I find the web client works best in Chrome, although Firefox is usually OK; but it is a experimental feature at the moment.
Posted by: Adam | Saturday, July 08, 2017 at 09:19 PM
I've got a question for Adam. I was in the international space station region yesterday, and really wanted to take some pics, but my avatar was constantly in view. I just wanted Earth and/or the station. I couldn't see a panning or zoom control like you get in Firestorm and SL viewers. Am I missing something? I'm not yet accustomed to the UI yet.
Posted by: YsabelleStewart | Sunday, July 09, 2017 at 10:06 AM
You are a great guy Adam, always replying to forum posts and staying positive.
Space deserves to be successful. But it is a huge mountain to climb as I am sure you are well aware. In my opinion your policy of not competing with content creators will slow you down at the beginning. You just said that it is possible in Space to make avatar skins as good as those in SL. But how is anyone supposed to know that unless you give them an example. The Avatar pictures above do the complete opposite to what is intended, people see them and assume they are the best you can have. When the guys at Unreal or Unity release something new they make a spectacular demo to demonstrate what can ultimately be done at the cutting edge of the technology, of course the average creator could not hope to compete,but the demo is a kind of inspiration to try harder etc. You can't assume that people just know what can be done, you have to show them. you have done this very well with your demo worlds, if you released some awesome looking avatars, at least equal to those in SL, I bet you would pick up a whole lot more people. Anyway just my dumb old HO
Posted by: JohnC | Sunday, July 09, 2017 at 11:49 AM
@Ysabelle: Hey, yes! Use alt+right click to refocus the camera, then you can move the focus around using shift/ctrl.
@John: Thanks - yeah, I take your point, and I think probably pushing out a few demo ones of our own won't hurt things in the long run. We've had interest from a couple of skin designers very recently, so I'm actually just hoping to work with one of them to push them in the right direction in terms of what I know they can work with, and see how far they can push it. :)
Posted by: Adam | Sunday, July 09, 2017 at 01:17 PM
>Hey - did the desktop client work for you - we do have Linux clients availible.
No; it pegged the CPU locking up the Linux computers requiring me to hard-boot them. Most of the Web Clients would log-in for 2 seconds, throw a JavaScript error and halt. One of the Web Clients worked (I forget which one now,) but frame rate was so slow as to be unusable - i.e. one frame per 3 seconds.
Posted by: SignSpace | Sunday, July 09, 2017 at 08:58 PM
Hey, OK, that is a bit on the unusual side, but I would like to drill into it more. We do have some potential options I can fiddle with to try get it to work for you (we are supporting Linux, officially that's Ubuntu only, although others have had luck with a few other distros, inc. Arch)
If you don't mind, would you be able to shoot me an email, I'd like to know GPU, GPU driver & distro release info; and I'll see if we can figure it out. If you don't mind another try, the player can be launched with -logFile - I'd really love a copy of the output log to see what's going on when it blows up. (Thanks!)
Posted by: Adam | Monday, July 10, 2017 at 03:15 AM
Have fun...
Set current directory to /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707
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OPENGL LOG: Creating OpenGL 3.3 graphics device ; Context level ; Context handle 52604032
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Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Pathfinding.Ionic.Zip.Reduced.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Pathfinding.JsonFx.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Pathfinding.JsonFx.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Pathfinding.Poly2Tri.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Pathfinding.Poly2Tri.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Radio.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Radio.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/NAudio.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/NAudio.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/JUN.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/JUN.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/LitJson.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/LitJson.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/RAIN.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/RAIN.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/RAINMetaform.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/RAINMetaform.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Photon3Unity3D.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Photon3Unity3D.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/SharedRuntime.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/SharedRuntime.dll into Unity Child Domain
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/usequencerRuntime.dll (this message is harmless)
Loading /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/usequencerRuntime.dll into Unity Child Domain
- Completed reload, in 0.723 seconds
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/System.dll (this message is harmless)
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/System.Xml.dll (this message is harmless)
OnLevelWasLoaded was found on LineManager
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 376)
OnLevelWasLoaded was found on StatsMonitor
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 376)
WARNING: Shader Unsupported: 'Hidden/BilateralBlur' - Pass '' has no vertex shader
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/BilateralBlur' - Setting to default shader.
WARNING: Shader Unsupported: 'Sandbox/VolumetricLight' - Pass '' has no vertex shader
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Sandbox/VolumetricLight' - Setting to default shader.
Shader 'Nature/Terrain/Diffuse': dependency 'Tree0' shader 'Hidden/TerrainEngine/BillboardTree' not found
Shader 'Nature/Terrain/Standard': dependency 'BaseMapShader' shader 'Hidden/TerrainEngine/Splatmap/Standard-Base' not found
New context 0x864dc90 created with attributes:
Default vsync count 1
requesting resize 1280 x 720
resizing window to 1280 x 720
Desktop is 1920 x 975 @ 59 Hz
UnloadTime: 3.261000 ms
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/Mono.Security.dll (this message is harmless)
Starting loading from https://sine.space/worldapi Application.platform:=LinuxPlayer
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Desktop/mobile client - sending to login screen
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Constructing WorldManager
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UI Awake: Instantiate UI_Overlay.True
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
UI Awake: Instantiate UI_Event.True
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
UnloadTime: 1.480000 ms
Unloading 10 unused Assets to reduce memory usage. Loaded Objects now: 18351.
Total: 49.865002 ms (FindLiveObjects: 1.199000 ms CreateObjectMapping: 1.307000 ms MarkObjects: 43.021999 ms DeleteObjects: 4.336000 ms)
Resizing the UI Canvas scale to 1 for screen width 1280
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Startup scene has been entered.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Platform assembly: /media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Managed/System.Configuration.dll (this message is harmless)
Loaded Grid: 1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Serialize Grid:
1
sinespace
0
http://cdn.sine.space/release/76/2D/2108790/2108790.xml
0
1
1
1
1
1
1
1
1
1
1
1
1
1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Your session has expired. Please login first.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
LoadingCoroutine-Ensuring login is clean, loading from url: http://cdn.sine.space/release/76/2D/2108790/2108790_stanbundle.xml
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 3 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 1.533000 ms
Unloading 120 unused Assets to reduce memory usage. Loaded Objects now: 20210.
Total: 22.321999 ms (FindLiveObjects: 1.453000 ms CreateObjectMapping: 1.843000 ms MarkObjects: 18.712002 ms DeleteObjects: 0.314000 ms)
EventCalendar GetCalendar length=50
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Your session has expired. Please login first.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Scene Loading has completed from http://cdn.sine.space/release/76/2D/2108790/2108790.xml
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
GetBaseSiteName: sine.space
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Login URL: https://sine.space/worldapi from
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Have login response, IM server located
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Initialising XMPP client
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP: Connecting to XMPP Server2121817
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Login - Avatar ID: 2121817
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
LoadPublicRegions
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Got Login Success Callback; loading background 0
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
WebRoutine url = https://sine.space/worldapi/region/load/
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
WebRoutine url = https://sine.space/worldapi/region/load/, Response =
151931http://cdn.sine.space/release/B4/26/2107060/2107060.xmlWelcome CentreWelcome to Space, a virtual world built for creators by creators! Click on "!" to start the tutorial quest on how to do things. To explore other worlds click on the "explore" button.http://cdn.sine.space/release/B4/26/2107060/Preview.jpg190086162.248.211.265055211036650054532000448204868681000welcomecenter2151931
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Region Login Started (151931) Allocated Server: 162.248.211.26:5055 Region Descriptor: http://cdn.sine.space/release/B4/26/2107060/2107060.xml
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Swapping scene to http://cdn.sine.space/release/B4/26/2107060/2107060.xml
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Resetting scene for new load or quit!
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
Loading scene preview image http://cdn.sine.space/release/B4/26/2107060/Preview.jpg
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
LoadingCoroutine-Ensuring login is clean, loading from url: http://cdn.sine.space/release/B4/26/2107060/2107060_stanbundle.xml
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 363 unused Assets to reduce memory usage. Loaded Objects now: 24261.
Total: 122.785004 ms (FindLiveObjects: 23.882999 ms CreateObjectMapping: 16.946999 ms MarkObjects: 81.556000 ms DeleteObjects: 0.399000 ms)
The referenced script on this Behaviour (Game Object 'LightProbeExt') is missing!
(Filename: Line: 1743)
The referenced script on this Behaviour (Game Object 'cinema_indoor_sculpture') is missing!
(Filename: Line: 1743)
The referenced script on this Behaviour (Game Object 'cinema_indoor_sculpture') is missing!
(Filename: Line: 1743)
The referenced script on this Behaviour (Game Object 'Frame') is missing!
(Filename: Line: 1743)
The referenced script on this Behaviour (Game Object 'Frame') is missing!
(Filename: Line: 1743)
The referenced script on this Behaviour (Game Object 'Light Probe Building') is missing!
(Filename: Line: 1743)
The referenced script on this Behaviour (Game Object 'Progroups2_Groups_Container_Object') is missing!
(Filename: Line: 1743)
Unloading 2 Unused Serialized files (Serialized files now loaded: 2)
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
WARNING: BC6H/BC7 texture format is not supported, decompressing texture
UnloadTime: 13.454000 ms
Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 31474.
Total: 100.399002 ms (FindLiveObjects: 3.824000 ms CreateObjectMapping: 1.234000 ms MarkObjects: 91.453003 ms DeleteObjects: 3.887000 ms)
EventCalendar GetCalendar length=50
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'DEFERRED' has no vertex shader
Scene Loading has completed
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
WARNING: Shader Unsupported: 'PlayWay Water/Depth/CopyMix' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'PlayWay Water/Depth/Water Depth' - Pass '' has no vertex shader
VOIP ProcessUpdate: default voipMuted=False WorldManager.RegionVoipDefaultSetting=2
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at ZenFulcrum.EmbeddedBrowser.Browser.LateUpdate () [0x00000] in :0
(Filename: Line: -1)
Setting scene detail distance to 150m - this is because every scene hasn't been updated yet. TODO: Mark all important items in scenes as in the ImportantInScene layer, then remove this code.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Map Bounds: (x:-240.00, y:-221.00, width:500.00, height:500.00) center: (10.0, 29.0) height offset: -51.88
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Creating new room properties array...
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Invalid pass number (10) for Graphics.Blit (Material "(Unknown material)" with 1 passes)
(Filename: Line: 678)
Invalid pass number (2) for Graphics.Blit (Material "Hidden/BilateralBlur" with 1 passes)
(Filename: Line: 678)
Invalid pass number (3) for Graphics.Blit (Material "Hidden/BilateralBlur" with 1 passes)
(Filename: Line: 678)
Invalid pass number (5) for Graphics.Blit (Material "Hidden/BilateralBlur" with 1 passes)
(Filename: Line: 678)
WARNING: Shader Unsupported: 'Hidden/Post FX/Depth Of Field' - Pass 'COC TEMPORAL FILTER' has no vertex shader
Initiating region server network connection
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Net: Connecting to 162.248.211.26:5055/Lite via Udp and
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
RequestNativeBrowser: LoadNative failed for Could not find file "/media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Resources/browser_assets". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in :0
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in :0
at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
at System.IO.File.OpenRead (System.String path) [0x00000] in :0
at ZenFulcrum.EmbeddedBrowser.StandaloneWebResources.LoadIndex () [0x00000] in :0
at ZenFulcrum.EmbeddedBrowser.BrowserNative.LoadNative () [0x00000] in :0
at ZenFulcrum.EmbeddedBrowser.Browser.RequestNativeBrowser (Int32 newBrowserId) [0x00000] in :0
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
FileNotFoundException: Could not find file "/media/sf_ZorinOs_Shared_Folder/Sign_Space/sinespace_linux_170707/sinespace_linux_170707_Data/Resources/browser_assets".
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in :0
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in :0
at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
at System.IO.File.OpenRead (System.String path) [0x00000] in :0
at ZenFulcrum.EmbeddedBrowser.StandaloneWebResources.LoadIndex () [0x00000] in :0
at ZenFulcrum.EmbeddedBrowser.BrowserNative.LoadNative () [0x00000] in :0
at ZenFulcrum.EmbeddedBrowser.Browser.RequestNativeBrowser (Int32 newBrowserId) [0x00000] in :0
(Filename: Line: -1)
DeepSky.Haze.DS_HazeContextAsset must be instantiated using the ScriptableObject.CreateInstance method instead of new DS_HazeContextAsset.
(Filename: Line: 598)
XMPP State Change: Connecting
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: Connected
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: Securing
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: Authenticating
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: Authenticated
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: Binding
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: Binded
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: StartSession
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
XMPP State Change: SessionStarted
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Logged in and joining conference domain
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Joining XMPP Region Room - c0
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Incoming Message: Joined Global (0); Channel=Chatroom/0
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Joining XMPP Region Room - c1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Incoming Message: Joined Developer (0); Channel=Chatroom/1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Joining XMPP Region Room - c2
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Incoming Message: Joined New User (0); Channel=Chatroom/2
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Joining XMPP Region Room - r151931
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Incoming Message: Joined Region Chat (0); Channel=Region/151931
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
QuestManager : UpdateQuests _questList=3 Quests=4
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Advancing to Quest Step: 0Welcome to space Type: Npc
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Advancing to Quest Step: 0Touch the orb Type: Npc
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Advancing to Quest Step: 0Welcome to space Type: Npc
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Got 26 game items.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
(Filename: Line: 371)
Timeout-disconnect! Command: CMD(6 c#:0 r/u: 1/0 st/r#/rt:96022/2/97166) now: 98412 challenge: 209e31c5
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
OnStatusChanged: TimeoutDisconnect
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Disconnected from server due to Disconnect due to timeout.
The server may be going down for a restart,
or the network connection terminated.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Incoming Message: /me Disconnected - Disconnect due to timeout.
The server may be going down for a restart,
or the network connection terminated. (0); Channel=System/1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Net: Connecting to 162.248.211.26:5055/Lite via Udp and
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
OnStatusChanged: Disconnect
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
(Filename: Line: 371)
Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
(Filename: Line: 371)
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 4 Unused Serialized files (Serialized files now loaded: 15)
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
(Filename: Line: 371)
Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 36569.
Total: 174.931000 ms (FindLiveObjects: 3.061000 ms CreateObjectMapping: 18.665998 ms MarkObjects: 153.024002 ms DeleteObjects: 0.180000 ms)
Unloading 1 Unused Serialized files (Serialized files now loaded: 15)
Incoming Message: /me Connected - Connected to region. (0); Channel=System/1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Wiping room properties array...
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Net: Joining Server Room: 151931_190086
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
SendPlaylist failed, region server is not connected or user's playlist not loaded yet.True
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
WARNING: Shader Unsupported: 'Sine Wave/Skin/Unified Clothing and Skin (Metal + Tessellate)' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Unified Clothing and Skin (Metal + Tessellate)' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Unified Clothing and Skin (Metal + Tessellate)' - Pass 'DEFERRED' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Unified Clothing and Skin (Metal + Tessellate)' - All passes removed
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'DEFERRED' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - All passes removed
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 37939.
Total: 75.341003 ms (FindLiveObjects: 3.289000 ms CreateObjectMapping: 12.352000 ms MarkObjects: 59.605000 ms DeleteObjects: 0.094000 ms)
Unloading 2 Unused Serialized files (Serialized files now loaded: 15)
Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 37949.
Total: 118.795998 ms (FindLiveObjects: 3.163000 ms CreateObjectMapping: 1.452000 ms MarkObjects: 113.976997 ms DeleteObjects: 0.203000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 15)
Unloading 18 unused Assets to reduce memory usage. Loaded Objects now: 37959.
Total: 81.320000 ms (FindLiveObjects: 3.227000 ms CreateObjectMapping: 1.389000 ms MarkObjects: 76.512001 ms DeleteObjects: 0.192000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 15)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 38128.
Total: 112.602005 ms (FindLiveObjects: 3.978000 ms CreateObjectMapping: 2.222000 ms MarkObjects: 106.269997 ms DeleteObjects: 0.131000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 15)
Doing Mesh Deletion from Clothing ID1086 ( ) to Clothing ID3171 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 38470.
Total: 121.086998 ms (FindLiveObjects: 14.440001 ms CreateObjectMapping: 4.945000 ms MarkObjects: 101.631996 ms DeleteObjects: 0.069000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 15)
Doing Mesh Deletion from Clothing ID1083 ( ) to Clothing ID2107128 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Doing Mesh Deletion from Clothing ID1083 ( ) to Clothing ID2106848 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Doing Mesh Deletion from Clothing ID2106457 ( ) to Clothing ID2106458 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Doing Mesh Deletion from Clothing ID2106457 ( ) to Clothing ID1042 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 38470.
Total: 104.959007 ms (FindLiveObjects: 4.007000 ms CreateObjectMapping: 2.247000 ms MarkObjects: 98.635002 ms DeleteObjects: 0.069000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 15)
Incoming Message: /me Reconnecting... - Attempting to reconnect to service. (0); Channel=System/1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Net: Connecting to 162.248.211.26:5055/Lite via Udp and
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Connect() can't be called if peer is not Disconnected. Not connecting. peerConnectionState: Connected
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Doing Mesh Deletion from Clothing ID1086 ( ) to Clothing ID2106783 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Doing Mesh Deletion from Clothing ID3171 ( ) to Clothing ID2106783 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 38490.
Total: 92.067001 ms (FindLiveObjects: 3.341000 ms CreateObjectMapping: 8.410999 ms MarkObjects: 79.752998 ms DeleteObjects: 0.559000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 18)
Swapping a material from Legacy Shaders/Diffuse
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Restoring material from Sine Wave/Skin/Unified Clothing and Skin
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - Pass 'DEFERRED' has no vertex shader
WARNING: Shader Unsupported: 'Sine Wave/Skin/Modern Skin' - All passes removed
Player2121817's skeleton is 1
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 38850.
Total: 60.027000 ms (FindLiveObjects: 3.470000 ms CreateObjectMapping: 1.747000 ms MarkObjects: 54.737999 ms DeleteObjects: 0.070000 ms)
Unloading 1 Unused Serialized files (Serialized files now loaded: 18)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 38850.
Total: 76.145996 ms (FindLiveObjects: 9.122000 ms CreateObjectMapping: 1.705000 ms MarkObjects: 65.193001 ms DeleteObjects: 0.125000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 18)
Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 38851.
Total: 67.625999 ms (FindLiveObjects: 3.230000 ms CreateObjectMapping: 1.446000 ms MarkObjects: 62.611000 ms DeleteObjects: 0.338000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 18)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 38851.
Total: 104.306000 ms (FindLiveObjects: 5.685000 ms CreateObjectMapping: 13.004999 ms MarkObjects: 85.542000 ms DeleteObjects: 0.073000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 18)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 39022.
Total: 85.674004 ms (FindLiveObjects: 3.385000 ms CreateObjectMapping: 6.603000 ms MarkObjects: 75.599998 ms DeleteObjects: 0.085000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 18)
Doing Mesh Deletion from Clothing ID2106457 ( ) to Clothing ID1062 ( )
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 39022.
Total: 78.805000 ms (FindLiveObjects: 3.351000 ms CreateObjectMapping: 1.558000 ms MarkObjects: 73.825996 ms DeleteObjects: 0.068000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 18)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 39022.
Total: 125.622002 ms (FindLiveObjects: 3.252000 ms CreateObjectMapping: 1.362000 ms MarkObjects: 120.931999 ms DeleteObjects: 0.076000 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 18)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 39022.
Total: 98.766998 ms (FindLiveObjects: 3.397000 ms CreateObjectMapping: 1.705000 ms MarkObjects: 93.553001 ms DeleteObjects: 0.110000 ms)
Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
(Filename: Line: 371)
OnStatusChanged: Disconnect
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Setting up 1 worker threads for Enlighten.
Thread -> id: 7fa3b4ff9700 -> priority: 1
Posted by: SignSpace | Monday, July 10, 2017 at 10:19 PM
Thanks - it looks like you are running under Mesa GL there (i.e. software rendering), that might be the root of the issue; I'm not sure it's possible to get hardware emulated rendering from VMware on Linux, but updating Mesa may help if that's possible.
It looks like the shaders used for rendering a large amount of content are unsupported on the Mesa version you're using. While GL3.3 should work, anything past GL4.0 is ideal.
Posted by: Adam | Tuesday, July 11, 2017 at 12:07 AM
Thanks, I'll look in to it and try again.
Posted by: SignSpace | Tuesday, July 11, 2017 at 10:30 AM
OK, long as hell, unexpected logfile dump in blog comments. Could have either sent that to Adam through his website as he requested, or posted that in Space's support forum.
Posted by: Dusky | Tuesday, July 11, 2017 at 11:03 AM