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Corrupted Build?

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Whelp. I'm stumped. (tdlr every script even from multiple sources in the asset store all say that the associated script cannot be loaded now) I was working on a project on the title screen. I had it working, but I tried to add a fade out effect when the new game button was clicked, to make the level transitions a bit smoother. I was following a youtube how to, but it wasn't quite set up for what I wanted so I took a crack at some custom coding (which is far from my strong suit) but it didn't work. I was getting console errors. No biggie, I deleted the script and reapplied my original working one just as it had been. Only now it said that the script had inconsistent language and couldn't launch despite it working just fine 15 minutes ago. All right, that's weird. I deleted that script, at least it was only a few lines. Now the project won't play at all or give console errors and every single script regardless of whether I wrote it or it came from multiple different asset store sources all say that the associated script cannot be loaded. In every scene, not just the title scene. 50-100ish scripts. Is there some kind of terrible checkbox that shouldn't exist that I accidentally clicked on somewhere? Or is this build unsalvageable and I just need to move my assets to a "new" project and rebuild it? Any thoughts or suggestions would be swell, I was about two days away from launching a test build for a group of people. I'll only lose a day or two if I have to move stuff over, but it'll be a very rage inducing day or two.

Why can't I build?

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I'm trying to create a build but when I click the Build button the files explorer comes up wanting me to select a folder but there is no text box for a file name. So after I click the button for Select Folder the explorer disappears and just makes a noise after a few seconds and nothing happens...Why is it not letting me create a file name/type?

iOS Cloud Build Error: Not A Directory

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Hi folks, Hopefully someone can point me in the right direction on this. I'm using Unity 2018.4 and I'm getting the following errors during the cloud build. 29695: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/maw-games.gnome-invaders.default-ios/temp.XXXXXX20190809-5632-1mnf81g/Pods/Headers/Private/Bolts/BFAppLink.h 29727: [Unity] Error (Not a directory) occured whilst enumerating /BUILD_PATH/maw-games.gnome-invaders.default-ios/temp.XXXXXX20190809-5632-1mnf81g/Pods/Headers/Private/FBSDKCoreKit/FBSDKApplicationDelegate+Internal.h Those are just 2, I cut out the rest. They are all in relation to the Bolts directory and FBSDKCoreKit directory. Thanks for the help! -Matt

Getting Error While building APK

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Hello All, please help me.. i am getting these bunch of errors while building APK file for android UnityEditor.BuildPlayerWindow+BuildMethodException: 60 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) i dont know how can i solve this i tried lot of things but it won't work. i am new in unity as well as coding please help me.

Built in UnityEditor.Selection throwing error on build - "Selection does not exist"

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We've been using UnityEditor.Selection.activeGameObject all the time for debugging. We upgraded unity to 2019, and it still worked fine, even with builds and testing. I went to build and it randomly is throwing errors now. To my knowledge, nothing surrounding it has changed. Some of these already previously existed and worked fine before. It only throws the error when I build: > error CS0103: The name 'Selection'> does not exist in the current context> The code in question is just: if (Selection.activeGameObject == myRoom.gameObject) { Debug.Log("Measurements: { " + measurements[0] + ", " + measurements[1] + ", " + measurements[2] + ", " + measurements[3] + " }"); } I've tried both with adding using UnityEditor; at the start, and with UnityEditor.Selection, both give the same error on a build. Can anyone help me understand why this seemingly randomly popped up and how to possibly fix it?

Build problem when Making an IL2CPP build to support 64 android architecture

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everythings works fine with mono but i need to switch to IL2CPP to be able to generate X64 builds and i facing this problem when i build with IL2CPP Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:368) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:349) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:211) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) please if there is any help

Burst Compiler 1.1.2 error when attempting Build

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Hi I'm using a Mac v10.14.5 Unity v. 2019.2.0f1 Burst Compiler v. 1.1.2 When attempting a build, I get the following error message and have no idea how to fix it. This only happened since updating Unity from 2018. I presume I need to install xcode? I have no idea what to do here at all so any help much appreciated. I've no knowledge of C sharp and have been using the Adventure Creator plugin. Burst requires Xcode and the command line tools to be correctly installed (xcode-select --install) in order to build a standalone player for macOS with X64_SSE4 Failed to determine xcode installation path - "xcode-select -p" is XCode installed? xcode-select: error: unable to get active developer directory, use `sudo xcode-select --switch path/to/Xcode.app` to set one (or see `man xcode-select`) Burst requires Xcode and the command line tools to be correctly installed (xcode-select --install) in order to build a standalone player for macOS with X64_SSE4 Failed to determine xcode installation path - "xcode-select -p" is XCode installed? xcode-select: error: unable to get active developer directory, use `sudo xcode-select --switch path/to/Xcode.app` to set one (or see `man xcode-select`) stderr: Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:659) Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:597) Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:571) Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:286) Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.1.2/Editor/BurstAotCompiler.cs:46) UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:452) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Build crashes or screen goes black after configuration screen

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***First of all, hello and thank you for taking your time reading this*** . When building my game (which works perfectly fine in the editor), the game will crash or go black after the configuration screen. These are the warnings I find in my console upon finished build: . ![alt text][1] . [1]: /storage/temp/144576-udklip.png The problem is, I cannot locate the objects referenced (such as **"SpawningBase_SpawnableObjectPrefab"**), and of course I don't have a scene called **''** either. . So my questions are: **Are these warnings the source of the crash and blackscreen?** if not, then **How do I determine the source of the crash?** and at last: **How do I resolve these warnings?**

What does "ld: 2 duplicate symbols for architecture arm64" mean?

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I get this in XCODE when building for IOS. The complete message is: d /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos/LetterFall.app/LetterFall normal arm64 (in target: Unity-iPhone) cd /Users/Shared/LetterFall/Builds/LetterFall\ .5 export IPHONEOS_DEPLOYMENT_TARGET=9.0 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch arm64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS12.4.sdk -L/Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos -L/Users/Shared/LetterFall/Builds/LetterFall\ .5 -L/Users/Shared/LetterFall/Builds/LetterFall\ .5/Libraries -L/Users/Shared/LetterFall/Builds/LetterFall\ .5/Libraries/Plugins/iOS/Firebase -F/Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos -F/Users/Shared/LetterFall/Builds/LetterFall\ .5/Frameworks/Plugins/iOS -F/Users/Shared/LetterFall/Builds/LetterFall\ .5/UnityAds -filelist /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/LetterFall.LinkFileList -Xlinker -map -Xlinker /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/LetterFall-LinkMap-normal-arm64.txt -miphoneos-version-min=9.0 -dead_strip -Xlinker -object_path_lto -Xlinker /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/LetterFall_lto.o -fembed-bitcode-marker -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -weak_framework CoreMotion -weak-lSystem -framework Security -framework MediaToolbox -liPhone-lib -framework CoreText -framework AudioToolbox -weak_framework AVFoundation -framework AVKit -framework CFNetwork -framework CoreGraphics -framework CoreMedia -weak_framework CoreMotion -framework CoreVideo -framework Foundation -framework OpenAL -framework OpenGLES -framework QuartzCore -framework SystemConfiguration -framework UIKit -liconv.2 -lil2cpp -framework UnityAds -lFirebaseCppAnalytics -lFirebaseCppApp -framework AdSupport -framework CoreTelephony -framework StoreKit -weak_framework Metal -framework UnityAds -Xlinker -dependency_info -Xlinker /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/LetterFall_dependency_info.dat -o /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Products/ReleaseForRunning-iphoneos/LetterFall.app/LetterFall duplicate symbol _OBJC_CLASS_$_UnityAdsUnityWrapperDelegate in: /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33ff0004ed65ee5ff27c27446ef2b86d435.o /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33f05fae286e9e16b0a793ce89a63310d5a.o duplicate symbol _OBJC_METACLASS_$_UnityAdsUnityWrapperDelegate in: /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33ff0004ed65ee5ff27c27446ef2b86d435.o /Users/mikaelwinander/Library/Developer/Xcode/DerivedData/Unity-iPhone-fbmwlirkkaqwueajhgqbdrtnighb/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/UnityAdsUnityWrapper-ae24e38f924131e40c49e1db7340e33f05fae286e9e16b0a793ce89a63310d5a.o ld: 2 duplicate symbols for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)

Build and Run Problem

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Trying to build and run an Android app. It gets as far as "Building Resources Folder" I get these errors: **UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)** I can build OK from the build settings window. I installed the SDK and the NDK in the hub so it's the right version, although the Android SDK Manager told me to move the SDK to a different path without a space in it. Unity 2019.2.0f1 Thanks

"Bone index is not within the number of bones?"

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When I try to build & run a development build within the editor with profiler attached, I get the following error, preventing the build from completion: Bone index is not within the number of bones. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) I googled for a solution, and couldn't find one. Any help is greatly appreciated.

Gradle build only works sometimes??(also does this have to do with building in 64 bit?)

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My gradle wasn't working so I made a new project, same settings and everything including Unity version. However, one of them is able to build on gradle and the other can not as I get a gradle build error. Next, I imported my project into the working gradle and I am able to export it as gradle. However, when I make another blank project with the exact same version as the others and try gradle build, it didnt work! So now my question is, why is one of my project able to build on gradle even though the version of unity and SDK JDK NDK everything about them is the same? Also, does this have anything to do with building in 64 bit cause every app Im building using the working gradle build project seems to get rejected by android play console since it keeps saying it doesnt support 64 bit.

My apk on android only look on file explorer and don't have icon

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![alt text][1]![alt text][2] After doing build an run in unity, te apk installer correctly but it has several errors, the project is was for oculus Go, but I want to pass it to android Aprende a pronunciar If I open the apk from the browser, it works, what happens is that I want to put an icon and put it on the main screen of the device [1]: /storage/temp/145011-sin-titulo-1.png [2]: /storage/temp/145012-error1.png

Build Error

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I'm trying to build my app but this error message keeps popping up. The weird thing is I did a build earlier today, made some adjustments (like editing UI, adding in animations, changing some code) and now it isn't working. So I'm not sure what has changed between then and now, but it's very much doing my head in. I have already tried reimporting all my assets and looking through my folders for any plugins, but not sure there's anything different from before. Have even tried saving in a different location and also the old classic closing unity and opening it up again. No luck. Any thoughts? . UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:187 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:94 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Build failed at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer

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Trying to build the game for android results in a failed build with the following output. I have found similar problems online with no solution.I couldn't really find any solution elsewhere despite seeing a lot similar issues. The app works fine when building for windows. But when building for android(build or build and run) it fails. Found plugins with same names, and . Delete the one of the duplicate plugins. UnityEditor.AndroidPluginImporterExtension:CheckFileCollisions(String) UnityEditorInternal.PluginsHelper:CheckFileCollisions(BuildTarget) (at C:/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) . Plugins colliding with each other. . Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) UnityEditor.BuildPlayerWindow+BuildMethodException: 46 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Unity WebGL il2cpp.exe did not run properly

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@ I don't speak English well so I hope you know that I use a translator I use Windows 10, Unity version 2018.2.8f1 I met the error "il2cpp.exe did not run properly" while building with WebGL I want to solve this I tried the following method ● I've modified the stack_size part from Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\emscripten.config to 1024 ● I deleted il2cpp_cache from the library inside the project file ● I modified the project file so that there was no language other than English and created a new folder inside the project file so that the build file could be created there. I tried both methods above but the result was the same I suspected it might be a different problem So I installed Unity 2019 to create a new project and build a project without scripts and objects. Surprisingly the same error didn't build Build on another computer, reinstall Unity and try again I tried it, reinstalled Windows and tried and the error was the same I hardly know what to do If you know the answer please let me know

My script behave different when I compile, idk why, everything was recorded

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Here my problem link: https://www.youtube.com/watch?v=NOiREOQgj9I&t When I compile the script behave different I worked with json but really idk what happen :L I need to solve this, but I have no idea what happens No sé si trabajar con json tenga algo que ver

System.NotSupportedException: SafeArray element type Int64 is not supported. Unity Mobile Notifications

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Hi whenever I build I get the following error on Mobile notifcations 1.0.3 and Unity 2019.2.2f1 iOS> Failed running /Applications/Unity/Hub/Editor/2019.2.2f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --profiler-report --map-file-parser="/Applications/Unity/Hub/Editor/2019.2.2f1/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --directory="/Users/bcole/Documents/GitHub/Quickshot2/QuickShot 2/Temp/StagingArea/Data/Managed" --generatedcppdir="/Users/bcole/Documents/GitHub/Quickshot2/QuickShot 2/Temp/il2cppOutput/il2cppOutput" stdout: IL2CPP error for type 'NotificationSamples.GameNotificationChannel' in assembly '/Users/bcole/Documents/GitHub/Quickshot2/QuickShot 2/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll' Additional information: SafeArray element type Int64 is not supported. il2cpp.exe didn't catch exception: System.NotSupportedException: SafeArray element type Int64 is not supported. at Unity.IL2CPP.Marshaling.MarshalInfoWriters.ComSafeArrayMarshalInfoWriter.GetElementVariantType(MetadataType metadataType) at Unity.IL2CPP.Marshaling.MarshalInfoWriters.ComSafeArrayMarshalInfoWriter..ctor(ArrayType type) at Unity.IL2CPP.Marshaling.MarshalDataCollector.CreateMarshalInfoWriter(TypeReference type, MarshalType marshalType, MarshalInfo marshalInfo, Boolean useUnicodeCharSet, Boolean forByReferenceType, Boolean forFieldMarshaling, Boolean forReturnValue, Boolean forNativeToManagedWrapper, HashSet`1 typesForRecursiveFields) at Unity.IL2CPP.Marshaling.MarshalDataCollector.<>c__DisplayClass1_0.b__1(FieldDefinition field) at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Func`2 predicate, Boolean& found) at Unity.IL2CPP.Marshaling.MarshalDataCollector.CreateMarshalInfoWriter(TypeReference type, MarshalType marshalType, MarshalInfo marshalInfo, Boolean useUnicodeCharSet, Boolean forByReferenceType, Boolean forFieldMarshaling, Boolean forReturnValue, Boolean forNativeToManagedWrapper, HashSet`1 typesForRecursiveFields) at Unity.IL2CPP.SourceWriter.WriteMarshalingDefinitions(IGeneratedMethodCodeWriter writer, TypeReference type, IInteropDataCollector interopDataCollector) at Unity.IL2CPP.SourceWriter.<>c__DisplayClass7_0.b__0(IGeneratedMethodCodeWriter writer, TypeReference type) at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`1 writeHeaderAction, Action`2 writeItemAction, Action`1 writeFooterAction, SourceWritingContext sourceWritingContext, Action`2 writeEnd) at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`2 writeItemAction, SourceWritingContext sourceWritingContext, Action`2 writeEnd) at Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, SourceWritingContext sourceWritingContext, String fileName, IEnumerable`1 typeList, IMethodCollector methodCollector, Boolean writeMarshalingDefinitions) at Unity.IL2CPP.SourceWriter.Write(NPath outputDir, SourceWritingContext sourceWritingContext, AssemblyDefinition assemblyDefinition, IMethodCollector methodCollector) at Unity.IL2CPP.AssemblyConverter.Apply() at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName, NPath[] extraTypesFiles) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) stderr: Unhandled Exception: System.NotSupportedException: SafeArray element type Int64 is not supported. at Unity.IL2CPP.Marshaling.MarshalInfoWriters.ComSafeArrayMarshalInfoWriter.GetElementVariantType(MetadataType metadataType) at Unity.IL2CPP.Marshaling.MarshalInfoWriters.ComSafeArrayMarshalInfoWriter..ctor(ArrayType type) at Unity.IL2CPP.Marshaling.MarshalDataCollector.CreateMarshalInfoWriter(TypeReference type, MarshalType marshalType, MarshalInfo marshalInfo, Boolean useUnicodeCharSet, Boolean forByReferenceType, Boolean forFieldMarshaling, Boolean forReturnValue, Boolean forNativeToManagedWrapper, HashSet`1 typesForRecursiveFields) at Unity.IL2CPP.Marshaling.MarshalDataCollector.<>c__DisplayClass1_0.b__1(FieldDefinition field) at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Func`2 predicate, Boolean& found) at Unity.IL2CPP.Marshaling.MarshalDataCollector.CreateMarshalInfoWriter(TypeReference type, MarshalType marshalType, MarshalInfo marshalInfo, Boolean useUnicodeCharSet, Boolean forByReferenceType, Boolean forFieldMarshaling, Boolean forReturnValue, Boolean forNativeToManagedWrapper, HashSet`1 typesForRecursiveFields) at Unity.IL2CPP.SourceWriter.WriteMarshalingDefinitions(IGeneratedMethodCodeWriter writer, TypeReference type, IInteropDataCollector interopDataCollector) at Unity.IL2CPP.SourceWriter.<>c__DisplayClass7_0.b__0(IGeneratedMethodCodeWriter writer, TypeReference type) at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`1 writeHeaderAction, Action`2 writeItemAction, Action`1 writeFooterAction, SourceWritingContext sourceWritingContext, Action`2 writeEnd) at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`2 writeItemAction, SourceWritingContext sourceWritingContext, Action`2 writeEnd) at Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, SourceWritingContext sourceWritingContext, String fileName, IEnumerable`1 typeList, IMethodCollector methodCollector, Boolean writeMarshalingDefinitions) at Unity.IL2CPP.SourceWriter.Write(NPath outputDir, SourceWritingContext sourceWritingContext, AssemblyDefinition assemblyDefinition, IMethodCollector methodCollector) at Unity.IL2CPP.AssemblyConverter.Apply() at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName, NPath[] extraTypesFiles) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) at Program.Main(String[] args) in /Users/builduser/buildslave/unity/build/External/il2cpp/il2cpp/il2cppcore/Program.cs:line 24 UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:126) UnityEditorInternal.Runner:RunNetCoreProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:77) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:501) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:484) UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)

Can't build the game with realsense+nuitrack

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I use the nuitrack and realsense for my game, when I play it in the unity everything goes right, but after building it as an application the realsense camera doesn't work at all. By doing the development build and here is the player log. ![alt text][1] ![alt text][2] Can anybody help me? Thanks a lot! [1]: /storage/temp/145257-player-log-01.png [2]: /storage/temp/145258-player-log-02.png

Unity IOS Build Error: AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine.CoreModule

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I just updated my Unity version from 2018.3 to 2019.2 and after that I face the build error for IOS build. Please help me to understand the issue. AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters) (at <28cdca1704d2491781795499c297b78b>:0) Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) (at <28cdca1704d2491781795499c297b78b>:0) Mono.Cecil.DefaultAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) (at <28cdca1704d2491781795499c297b78b>:0) Mono.Cecil.MetadataResolver.Resolve (Mono.Cecil.TypeReference type) (at <28cdca1704d2491781795499c297b78b>:0) Mono.Cecil.ModuleDefinition.Resolve (Mono.Cecil.TypeReference type) (at <28cdca1704d2491781795499c297b78b>:0) Mono.Cecil.TypeReference.Resolve () (at <28cdca1704d2491781795499c297b78b>:0) UnityEditor.MonoAssemblyStripping.DoesTypeEnheritFrom (Mono.Cecil.TypeReference type, System.String typeName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:327) UnityEditor.MonoAssemblyStripping.CollectBlackListTypes (System.Collections.Generic.HashSet`1[T] typesToPreserve, System.Collections.Generic.IList`1[T] types, System.Collections.Generic.List`1[T] baseTypes) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:308) UnityEditor.MonoAssemblyStripping.GenerateLinkXmlToPreserveDerivedTypes (System.String librariesFolder, UnityEditor.RuntimeClassRegistry usedClasses) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/MonoAssemblyStripping.cs:209) UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.Collections.IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:319) UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, UnityEditor.ManagedStrippingLevel managedStrippingLevel) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:246) UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:326) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63) UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.AssemblyReferenceChecker checker, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:813) UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:635) UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessorSettings postProcessorSettings, UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:582) UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:45) Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown. UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:49) UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
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