Fantasy Strike

Fantasy Strike

[Linux] Crash on Linux when Mad Catz FightStick TE 2 (Xbox One) is plugged in
The game does not seem to start and gives me this stack trace when starting it from steam:

at (wrapper managed-to-native) UnityEngine.Input.GetJoystickNames () <0x0005c>
at (wrapper managed-to-native) UnityEngine.Input.GetJoystickNames () <0x0005c>
at cInput.Update () <0x0001c>
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>

Native stacktrace:

/opt/steam/steamapps/common/Fantasy Strike/FS_Linux_Data/Mono/x86_64/ [0x7fe6c015c673]
/usr/lib/ [0x7fe6d75493c0]
/usr/lib/ [0x7fe6d721bd7f]
/usr/lib/ [0x7fe6d7206672]
/opt/steam/steamapps/common/Fantasy Strike/FS_Linux.bin() [0xb46b0c]
/opt/steam/steamapps/common/Fantasy Strike/FS_Linux_Data/Mono/x86_64/ [0x7fe6c019cf65]
/opt/steam/steamapps/common/Fantasy Strike/FS_Linux_Data/Mono/x86_64/ [0x7fe6c00fb21f]
/usr/lib/ [0x7fe6d75493c0]
/opt/steam/steamapps/common/Fantasy Strike/FS_Linux.bin() [0xc5f2dc]
/opt/steam/steamapps/common/Fantasy Strike/FS_Linux.bin() [0x46845a]

Debug info from gdb:

ERROR: object '/home/silvan/.local/share/Steam/ubuntu12_32/' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
>>> Adding process 9703 for game ID 390560
Local Device Found
type: 0738 4a01
path: sdl://1
serial_number: - 0
Product: Mad Catz FightStick TE 2
Release: 34
Interface: -1

Since it's crashing when getting the Joystick names I tried unplagging my stick and funnily enough the game then starts without an issue. Plugging in the stick again makes it crash with the same error though.

The stick works fine with other games so that's not the issue.

I am on Arch Linux with an AMD Ryzen 1700X, 16GB of RAM and a AMD RX480 on mesa-git 18.3.0_devel.104542.2ad9917e18-1.

Let me know if you need more info. Thanks for the Linux version!

< >
Showing 1-15 of 27 comments
Naib Sep 11, 2018 @ 10:37am 
Same here with steam controllers.
The last game this happened with (using mono as well) was due to a rogue file and I pointed back to the system. That isn't the case here so i am a bit confused

Gentoo here.
Naib Sep 11, 2018 @ 12:18pm 
here is my Player.log

Desktop is 1920 x 1080 @ 60 Hz
Invalid initial resolution 1 x 1 - forcing to 100 x 100
Initialize engine version: 2018.2.5f1 (3071d1717b71)
GfxDevice: creating device client; threaded=1
Renderer: GeForce GTX 970/PCIe/SSE2
Vendor: NVIDIA Corporation
Version: 4.5.0 NVIDIA 396.54
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv 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_imaging 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_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoki
ng_vertex GL_ARB_query_buffer_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_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_A
RB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 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_mirrored_repeat 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_t
ranspose_matrix 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_program 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_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_
object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_
raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel
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zle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 65440792
Begin MonoManager ReloadAssembly
- Completed reload, in 0.052 seconds
Default vsync count 1
requesting resize 1 x 1
requesting fullscreen 1 x 1 at 0 Hz
Setting up downscaled viewport at 1 x 1
Desktop is 1920 x 1080 @ 60 Hz
UnloadTime: 0.448000 ms
UnityCommunityExpress.Awake: First, force-load steam_api by doing SteamAPI_IsSteamRunning

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

SteamAPI_IsSteamRunning: True

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

SteamUnityAPI_IsSteamRunning: True

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

SteamAPI_RestartAppIfNecessary: False on SteamRegular

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

Will _ceInstance.Initialize

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

SteamAPI_Init: True

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)


(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

ggpo_testo: 12345

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

UdpPinger starts listening to ping UDP port 19900

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UFE.Awake: Done with res: 1*1 fullscreen: True version v0.15312

(Filename: ./Runtime/Export/Debug.bindings.h Line: 43)

Unloading 19 unused Assets to reduce memory usage. Loaded Objects now: 50388.
Total: 185.039000 ms (FindLiveObjects: 3.562000 ms CreateObjectMapping: 1.641000 ms MarkObjects: 179.668000 ms DeleteObjects: 0.168000 ms)

Unloading 2 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 50388.
Total: 163.732000 ms (FindLiveObjects: 3.131000 ms CreateObjectMapping: 1.153000 ms MarkObjects: 159.386000 ms DeleteObjects: 0.061000 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 50388.
Total: 164.246000 ms (FindLiveObjects: 3.308000 ms CreateObjectMapping: 1.245000 ms MarkObjects: 159.632000 ms DeleteObjects: 0.059000 ms)

Joystick 1 (Wireless Steam Controller) is unrecognized and will use raw control indices as reported by the driver

(Filename: Line: 575)

Receiving unhandled NULL exception
#0 0x007fff11be0c40 in funlockfile
#1 0x007fff11be11e0 in std::vector<std::vector<std::pair<int, int>, std::allocator<std::pair<int, int> > >, std::allocator<std::vector<std::pair<int, int>, std::allocator<std::pair<int, int> > > > >::~vector()
#2 0x007fff11be1260 in oc_frag_recon_inter2_c
#3 0x007fff11be12e0 in (Unknown)
#4 0x007fff11be12f0 in mono_set_defaults
#5 0x007fff11be1560 in mono_runtime_invoke
#6 0x007fff11be1590 in operator new[](unsigned long, std::nothrow_t const&)
#7 0x007fff11be15c0 in operator new[](unsigned long, std::nothrow_t const&)
#8 0x007fff11be15e0 in operator new[](unsigned long, std::nothrow_t const&)
#9 0x007fff11be1740 in operator new[](unsigned long, std::nothrow_t const&)
#10 0x007fff11be1780 in operator new[](unsigned long, std::nothrow_t const&)
#11 0x007fff11be18f0 in operator new[](unsigned long, std::nothrow_t const&)
#12 0x007fff11be1a60 in operator new[](unsigned long, std::nothrow_t const&)
#13 0x007fff11be1ae0 in oc_frag_recon_inter2_c
#14 0x007fff11be20d0 in __libc_start_main
#15 0x007fff11be2190 in oc_frag_recon_inter2_c
SolarLune Sep 12, 2018 @ 7:04am 
I also am getting crashes when the Steam Controller is connected and the game is launched. I also get a crash when the SC is connected during gameplay.

Running Solus 3.999 64-bit (Linux). Otherwise, the game runs perfectly fine for me.

Here's the last few lines of Player.log with my null exception, as well:

(Filename: Line: 124) Your current multi-scene setup has inconsistent Lighting settings which may lead to different lighting when loading scenes individually or in a different order! Consider homogenizing the following: 2/3 scenes have different Realtime GI settings. (Filename: Line: 124) Joystick 1 (Steam Controller) is unrecognized and will use raw control indices as reported by the driver (Filename: Line: 575) Receiving unhandled NULL exception #0 0x007ffe0f0f1740 in funlockfile #1 0x007ffe0f0f1ce0 in std::vector<std::vector<std::pair<int, int>, std::allocator<std::pair<int, int> > >, std::allocator<std::vector<std::pair<int, int>, std::allocator<std::pair<int, int> > > > >::~vector() #2 0x007ffe0f0f1d60 in oc_frag_recon_inter2_c #3 0x007ffe0f0f1de0 in (Unknown) #4 0x007ffe0f0f1df0 in mono_set_defaults #5 0x007ffe0f0f2060 in mono_runtime_invoke #6 0x007ffe0f0f2090 in operator new[](unsigned long, std::nothrow_t const&) #7 0x007ffe0f0f20c0 in operator new[](unsigned long, std::nothrow_t const&) #8 0x007ffe0f0f20e0 in operator new[](unsigned long, std::nothrow_t const&) #9 0x007ffe0f0f2240 in operator new[](unsigned long, std::nothrow_t const&) #10 0x007ffe0f0f2280 in operator new[](unsigned long, std::nothrow_t const&) #11 0x007ffe0f0f23f0 in operator new[](unsigned long, std::nothrow_t const&) #12 0x007ffe0f0f2560 in operator new[](unsigned long, std::nothrow_t const&) #13 0x007ffe0f0f25e0 in oc_frag_recon_inter2_c #14 0x007ffe0f0f2bd0 in __libc_start_main #15 0x007ffe0f0f2c90 in oc_frag_recon_inter2_c
Last edited by SolarLune; Sep 12, 2018 @ 7:06am
Thelo  [developer] Sep 12, 2018 @ 9:10am 
Hmm, that actually looks like a crash from inside the Unity engine (UnityEngine.Input.GetJoystickNames), which is outside of our control. I will probably have to report it as a bug to Unity, and hope they fix it soon.
Thelo  [developer] Sep 12, 2018 @ 11:03am 
Yep, it's a Unity internal crash. It seems to crash when the name of the controller reported from Linux contains a comma or a period, of all things:

"HORI CO.,LTD. Real Arcade Pro.4" (when set to PS4 or PS3 mode): crashes
"HORI CO.,LTD. Fighting Stick mini 4": crashes (both in PS4 mode and in PS3 mode)
"Nintendo Co., Ltd. Joy-Con Charging Grip": crashes

"Mad Catz Wired Xbox 360 Controller (SFIV)": does not crash
"Microsoft X-Box 360 pad": does not crash
"Sony Computer Entertainment Wireless Controller": does not crash
"Generic X-Box pad" (it's really a Hori Real Arcade Pro 4, set to PC mode): does not crash

I suspect that if you can set your controller to somehow use a different internal name (by using a different driver?), then that would work around the crash. In the meantime, I'm reporting this to Unity for them to fix.
Krünchy Rookie_one Sep 12, 2018 @ 12:22pm 
Hm, in my case, neither Steam nor dmesg report a name with a comma or a period though:


Local Device Found
type: 0738 4a01
path: sdl://0
serial_number: - 0
Product: Mad Catz FightStick TE 2
Release: 34
Interface: -1


[] input: Mad Catz FightStick TE 2 as /devices/pci0000:00/0000:00:07.1/0000:07:00.3/usb3/3-3/3-3.2/3-3.2:1.0/input/input9

The Linux Kernel driver doesn't contain a name with a period or a comma either:

There could be a different reason at least in my case.
Naib Sep 12, 2018 @ 12:43pm 
It could be, the dmesg report might not be what unity reads it as.
Thelo  [developer] Sep 14, 2018 @ 1:42pm 
Just as a short update, Unity QA has reproduced and acknowledged this bug:

Feel free to "vote" on that issue page.
Thanks Thelo! Voted.
Naib Sep 15, 2018 @ 4:08am 
great thanks.
Such a weird regression. Is there anyway of reverting to 2018.1.5f1 for linux?
We can get more bugchecking until a new unity is pushed
Naib Oct 6, 2018 @ 1:48am 
I tried the recent update and it still crashes.
Looking at the unit bug report: Fixed in Unity 2018.3

would it be possible to have a bump to unity 2018.3 to try
Sirlin  [developer] Oct 6, 2018 @ 2:45am 
We will eventually update to that, yes. I'm not sure if it will be the next patch or not, but we'll keep it in mind. Thanks for alerting us that 2018.3 has the fix.
Lomkey Oct 29, 2018 @ 9:34pm 
Still Problem with steam controller crasting the game under linux. Hope will it be fix soon.
Last edited by Lomkey; Oct 29, 2018 @ 11:14pm
supernovajm Nov 5, 2018 @ 5:57pm 
Just bought this game during the halloween sale, but holding out for this patch before I really get into it. I need my fightstick yo
Sirlin  [developer] Nov 6, 2018 @ 12:48pm 
It is not possible for us to update to Unity 2018.3 for a while. We are very focused on being able to ship on consoles at all right now, and Nintendo Switch does not yet support Unity 2018.3, so we need to prepare our master submission candidate on a version before that, and work out all the bugs with the version we have now, etc.

We will update to 2018.3 as soon as we can, but I'm just letting you know that due to the Nintendo situation and that it takes many weeks to finish submission, it will be a while. (Sorry.)
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