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Unable to build project for Android with Mac Unity version 2017.4.1f1

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Here is the error I get: UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:181 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:88 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Any idea why it happens? ,I am getting this error: UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:181 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:88 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Any idea why it happens?

After the build, the object is no longer a childs of another objects

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There are 3 chairs in the game that move up and down with an animation. People are sitting on them and they are the child objects of chairs, so they move up and down with them. People are not static, they have their own hand movement animations and it works. So, after the build, people hang in the air and don't move up and down, and their own animations and animation of the movement of the chairs are works fine. I can see it only in the build. When I launch the game in the engine, there is no such error. Looks like buid version of the game don't see, that people are childs of the chairs. Why this can it be? P.S. Recently updated engine to the latest version ![alt text][1] [1]: https://gamedev.ru/files/images/131997_1524743065_1.jpg

Gradle build errors

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CommandInvokationFailure: Gradle build failed. C:\Program Files\Java\jdk-9.0.4\bin\java.exe -classpath "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"

Exception when building on IOS mac from Command line.

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Hi, I'm facing this error when attempting to do a command line build, towards the end of the build. ... Exception: Build iOS failed: Error building Player: IOException: Failed to Copy File / Directory from 'Temp/StagingArea/Trampoline' to 'package/ios/'. ... Every 2nd time I make the build, it completes correctly, so one guess is folder creation and deletion, but Creating a package/ios/ folder does not solve the issue. Permissions wise the folders are set to right permission. On this note, my unity is old, being 5.3.6p1. Hope I can get some advice on this, thank you.

UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors

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**What can I do?** UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88 UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

CommandInvokationFailure: Gradle build failed.

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**When I try to build my app it says this:** CommandInvokationFailure: Gradle build failed. C:\Program Files\Java\jdk1.7.0_79\bin\java.exe -classpath "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease" stderr[ FAILURE: Build failed with an exception. * Where: Build file 'G:\UNITY\Jueguito\Jueguito\Temp\gradleOut\build.gradle' line: 20 * What went wrong: A problem occurred evaluating root project 'gradleOut'. > java.lang.UnsupportedClassVersionError: com/android/build/gradle/AppPlugin : Unsupported major.minor version 52.0 * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. BUILD FAILED in 1s ] stdout[ ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error) UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress) Rethrow as GradleInvokationException: Gradle build failed UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress) UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

Build Target ios Can't be used when running Unity in batchmode

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I've been trying to automate our iOS builds from Unity using Jenkins. The problem is that when I pass in "-buildTarget ios" to Unity executable, It prints out Build target platform 'iOS' could not be used. without any extra information so that I can know why! I can build successfully using Unity Editor. I have tried either of following set of arguments and still getting the same error. -batchmode -nographics -projectPath "/Volumes/Data/UnityProject" -logFile "/Volumes/Data/UnityProject/Unity/Editor.log" -executeMethod PlayerBuilder.BuildiOS -buildPath ${WORKSPACE} -quit -buildTarget ios -batchmode -nographics -projectPath "/Volumes/Data/UnityProject" -logFile "/Volumes/Data/UnityProject/Unity/Editor.log" -executeMethod PlayerBuilder.BuildiOS -buildPath ${WORKSPACE} -quit -buildTargetGroup ios -buildTarget ios If I omit -nographics, Is produces an error about connecting to window server and quit. If I omit -buildTarget iOS it produces compile error saying UnityEngine.iOS Could not be found. By the way I am using MacOS. Any help appreciated,Thanks

how do i get OpenSSL for android build facebook setting?

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so..... I look up on how to do it and it is still not working. When unity received the path for the openssl and then it said "key tool not found. Make sure java is installed and that java tools is in your path". I already installed Java and it asking me it is not found. I tried the environment variable and it did not work also after I refresh unity. I have no idea where to go next. This problem is causing to not be able to build my game in my phone and this only started to happen when I decided to include the share button in my game. Any help or insight an this matter would be greatly appreciated. Thank you for helping.

[Urgent] Final Project Errors

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**Hello, i am trying to help a friend for her final project. She has made a "playable" game but when she tries to build it on Windows, she's getting few errors. i am trying to collect all possible answers and sent them to her trough text document. She has only 4 days to build and run the game. Since i am new to this forum and not sure how to make a good post i will upload the clean Word file https://drive.google.com/open?id=1c9heF10XFYdZnJ4EdhsetmKsW2OoK3lA if anyone has some fix to add to the list, please write it below, Thank you.** **Error 1 ->** UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) ***Answer 1 ->*** As you have noticed after you click build settings you are prompt to download it in the asset, which unity wouldn't allow to build exe files inside asset. in that case, try building it in a different folder or in desktop. ***Answer 2 ->*** when I had this error and "CommandInvokationFailure", I went to the peferences and changed my jdk to 1.8 from 1.7, It worked. ***Answer 3 ->*** Try using the build option ( not build & run ) - ( it worked for me ) ***Answer 4 ->*** Try to install the latest version of build tools, that fixed the problem for me. ***Answer 5 ->*** Hi It helped me !!! Build System change to Gradle! (android only ?) ***Answer 6 ->*** Had this issue building for Windows. Changed architecture from x86_64 to x86 and this issue went away. Also, the x86 version displays the player log in the Unity console window. Unity version is 2017.3.1f1 ***Answer 7 ->*** After i recreated my project and exported all the assets from the old project, one by one, i have found that my problem was duo to and C# script and an 3D model of a cenário exported wrongly from maya ***Answer 8 ->*** I just clicked on "Reimport all assets". Then everything was fine. Assets > Reimport All ***Answer 9 ->*** Managed to solve my build problem by downgrading the SDK. This guy gives a good step by step with links: https://answers.unity.com/answers/1326427/view.html After that I also had to downgrade JDK from 9 to 8. Hope it helps! **Error 2 ->** Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) ***Answer 1 ->*** Unity 2017.2.0b2 with HoloToolkit causes Unity to not build project ***Answer 2 ->*** This appears to be a bug in Unity. If the option Unity C# Projects is selected then the build fails with the above errors, however leaving this unchecked allows the build to complete successfully. Closing this issue and opening bug with Unity. **Error 3 ->** Error building player because script class layout might be incompatible between the editor and the player. ***Answer 1 ->*** "Hi ,I have a problem with a script migrating from Unity 3 to version 4. My script has some preprocessor directives for Platform Dependent Compilation. On Windows and in the Editor i override the existing UnityEngine.Touch class with a custom class. On IOS i use the original class from Unity. Until now (Unity 3.5) I had no compilation problems, but with Unity 4.0 when I try to Build for IOS I get some compilation errors:" -> I fixed the problem with using the [NonSerialized] attribute on the fields that causing the errors. ***Answer 2 ->*** "[Unity 4.6.9p4] Error building player because script class layout is incompatible between the editor and the player." -> "Restarting Unity, rebuilding the library, recompiling again, etc. has no effect. The error continues to appear. A workaround is possible via the following steps: 1. Go to Assets -> Open C# Compiler Settings... 2. Change "Compiler" from "Incremental 6" to "Mono 6". 3. Attempt to build the project, which will fail with the following error: Internal compiler error. See the console log for more information. output was:Compiler redirection error: System.NullReferenceException Object reference not set to an instance of an object at Program.Compile (System.String[] args, .Logger logger, .Settings settings) [0x00000] in :0 at Program.Main (System.String[] args) [0x00000] in :0 4. After the build fails, go back to the compiler settings and change it back to "Incremental 6". 5. Build the project again. This time it will succeed. I'm not entirely sure why this works, but my theory is switching the compiler clears out the old data being held by the compile server. However, killing / restarting the server doesn't have the same effect as the switch does, so I'm not sure if this is the case." ***Answer 3 ->*** Just adding my two cents... I had a file I copied from HTK's examples (direction indicator), and it was in the HoloToolkit.Unity namespace. I modified one of the public fields, and added another one. Suddenly, I had 735 errors about serializable fields in Unity. For whatever reason, removing the namespace allowed me to build in Unity. I added the namespace back after and it still worked fine. **Error 4 ->** Exception: ExtractAssemblyTypeInfo: Failed to process Packages/com.unity.ads@2.0.3/UnityEngine.Advertisements.dll, System.IO.DirectoryNotFoundException: Could not find a part of the path "//KYFS01/HOMES/STUDENTS/USERNAME/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.ads@2.0.3/UnityEngine.Advertisements.dll". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x001be] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:292 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 Mono.Cecil.ModuleDefinition.GetFileStream (System.String fileName, FileMode mode, FileAccess access, FileShare share) [0x00000] in :0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in :0 at Mono.Cecil.AssemblyDefinition.ReadAssembly (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in :0 at UnityEditor.AssemblyTypeInfoGenerator..ctor (System.String assembly, System.String[] searchDirs) [0x00033] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\AssemblyTypeInfoGenerator.cs:98 at UnityEditor.AssemblyHelper.ExtractAssemblyTypeInfo (BuildTarget targetPlatform, Boolean isEditor, System.String assemblyPathName, System.String[] searchDirs) [0x00055] in C:\buildslave\unity\build\Editor\Mono\AssemblyHelper.cs:349 UnityEditor.AssemblyHelper.ExtractAssemblyTypeInfo (BuildTarget targetPlatform, Boolean isEditor, System.String assemblyPathName, System.String[] searchDirs) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:360) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) ***Answer 1 ->*** It looks like you still have a lock on the file you're trying to write to. And I think it might have something to do with the File.Create() method you're calling right before trying to access it with the StreamWriter. I'm not familiar with JavaScript but in C# it's possible to dispose the File.Create method right away like: File.Create("filepath").Dispose(); Also, In C# it's not necessary to create the file before using the StreamWriter so you can leave the File.Create() part out completely. I'm not sure if it will work in JS though. ***Answer 2 ->*** I was having the same error. I fixed it by reimporting with these steps: 1.Delete Assets/PlayServicesResolver and Assets/GooglePlayGames folders. 2.Restart Unity. 3.Import again the last version of the plugin: https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/current-build 4.Window -> Google Play Games -> Setup -> Android Setup... (perform your personal setup here as described) I tried this same approach without restarting Unity in point 2) and didn't work, so be sure you do this point. I hope this will help you. (does the last two answers are only for android ?)

Please Help! NullReferenceException: Object reference not set to an instance of an object

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**I hope You guys can help me out, Now this is what I get after the collision of the player:** NullReferenceException: Object reference not set to an instance of an object uiManager.gameOverActivated () (at Assets/Scripts/uiManager.cs:26) carController.OnCollisionEnter2D (UnityEngine.Collision2D collider) (at Assets/Scripts/carController.cs:65) **From the uiManager:** public void gameOverActivated (){ gameOver = true; foreach (Button button in Buttons) { button.gameObject.SetActive(true);} **From the carController:** void OnCollisionEnter2D(Collision2D collider){ if (collider.gameObject.tag == "Enemy") { gameObject.SetActive (false); ui.gameOverActivated (); }

Build Failing on OSX High Sierra

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Hello, My project is giving me error messages when I try to build it on OSX. I did some collaboration on a Windows 10 computer which might have something to do with it. I tried importing the assets into a new project but I got the same error. This error: > Build completed with a result of 'Failed'>UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) And this one: > UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors> at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:181 > at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:88 >UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Is there a way to fix this?

Cannot build in Unity 2018.1.0f2

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When I try to build I'm getting the following errors: ---------- C:/Users/Ben/AppData/Local/Unity/cache/packages/staging-packages.unity.com/com.unity.render-pipelines.lightweight@0.1.21/Data/LightweightPipelineAsset.cs(2,19): error CS0234: The type or namespace name `ProjectWindowCallback' does not exist in the namespace `UnityEditor'. Are you missing an assembly reference? ---------- Error building Player because scripts had compiler errors ---------- Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) ---------- UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:182 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:89 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Error in building to WUP

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I have been stuck on this for a while how do I fix this? Thanks! ![alt text][1] [1]: /storage/temp/116640-unity-201730f3-personal-64bit-main-hubunity-super.jpg

i am facing error when i try to build.

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![alt text][1] [1]: /storage/temp/116646-error.png And error detail is Error: [Temp\StagingArea\AndroidManifest-main.xml:16, C:\Users\Irfan\Desktop\Jungle Adventures - 20levels\Temp\StagingArea\android-libraries\com.google.android.gms.play-services-basement-12.0.1\AndroidManifest.xml:6] Trying to merge incompatible /manifest/application/meta-data[@name=com.google.android.gms.version] element: UnityEditor.HostView:OnGUI() Can anyone help me out? Thankyou

I have a problem with my sdk version. Please help me

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I have currently installed sdk 27.0.1 but it sais that i have a 0.0.0 version. I tried editing the build.gradle in the gradleOut folder but it still tells me that it is 0.0.0 CommandInvokationFailure: Gradle build failed. C:/Program Files/Java/jdk1.8.0_172\bin\java.exe -classpath "D:\fried\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease" stderr[ FAILURE: Build failed with an exception. * What went wrong: A problem occurred configuring root project 'gradleOut'. **HERE LOOK** > Failed to find Build Tools revision 0.0.0 * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. BUILD FAILED in 2s ] stdout[ ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error) UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress) Rethrow as GradleInvokationException: Gradle build failed UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress) UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) HERE COMES THE build.gradle buildscript { repositories { jcenter() } dependencies { classpath 'com.android.tools.build:gradle:2.3.0' } } allprojects { repositories { flatDir { dirs 'libs' } } } apply plugin: 'com.android.application' dependencies { compile fileTree(dir: 'libs', include: ['*.jar']) compile(name: 'unity-ads', ext:'aar') compile(name: 'UnityAds', ext:'aar') } android { compileSdkVersion 27 buildToolsVersion '27.0.1' defaultConfig { minSdkVersion 16 targetSdkVersion 27 applicationId 'com.HannnenheimDev.DodgeIt' ndk { abiFilters 'armeabi-v7a', 'x86' } versionCode 1 versionName '0.9.0' } lintOptions { abortOnError false } aaptOptions { noCompress '.unity3d', '.ress', '.resource', '.obb' } buildTypes { debug { minifyEnabled false useProguard false proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt' jniDebuggable true } release { minifyEnabled false useProguard false proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt' signingConfig signingConfigs.debug } } packagingOptions { doNotStrip "*/armeabi-v7a/*.so" doNotStrip "*/x86/*.so" } }

Unable to merge android manifests

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I got a error when build game. Help me! Please! Sorry because my English is bad! Thank you! ![alt text][1] [1]: /storage/temp/116701-error.png

Error While Build APK Signed,Error while build APK Signed.

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I have error while building my projects to APK like this : ][1]][1]][1] ![alt text][1] [1]: /storage/temp/116795-ss2.png How can I fix this? Thanks.

[Fixed] Unity Builds Crashing - "has encountered and error and must close"

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i had this problem after closing the game [build mode] this error : Unity Builds Crashing - "has encountered and error and must close" and the error log " UnityPlayer.dll caused an Access Violation " the problem was with processioning behavior on the camera and the [eye adaptation] when i disable it the error no longer happen .

I have a problem with JAVA_HOME. It says its set to C:\Program Files\Java\jdk-10.0.1\bin but i have changed it pls help

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ERROR: JAVA_HOME is set to an invalid directory: C:\Program Files\Java\jdk-10.0.1\bin Please set the JAVA_HOME variable in your environment to match the location of your Java installation. My JAVA_HOME is set to C:\Program Files\Java\jdk1.8.0_171\bin

Cannot build in Unity 2018 (Errors 0x00065 and 0x0021f)

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Hey guys, Lately, I have been struggling building my project with Unity versions 2018 and 2017, all of them resulting in Building Failed with: UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:182 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:89 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) I am building for Windows (not Android as all solutions suggest for it) and I have no idea how to fix it. I tried to look over the editor log but nothing suspicious pops up there. If you have any suggestions please do tell them as I am approaching the last 10% of my project and I cannot afford to get back to my last backup 3 months ago. Thanks!
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