TheYellowArchitect / doubledamnation

Exclusively Co-Op Metroidvania with Movement as smooth as Smash Bros Melee
GNU General Public License v3.0
19 stars 2 forks source link

Linux Port #53

Open TheYellowArchitect opened 2 years ago

TheYellowArchitect commented 2 years ago
TheYellowArchitect commented 1 year ago

You can use 2018.1~2018.4 to build for Linux (from Windows) The only tweak required for the linux build, is to make this class compile only for windows

Very simple. Just add #if UNITY_STANDALONE_WIN #endif in both using namespace, and inside the class. Essentially, only the class name is ultimately compiled for linux, just 1 line lol

Note that if you want to go for 2019.4 or some other higher version, TMPro breaks, so don't bother, it was annoying to fix. Hence I used 2018.2 or 2018.4 to port to Linux (2018.1 also works but I would have to reinstall it lol)

Anyway, the linux build seems to run, even audio plays, but then visuals just freeze at console. It seems there is some issue with rendering graphics. Screen position or resolution? It is unconfirmed. For context I used it with dwm. The only solution I found on the internet is tweaking the prefs before launching it, but its currently hardcoded to be fullscreen. I went to Unity and changed player settings to not be fullscreen, but be windowed 1366x768 (my screen resolution on linux)

I got the "made with unity", so that's some progress, but then it was black screen. I got an interesting error output, so at least I can know approximately what is to blame. Let me paste the terminal

Set current directory to /home/username/TestWindowed
Found path: /home/username/TestWindowed/DoubleDamnation.x86_64
Mono path[0] = '/home/username/TestWindowed/DoubleDamnation_Data/Managed'
Mono config path = '/home/username/TestWindowed/DoubleDamnation_Data/MonoBleedingEdge/etc'
Preloaded 'libStandaloneFileBrowser.so'
Preloaded 'libsteam_api.so'
Unable to preload the following plugins:
            ScreenSelector.so
Display 0 'SAMSUNG 28"' : 1366x768 (primary device).
Logging to /home/username/.config/unity3d/MadeByYellowArchitect/Double Damnation/Player.log

player.log

Desktop is 1366 x 768 @ 60 Hz
Initialize engine version: 2018.4.36f1 (6cd387d23174)
GfxDevice: creating device client; threaded=1
Renderer: NV137
Vendor:   nouveau
Version:  4.3 (Core Profile) Mesa 22.1.7
GLES:     0
 GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL
_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buf
fer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_text
ure_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_ab
gr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays G
L_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_image GL_NV_depth_clamp GL_NV_fill_rectangle GL_NV_packed_depth_stencil GL_NV_sample_locations GL_NV_texture_barrier GL_NV_vdpau_interop GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.3 graphics device ; Context level  <OpenGL 4.3> ; Context handle 45392432
Begin MonoManager ReloadAssembly
- Completed reload, in  0.090 seconds
Default vsync count 0
requesting resize 1366 x 768
Using native desktop resolution 1366 x 768
requesting fullscreen 1366 x 768 at 0 Hz
Desktop is 1366 x 768 @ 60 Hz
UnloadTime: 0.958000 ms
This played! 0

(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)

Offset run doesn't exist

(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)

Animator.GotoState: State could not be found

(Filename:  Line: 1358)

Invalid Layer Index '-1'

(Filename:  Line: 924)

Offset run doesn't exist

(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)

Offset run doesn't exist

(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)

requesting resize 1366 x 768
Using native desktop resolution 1366 x 768
requesting fullscreen 1366 x 768 at 0 Hz
Desktop is 1366 x 768 @ 60 Hz

I then used 2019.4 because ScreenSelector seems to be removed Tried to build for linux, and building gets interrupted as I get these errors on the console which I don't know how to deal with:

-----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/UnityEngine.UI.dll
Microsoft (R) Visual C# Compiler version 2.9.1.65535 (9d34608e)
Copyright (C) Microsoft Corporation. All rights reserved.

Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Layout\CanvasScaler.cs(241,20): error CS0117: 'Canvas' does not contain a definition for 'preWillRenderCanvases'
Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Layout\CanvasScaler.cs(253,20): error CS0117: 'Canvas' does not contain a definition for 'preWillRenderCanvases'
Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Layout\CanvasScaler.cs(302,43): error CS1061: 'Canvas' does not contain a definition for 'renderingDisplaySize' and no accessible extension method 'renderingDisplaySize' accepting a first argument of type 'Canvas' could be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\MaskableGraphic.cs(152,28): error CS1061: 'CanvasRenderer' does not contain a definition for 'clippingSoftness' and no accessible extension method 'clippingSoftness' accepting a first argument of type 'CanvasRenderer' could be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\RectMask2D.cs(175,41): error CS1501: No overload for method 'RectangleContainsScreenPoint' takes 4 arguments

ggwp. Godot time.