Nope. Still no success. But I'm pretty sure that's the problem on a unity side. I mean - it probably detects something wrong, missing format or something and just silently bails out. No errors from mesa/GL. Everything is fine. Program execution is done almost clearly, that is - it's not a crash.
But what worries me - the program spurs TONS of segfaults and other nasty things but seems to consume that internally without saying a word. That's kinda disturbing and no worries it behaves that way - silently bailing out without saying a word. It's seems to be a standard behaviour in the world of mono or unity or C#, I dunno. Anyway, now I officially hate unity. I knew there was something fishy about it, but I wasn't sure what exactly, so I was just cautious about it. But now I know - it's written for .NET/mono! I hate .NET.
But anyway, on a serious note - it seems to be a lost cause. Let's just note that game doesn't work on a opensource r600 drivers for some unknown reason and let's hope that it will someday when drivers or unity or mono fixes whatever currently failing.
But what worries me - the program spurs TONS of segfaults and other nasty things but seems to consume that internally without saying a word. That's kinda disturbing and no worries it behaves that way - silently bailing out without saying a word. It's seems to be a standard behaviour in the world of mono or unity or C#, I dunno. Anyway, now I officially hate unity. I knew there was something fishy about it, but I wasn't sure what exactly, so I was just cautious about it. But now I know - it's written for .NET/mono! I hate .NET.
But anyway, on a serious note - it seems to be a lost cause. Let's just note that game doesn't work on a opensource r600 drivers for some unknown reason and let's hope that it will someday when drivers or unity or mono fixes whatever currently failing.