• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Runemark Studio
      Dark Fantasy Environment and Props

    • By bowcox
      Hi guys! 
      I have created a Pong game that has an AI that is almost beatable, changing the speed of the AI can make it ridiculously easy or hard depending on the way you go about it. 
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class ComputerMovement : MonoBehaviour { private float speed; private float reAdjustSpeed = 1f; private Rigidbody2D computer2d; public static bool isTwoPlayer; GameObject theBall; Rigidbody2D rb2d; void Start() { computer2d = GetComponent<Rigidbody2D> (); } void FixedUpdate() { if (isTwoPlayer == true) { speed = 5f; if (Input.GetKey (KeyCode.W)) { computer2d.position += Vector2.up * speed * Time.deltaTime; } if (Input.GetKey (KeyCode.S)) { computer2d.position += Vector2.down * speed * Time.deltaTime; } } if (isTwoPlayer == false) { speed = 3f; if (theBall == null) { theBall = GameObject.FindGameObjectWithTag ("Ball"); } rb2d = theBall.GetComponent<Rigidbody2D> (); //Is the ball going left or right if (rb2d.velocity.x > 0) { if (rb2d.velocity.y > 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } if (rb2d.velocity.y < 0) { if (rb2d.position.y > computer2d.position.y) { MoveUp (); } if (rb2d.position.y < computer2d.position.y) { MoveDown (); } } } //Whilst it's not moving at the paddle, let it gain a slight reset by moving with the ball at a slower pace. if (rb2d.velocity.x < 0) { if (computer2d.position.y < 0) { computer2d.position += Vector2.up * reAdjustSpeed * Time.deltaTime; } if (computer2d.position.y > 0) { computer2d.position += Vector2.down * reAdjustSpeed * Time.deltaTime; } } } } void MoveDown() { if (Mathf.Abs(rb2d.velocity.y) > speed) { computer2d.position += Vector2.down * speed * Time.deltaTime; } else { computer2d.position += Vector2.down * speed * Time.deltaTime; } } void MoveUp() { if (Mathf.Abs (rb2d.velocity.y) > speed) { computer2d.position += Vector2.up * speed * Time.deltaTime; } else { computer2d.position += Vector2.up * speed * Time.deltaTime; } } }  
      I have looked up several posts across many different forums in order to create a much better AI. Most of the posts recommend that I use Raycasts to find out exactly where the ball might hit the paddle. I have looked up how to use them and I'm just completely lost, do raycasts consider collisions and go on infinitely or once they hit a wall, that's where it'll end up? Would anyone be able to help me understand raycasts a little better? 
      If you have another solution that enables me to calculate exactly where the ball will end up on the opponents side, I am more than willing to hear it
      Thanks again if you read this!
    • By eldwin11929
      We're looking for a Unity (C#) Programmer for our 2D Project. We're looking for a new lead programmer to continue with an existing project.
      Project is an open-world RTS, and is very close to a prototyping (playable) phase. Our existing lead, unfortunately, has no more time for the project, and thus we are in search of a new one who is interested.
      Game is purely fantasy based, and we'll be able to give you much more detailed info about the project as we begin to work you into it.
      You'll be working with our junior developer, who has been here since the beginning.
      Primary skills needed are just being able to work within Unity. But skills within XML are also a plus.
      Our list of major goals we'd need you to do is minimal, yet still fairly extensive:
      -Edit our current Pathfinding system to account for a few extra features.
      -Setup our global map system. You’ll be working off an existing random node-map web generator and existing random map generation system and essentially linking the two together. This includes handling random spawns (which has already been semi-setup) unique to each node’s respective map.
      -Further implementation of an existing random spawning algorithm (used to spawn things like enemies randomly across the Map).
      -Making sure to Save and Record all respective aspects of what was mentioned above.
      -Handling our XML database- database is created, but we’ll need to be integrating it. This includes all various things from units to abilities and so forth. Will also need to handle implementing an object’s unique attributes we cannot take care of within XML.
      -Various Content Implementation (to be done once our XML has been integrated).
      -Various Saving and Recording of all respective aspects of the database info mentioned above.
      -Various Performance Enhancements.
      -Potential for various misc things, such as further UI work.
      -Setting up a Menu system.
      We have a considerable amount of things done already- however I must warn ahead of time we have quite a bit of unclean code, which may be fairly overwhelming for a new developer on the project.
      Let me know your rates per hour, and we'll see if we can work out a good deal between both of us. Royalties are also included.
      If interested, send an email to: eldwin11929@yahoo.com
    • By jhocking
      My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

      Foreword by Jesse Schell, author of The Art of Game Design

      Don't take my word for it being good, look at the sky-high ratings on GoodReads.

      You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!
    • By ThunderTwonk
      Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
      I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
      The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)
      As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.
      Thanks for your time.
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity debug assertion failed! on game project

This topic is 2237 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi guys,

im looking for help with this debug assertion failed error i keep getting on runtime

here is my code:


#include "main.h"
#include "3dsloader.h"

void lighting();
void initRendering();
void drawScene();
void mainLoop();

Object* testcube;

int main(int argc, char **argv)
bool running = true;


testcube = new Object("apex.3ds");

return 0;
void initRendering()
glEnable(GL_CULL_FACE); //face culling
glEnable(GL_LIGHTING); //enable lighting
glEnable(GL_NORMALIZE); // auto normalize normals
glShadeModel(GL_SMOOTH); //enable smooth shading


void mainLoop(void)
// the time of the previous frame
double old_time = glfwGetTime();
// this just loops as long as the program runs
// escape to quit, arrow keys to rotate view
if (glfwGetKey(GLFW_KEY_ESC) == GLFW_PRESS)

// draw the figure

// swap back and front buffers
void drawScene()
//clear info from last draw
glMatrixMode(GL_MODELVIEW); //switch drawing perspective
glLoadIdentity();// reset drawing perspective

glTranslatef(0.0f, 0.0f, -5.0f); // translate camera
void shutdown()
delete testcube;


//Include STD headers
#include <vector>
#include <fstream>
#include <iostream>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>

//Include GLM
#include <glm/glm.hpp>
using namespace glm;

extern void InitializeWindow();
extern void shutdown();


#include "main.h"

void shutdown();
void InitializeWindow()
const int window_width = 800,
window_height = 600;
if (glfwInit() != GL_TRUE)
// 800 x 600, 16 bit color, no depth, alpha or stencil buffers, windowed
if (glfwOpenWindow(window_width, window_height, 5, 6, 5,
0, 0, 0, GLFW_WINDOW) != GL_TRUE)
glfwSetWindowTitle("Pheonix engine R1");
// set the projection matrix to a normal frustum with a max depth of 50
float aspect_ratio = ((float)window_height) / window_width;
glFrustum(.5, -.5, -.5 * aspect_ratio, .5 * aspect_ratio, 1, 50);


#include "main.h"
#include "lib3ds/file.h"
#include "lib3ds/mesh.h"
class Object
Object(std:: string filename);
virtual ~Object();
virtual void Draw() const;
virtual void CreateVBO();
void GetFaces();
unsigned int m_TotalFaces;
Lib3dsFile * m_model;
GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO;


#include "3dsloader.h"
Object::Object(std:: string filename)
m_TotalFaces = 0;
m_model = lib3ds_file_load(filename.c_str());
// If loading the model failed, we throw an exception
throw strcat("Unable to load ", filename.c_str());
void Object::GetFaces()
m_TotalFaces = 0;
Lib3dsMesh * mesh;
// Loop through every mesh.
for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
// Add the number of faces this mesh has to the total number of faces.
m_TotalFaces += mesh->faces;
void Object::CreateVBO()
// Calculate the number of faces we have in total.
// Allocate memory for our vertices, normals and texture-coordinates.
Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsVector * texCoords = new Lib3dsVector[m_TotalFaces * 2];
Lib3dsMesh * mesh;
unsigned int FinishedFaces = 0;
// Loop through all the meshes.
for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]);
// Loop through every face.
for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++)
Lib3dsFace * face = &mesh->faceL[cur_face];
for(unsigned int i = 0;i < 3;i++)
// If there are texture-coordinates.
memcpy(&texCoords[FinishedFaces*2 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel));
memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector));
// Generate a VBO and store it with our vertices.
glGenBuffers(1, &m_VertexVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW);
// Generate another VBO and store the normals in it.
glGenBuffers(1, &m_NormalVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW);
// Generate a third VBO and store the texture coordinates in it.
glGenBuffers(1, &m_TexCoordVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW);
// Clean up our allocated memory because the data is now stored in the GPU.
delete vertices;
delete normals;
delete texCoords;
// We no longer need lib3ds.
m_model = NULL;
void Object:: Draw() const
// Enable vertex, normal and texture-coordinate arrays.
// Bind the VBO with the normals.
glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);
// The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO.
glNormalPointer(GL_FLOAT, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glVertexPointer(3, GL_FLOAT, 0, NULL);
// Render the triangles.
glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3);

I have also attached a screencap of the error for you guys smile.png

thanks for your help in advance community,

Share this post

Link to post
Share on other sites
I really only skimmed your code, but as far as I can tell you never assert any of your pointer arithmetics?
And can't you ask the debugger to tell you the precise file name and line instead of your "general" pointer-fault?

Anyways, for the assertions. You do have number 1 (via an if-statement) in some places, but I cannot see number 2 anywhere.
1. Assert that all pointers are valid before usage - assert(p != NULL) or assert(p != nullptr).
2. Assert that all array indicies are valid before usage - assert(i < array_size) or, for STL containers, assert (i < container.size()).

Share this post

Link to post
Share on other sites
Can you confirm that m_TotalFaces is non-zero after the call to GetFaces()?

Also, you should delete vertices, normals, and texCoords like this (using operator delete[]):

delete [] vertices;
delete [] normals;
delete [] texCoords;

Share this post

Link to post
Share on other sites

throw strcat("Unable to load ", filename.c_str());


// (Include <exception>, <stdexcept>, and <string>)
throw runtime_error( string("Unable to load ") + filename );

The strcat documentation states that strcat will remove the null terminator from the destination string and appends the source string onto the destination string and returns the destination string (and not a new string containing both the destination string and source string). The quoted code is doubly-bad for two reasons. First, character arrays, such as the literal "Unable to load ", are immutable because they lie in a read-only section of the executable; attempting to modify the read-only section of the executable will cause a crash (undefined behavior?). Second, the destination string is only large enough to hold the destination string itself and nothing more. Writing more than what was allocated for the string results in a buffer overrun.

Take a look at the following example:

#include <cstring>
#include <cstdio>
#include <string>

using namespace std;

int main() {
char* str = "Test: "; // str points to read oly memory
// strcat( str, "123" ); // Crash, cannot write to str directly

// const char* str = "Test: "; // Consider using a const pointer to prevent accidentally writing to it
// strcat( str, "123" ); // Compile time error, str is const

char str2[] = "Test: "; // Allocates 7 chars on the stack, copies the read only memory "Test: \0" into it
strcat( str2, "123" ); // Buffer overrun, not enough room in str2 to hold "123\0"

char str3[64] = "Test: ";
strcat( str3, "123" ); // Ok (but you still need to watch out for buffer overruns)

string str4 = "Test: ";
str4 += "123"; // Ok (don't need to worry about overruns, but it uses the freestore instead of the stack)

printf( "%s\n%s\n%s", str2, str3, str4.c_str() );

Sample output:

Test12Test: 123
Test: 123
Test: 123

See character sequence tutorial on cplusplus.com for more detail.

Next, you should generally throw an object that ultimately inherits from std::exception.</string></cstdio></cstring></stdexcept></exception> Edited by fastcall22

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement