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TlsException error only on windows 10 (not mac)

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Hello, I have made a script where I can download the price of bitcoin from an api source. This script only works on one of my windows 10 desktops and my macbook air. For some strange reason i get this really long and strange error on my second desktop during the download process (i think). Here is the error: TlsException: Invalid certificate received from server. Error code: 0xffffffff80092012 Mono.Security.Protocol.Tls.Handshake.Client.TlsServerCertificate.validateCertificates (Mono.Security.X509.X509CertificateCollection certificates) Mono.Security.Protocol.Tls.Handshake.Client.TlsServerCertificate.ProcessAsTls1 () Mono.Security.Protocol.Tls.Handshake.HandshakeMessage.Process () (wrapper remoting-invoke-with-check) Mono.Security.Protocol.Tls.Handshake.HandshakeMessage:Process () Mono.Security.Protocol.Tls.ClientRecordProtocol.ProcessHandshakeMessage (Mono.Security.Protocol.Tls.TlsStream handMsg) Mono.Security.Protocol.Tls.RecordProtocol.InternalReceiveRecordCallback (IAsyncResult asyncResult) Rethrow as IOException: The authentication or decryption has failed. Mono.Security.Protocol.Tls.SslStreamBase.AsyncHandshakeCallback (IAsyncResult asyncResult) Rethrow as WebException: Error getting response stream (Write: The authentication or decryption has failed.): SendFailure System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) System.Net.HttpWebRequest.GetResponse () System.Net.WebClient.GetWebResponse (System.Net.WebRequest request) System.Net.WebClient.DownloadDataCore (System.Uri address, System.Object userToken) Here is the script using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System.Linq; using System.Text; using System.Net; using System; public class EthereumPrice : MonoBehaviour { public Text ethPriceText; public Text updateText; public float updateTime = 30; public float time = 0; public float ethPriceR; public GameObject priceUpdatePopUp; public void Start() { StartCoroutine(Example()); priceUpdatePopUp.SetActive(false); } public void Update() { time += Time.deltaTime; updateTime -= Time.deltaTime; updateText.text = "Price Update in " + updateTime.ToString("F0") + " seconds. (Lags)"; priceUpdatePopUp.SetActive(false); if (time >= 30) { StartCoroutine(Example()); time = 0; } if (updateTime <= 0) { updateTime = 30; } } IEnumerator Example() { yield return new WaitForSecondsRealtime(1f); using (WebClient webClient = new System.Net.WebClient()) { priceUpdatePopUp.SetActive(true); WebClient n = new WebClient(); var json = n.DownloadString("https://min-api.cryptocompare.com/data/price?fsym=ETH&tsyms=USD"); string valueOriginal = Convert.ToString(json); json = json.Replace("{\"USD\":", string.Empty); json = json.Replace("}", string.Empty); var sStrings = json.Split(); float ethPrice = float.Parse(sStrings[0]); ethPriceR = ethPrice; ethPriceText.text = "Ethereum ($" + ethPrice + ")"; time += Time.deltaTime; Debug.Log(json); } } } Any suggestions? Fast replies would be nice but not necessary.

I don't know how to fix 'Transform child out of bounds' exception.

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Hi. I'm going to make child gameobject setactive = true when parent gameobject is Triggered. ![alt text][1] Like this picture, BallIndigo1 is parent gameobject and x is child gameobject which is in setactive(false). and I made a code like this. void OnTriggerEnter2D(Collider2D col){ if(col.gameObject.activeSelf == true) { if (col.transform.GetChild(0) != null) { col.transform.GetChild(0).gameObject.SetActive(true); } else { Debug.Log("No child"); } } } But the result says ![alt text][2] [1]: /storage/temp/114645-k-007.png [2]: /storage/temp/114646-k-008.png I don't know why this happened and how to fix it. Help me please..

Help needed to understand stack trace

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Hi, this is the stack trace of a Universal Windows App: ---------- 0 KERNELBASE.dll RaiseException 0x0000000000000068 1 VCRUNTIME140_APP.dll _CxxThrowException 0x00000000000000C2 2 vccorlib140_app.DLL __abi_WinRTraiseNullReferenceException 0x000000000000003A 3 UnityPlayer.dll __abi_WinRTraiseException 0x0000000000000075 4 UnityPlayer.dll scripting_array_element_ptr 0x000000000000005F 5 UnityPlayer.dll Scripting::GetScriptingArrayStart_KeyframeTpl_float_ _ 0x000000000000004F 6 UnityPlayer.dll SetKeysOnAnimationCurve 0x0000000000000051 7 UnityPlayer.dll AnimationCurve_CUSTOM_Init 0x00000000000001C4 8 UnityEngineDelegates.dll AnimationCurve_CUSTOM_Init 0x000000000000008F 9 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000003B4CD1 10 EasyMap3D.dll RHBinder__ShimExeMain 0x000000000050B2FB 11 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6123 12 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6F52 13 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6F07 14 EasyMap3D.dll RHBinder__ShimExeMain 0x00000000005F6EDB 15 EasyMap3D.dll RHBinder__ShimExeMain 0x000000000115BAFB 16 EasyMap3D.dll DllGetActivationFactory 0x00000000000979E2 17 EasyMap3D.dll RHBinder__ShimExeMain 0x0000000001262FF1 18 UnityPlayer.dll scripting_unity_engine_object_new_and_invoke_default_constructor 0x00000000000000CC 19 UnityPlayer.dll MonoBehaviour::RebuildMonoInstance 0x00000000000001B5 20 UnityPlayer.dll PersistentManager::ProduceObjectInternal 0x00000000000004FD 21 UnityPlayer.dll PersistentManager::CreateThreadActivationQueueEntry 0x000000000000009E 22 UnityPlayer.dll PersistentManager::PreallocateObjectThreaded 0x000000000000017D 23 UnityPlayer.dll ImmediatePtr_Unity::Component_::Transfer_StreamedBinaryRead_0_ _ 0x00000000000000BA 24 UnityPlayer.dll StreamedBinaryRead_0_::TransferSTLStyleArray_dynamic_array_GameObject::ComponentPair,8_ _ 0x000000000000007C 25 UnityPlayer.dll GameObject::Transfer_StreamedBinaryRead_0_ _ 0x000000000000002C 26 UnityPlayer.dll SerializedFile::ReadObject 0x000000000000017D 27 UnityPlayer.dll PersistentManager::ReadAndActivateObjectThreaded 0x00000000000000A1 28 UnityPlayer.dll PersistentManager::LoadFileCompletelyThreaded 0x0000000000000366 29 UnityPlayer.dll LoadSceneOperation::Perform 0x000000000000029D 30 UnityPlayer.dll PreloadManager::ProcessSingleOperation 0x000000000000003C 31 UnityPlayer.dll PreloadManager::Run 0x00000000000000D6 32 UnityPlayer.dll PreloadManager::Run 0x0000000000000009 33 UnityPlayer.dll Thread::RunThreadWrapper 0x0000000000000025 34 UnityPlayer.dll _lambda_8d314cbcea9b8b93920630789704d52d_::operator 0x000000000000001C 35 UnityPlayer.dll ?__abi_Windows_System_Threading_WorkItemHandler___abi_IDelegate____abi_Invoke@?Q__abi_IDelegate@WorkItemHandler@Threading@System@Windows@@2345@UE$AAAJPE$AAUIAsyncAction@Foundation@5@ 0x0000000000000031 36 threadpoolwinrt.dll Windows::System::Threading::CThreadPoolWorkItem::CommonWorkCallback 0x00000000000000AA 37 threadpoolwinrt.dll Windows::System::Threading::CThreadPoolWorkItem::TimeSlicedCallback 0x0000000000000022 38 kernel32.dll BaseThreadInitThunk 0x0000000000000014 39 ntdll.dll RtlUserThreadStart 0x0000000000000021 ---------- It seems that the problem is accessing an array of AnimationCurve but I don't understand if it can be a unity issue or a wrong using of AnimationCurve. Thanks

GUI Exception occurs when "Maximize On Play" is selected.

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Hey guys, I've started to get this weird exception spamming in the console whenever I hit Play. I'm using 2017.3.0f3 standalone. *> GUI Window tried to begin rendering> while something else had not finished> rendering! Either you have a recursive> OnGUI rendering, or the previous OnGUI> did not clean up properly * I tweaked around the preferences a bit and figured that if I deselect "Maximize On Play" and restart Unity the problem goes away. Does anybody know what is actually causing this issue? I'd appreciate any help. Thanks! ---------- P.S: I did some research about this topic and tried fixes suggested by others (Close Asset Store tab, save layout and whatnot), but none of these actually helped.

Unhandled Exception: System.Reflection

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Hey,

I have been getting this error today and I cannot find out the root cause:

FileNotFoundException: Could not load file or assembly 'Assembly-CSharp, Version=1.0.6701.27160, Culture=neutral, PublicKeyToken=null' or one of its dependencies. System.Reflection.MonoMethodInfo.GetMethodInfo (IntPtr handle) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:59) System.Reflection.MonoMethod.GetPseudoCustomAttributes () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:293) System.MonoCustomAttrs.GetPseudoCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MonoCustomAttrs.cs:78) System.MonoCustomAttrs.IsDefined (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MonoCustomAttrs.cs:301) System.Reflection.MonoMethod.IsDefined (System.Type attributeType, Boolean inherit) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:274) System.Attribute.IsDefined (System.Reflection.MemberInfo element, System.Type attributeType, Boolean inherit) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Attribute.cs:326) System.Attribute.IsDefined (System.Reflection.MemberInfo element, System.Type attributeType) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Attribute.cs:299) UnityEditor.EditorAssemblies.ProcessStaticMethodAttributes (System.Type type) (at C:/buildslave/unity/build/Editor/Mono/EditorAssemblies.cs:101) UnityEditor.EditorAssemblies.ProcessInitializeOnLoadAttributes () (at C:/buildslave/unity/build/Editor/Mono/EditorAssemblies.cs:164) UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()

From researching on the internet it seems this may be something to do with a .dll file conflict or not being able to locate a specific .dll file.

Has anybody had this issue before? Working perfectly fine previously. I have also taken out the most recently imported asset and it didn't help.

Unity version is 2017.2.0f3

Ste.

Telephony in Guided Access without exiting app.

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I want to use Guided Access on IOS to have a kiosk-like single app that is the only active app on someones phone. However I am trying to make telephone calls from inside the app ( using Application.OpenURL( "tel://"+55555555) and whenever I do that it needs to exit the app to make the call, therefore its not functioning as GuidedAccess won't allow any other app to work. Is there a workaround? Can you make exceptions in Guided Access?

Why am I still getting IOException: The port 'COM1 does not exist?

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I am still having trouble with the "IOException: The port 'COM1 does not exist." error. I have already verified that my Api Compatibility Level is .NET 2.0 and NOT Subnet. this seems to clear this problem up for just about everyone. I know the port is available as I can connect to my Arduino using COM1. I have closed the Arduino Application and rebooted after. I also manually set the port for my device to COM1. I also reinstalled Unity 2017. I then upgraded to Unity 2018 and still have the problem. I have rebooted and reset my Device. I then removed all other USB devices from my computer other than my keyboard and mouse. Can anyone point me in the direction of what else this can be or further troubleshooting steps?

Failed to import assembly System.Runtime.Serialization

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**Unity 2017.3.0f3 Mono.CSharp.InternalErrorException: Failed to import assembly `System.Runtime.Serialization** Unhandled Exception: Mono.CSharp.InternalErrorException: Failed to import assembly `System.Runtime.Serialization, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' ---> System.ArgumentException: Value does not fall within the expected range. at IKVM.Reflection.Fusion.CompareAssemblyIdentityPure (System.String assemblyIdentity1, System.Boolean unified1, System.String assemblyIdentity2, System.Boolean unified2, IKVM.Reflection.AssemblyComparisonResult& result) [0x0010e] in :0 at IKVM.Reflection.Universe.CompareAssemblyIdentity (System.String assemblyIdentity1, System.Boolean unified1, System.String assemblyIdentity2, System.Boolean unified2, IKVM.Reflection.AssemblyComparisonResult& result) [0x00008] in :0 at Mono.CSharp.StaticLoader.AssemblyReferenceResolver (System.Object sender, IKVM.Reflection.ResolveEventArgs args) [0x0006e] in :0 at IKVM.Reflection.Universe.Load (System.String refname, IKVM.Reflection.Module requestingModule, System.Boolean throwOnError) [0x0004d] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveAssemblyRefImpl (IKVM.Reflection.Metadata.AssemblyRefTable+Record& rec) [0x00083] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveAssemblyRef (System.Int32 index) [0x00028] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveType (System.Int32 metadataToken, IKVM.Reflection.IGenericContext context) [0x000c7] in :0 at IKVM.Reflection.Module.ResolveType (System.Int32 metadataToken, IKVM.Reflection.Type[] genericTypeArguments, IKVM.Reflection.Type[] genericMethodArguments) [0x00017] in :0 at IKVM.Reflection.Module.ResolveType (System.Int32 metadataToken) [0x00000] in :0 at IKVM.Reflection.Reader.ModuleReader.GetMemberRef (System.Int32 index, IKVM.Reflection.Type[] genericTypeArguments, IKVM.Reflection.Type[] genericMethodArguments) [0x000dd] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveMethod (System.Int32 metadataToken, IKVM.Reflection.Type[] genericTypeArguments, IKVM.Reflection.Type[] genericMethodArguments) [0x0004a] in :0 at IKVM.Reflection.Module.ResolveMethod (System.Int32 metadataToken) [0x00000] in :0 at IKVM.Reflection.CustomAttributeData.get_Constructor () [0x0000e] in :0 at Mono.CSharp.ImportedAssemblyDefinition.ReadAttributes () [0x0002b] in :0 at Mono.CSharp.MetadataImporter.GetAssemblyDefinition (IKVM.Reflection.Assembly assembly) [0x00024] in :0 at Mono.CSharp.StaticImporter.ImportAssembly (IKVM.Reflection.Assembly assembly, Mono.CSharp.RootNamespace targetNamespace) [0x00000] in :0 --- End of inner exception stack trace --- at Mono.CSharp.StaticImporter.ImportAssembly (IKVM.Reflection.Assembly assembly, Mono.CSharp.RootNamespace targetNamespace) [0x0004b] in :0 at Mono.CSharp.StaticLoader.LoadReferences (Mono.CSharp.ModuleContainer module) [0x0009e] in :0 at Mono.CSharp.Driver.Compile () [0x001f6] in :0 at Mono.CSharp.Driver.Main (System.String[] args) [0x0004c] in :0 [ERROR] FATAL UNHANDLED EXCEPTION: Mono.CSharp.InternalErrorException: Failed to import assembly `System.Runtime.Serialization, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' ---> System.ArgumentException: Value does not fall within the expected range. at IKVM.Reflection.Fusion.CompareAssemblyIdentityPure (System.String assemblyIdentity1, System.Boolean unified1, System.String assemblyIdentity2, System.Boolean unified2, IKVM.Reflection.AssemblyComparisonResult& result) [0x0010e] in :0 at IKVM.Reflection.Universe.CompareAssemblyIdentity (System.String assemblyIdentity1, System.Boolean unified1, System.String assemblyIdentity2, System.Boolean unified2, IKVM.Reflection.AssemblyComparisonResult& result) [0x00008] in :0 at Mono.CSharp.StaticLoader.AssemblyReferenceResolver (System.Object sender, IKVM.Reflection.ResolveEventArgs args) [0x0006e] in :0 at IKVM.Reflection.Universe.Load (System.String refname, IKVM.Reflection.Module requestingModule, System.Boolean throwOnError) [0x0004d] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveAssemblyRefImpl (IKVM.Reflection.Metadata.AssemblyRefTable+Record& rec) [0x00083] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveAssemblyRef (System.Int32 index) [0x00028] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveType (System.Int32 metadataToken, IKVM.Reflection.IGenericContext context) [0x000c7] in :0 at IKVM.Reflection.Module.ResolveType (System.Int32 metadataToken, IKVM.Reflection.Type[] genericTypeArguments, IKVM.Reflection.Type[] genericMethodArguments) [0x00017] in :0 at IKVM.Reflection.Module.ResolveType (System.Int32 metadataToken) [0x00000] in :0 at IKVM.Reflection.Reader.ModuleReader.GetMemberRef (System.Int32 index, IKVM.Reflection.Type[] genericTypeArguments, IKVM.Reflection.Type[] genericMethodArguments) [0x000dd] in :0 at IKVM.Reflection.Reader.ModuleReader.ResolveMethod (System.Int32 metadataToken, IKVM.Reflection.Type[] genericTypeArguments, IKVM.Reflection.Type[] genericMethodArguments) [0x0004a] in :0 at IKVM.Reflection.Module.ResolveMethod (System.Int32 metadataToken) [0x00000] in :0 at IKVM.Reflection.CustomAttributeData.get_Constructor () [0x0000e] in :0 at Mono.CSharp.ImportedAssemblyDefinition.ReadAttributes () [0x0002b] in :0 at Mono.CSharp.MetadataImporter.GetAssemblyDefinition (IKVM.Reflection.Assembly assembly) [0x00024] in :0 at Mono.CSharp.StaticImporter.ImportAssembly (IKVM.Reflection.Assembly assembly, Mono.CSharp.RootNamespace targetNamespace) [0x00000] in :0 --- End of inner exception stack trace --- at Mono.CSharp.StaticImporter.ImportAssembly (IKVM.Reflection.Assembly assembly, Mono.CSharp.RootNamespace targetNamespace) [0x0004b] in :0 at Mono.CSharp.StaticLoader.LoadReferences (Mono.CSharp.ModuleContainer module) [0x0009e] in :0 at Mono.CSharp.Driver.Compile () [0x001f6] in :0 at Mono.CSharp.Driver.Main (System.String[] args) [0x0004c] in :0 What is the problem or is it just a bug?

Number overflow exception

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Unity does not throw an exception after adding 1 to int.MaxValue in block#1 because of an absence of Checked Statement. How to throw ***OverflowException: Arithmetic operation resulted in an overflow*** without Checked Statement? ![alt text][1] [1]: /storage/temp/117670-capture.png

Reference all objects in an Array except for the object the script is on.

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I have a list of hostile objects that I want to avoid each other when they get a specific distance away from each other, so I take all the objects, and when they are 20 (units) away they will rotate slightly to avoid collision. hostileShips = GameObject.FindGameObjectsWithTag("Hostile"); for (int i = 0; i < hostileShips.Length; i++) { if (Vector3.Distance(transform.position, hostileShips[i].transform.position) < 20) { transform.rotation = Quaternion.Slerp(transform.rotation, transform.rotation * Quaternion.Euler(0, .05f, 0), 3f); } } I just want to do this for all objects in the list except for the object that this script is on, as the object this script is on has the Hostile tag. So it counts itself, and since its distance is constantly 0 it just turns infinitely. I just want to omit the gameobject the script is on from this for loop.

UnhandledException and FirstChanceException events not being invoked

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I'm trying to create a global exception handler, and would like to have a reference to the Exception to do some special handling. Is there a way to receive exceptions like this?

I'm aware of Application.LogCallback, but it does not return the Exception object. ILogHandler.LogException() does provide the Exception, but only if Debug.LogException() is called. UnhandledException gets a callback when an exception is thrown on a different thread, but not the main thread. Sample:

public class ExceptionHandler : MonoBehaviour, ILogHandler { private static ILogHandler defaultLogHandler; public void Start() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; AppDomain.CurrentDomain.FirstChanceException += OnFirstChanceException; defaultLogHandler = Debug.unityLogger.logHandler; Debug.unityLogger.logHandler = this; GetComponent().ThrowExceptions(); } public static void OnUnhandledException(object sender, UnhandledExceptionEventArgs args) { Debug.LogWarning($"---Unhandled Exception--- {(Exception)args.ExceptionObject}"); } public static void OnFirstChanceException(object sender, FirstChanceExceptionEventArgs args) { Debug.LogWarning($"---First Chance Exception--- {args.Exception}"); } public void LogFormat(LogType logType, Object context, string format, params object[] args) { defaultLogHandler.LogFormat(logType, context, format, args); } public void LogException(Exception exception, Object context) { Debug.LogWarning($"---LogException--- {exception}"); } } public class ExceptionThrower : MonoBehaviour { public void ThrowExceptions() { this.StartCoroutine(this.ExceptionCoroutine()); Debug.LogException(new Exception("Debug.LogException")); new Thread(() => { try { throw new Exception("Caught Exception on spawned thread."); } catch (Exception) {} }).Start(); new Thread(() => { throw new Exception("Unhandled Exception on spawned thread."); }).Start(); try { throw new Exception("Caught exception on main thread."); } catch (Exception) {} throw new Exception("Unhandled Exception on main thread."); } private IEnumerator ExceptionCoroutine() { yield return null; try { throw new Exception("Caught exception on coroutine."); } catch (Exception) {} throw new Exception("Unhandled Exception on coroutine."); } } Output: ---LogException--- System.Exception: Debug.LogException Exception: Unhandled Exception on main thread. ---Unhandled Exception--- System.Exception: Unhandled Exception on spawned thread. Exception: Unhandled Exception on coroutine.

NullReferenceException being set off when it shouldn't be?

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Hi! Title says it all but for some reason my script ends up setting off "NullReferenceException: Object reference not set to an instance of an object" when it really shouldn't be. I've checked to see that all the objects have Tranforms, which they do! I used Debug.Log() to make sure the math works out, which does. All the parts seem to be fine but when the code goes to put the Vector3 into the array, the exception is called. public class SelectMove : MonoBehaviour { private static Vector3[] worldposition; private static GameObject[] worlds; private void Start() { worlds = GameObject.FindGameObjectsWithTag("Worldddd"); for (int i = 0; i < 2; i++) { worldposition[i] = (transform.position - worlds[i].GetComponent().position); //this sets off the Exception } } }

What is assembly resolution exception?

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So as question states what is assembly resolution exceptiona and why does it occur?

unable to build for android if Scripting Backend is set up as IL2CPP

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So when i am trying to build for android using IL2CPP as scripting backend , it gives Assembly Resolution Exception : Unable to resolve , But when i change to mono it builds perfectly , when the same project is built for IOS , it also shows Assembly resolution Exception using IL2CPP. So is there any problem with IL2CPP scripting backend of unity , I use Unity 2018.1.3f1 in Windows 8 PC.

Wired PackageManager Error

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I met a problem but I can still run my game: **System.MissingMethodException: Method not found: 'UnityEditor.PackageManager.Client.List'. at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222 UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()** What may cause such a problem? I copied some asset from another project built in 2018.2. How can I fix this problem? It pops up every time when I compile or run my game.

Can't build apk, IOException: Win32 IO returned ERROR_BROKEN_PIPE

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Can't build an APK for a few days now. Error appears in the end of compilation. ---------- IOException: Win32 IO returned ERROR_BROKEN_PIPE. Path: C:\Users\Andrey\Documents\HQ Project\[Unknown] System.IO.FileStream.FlushBuffer (System.IO.Stream st) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:1040) System.IO.FileStream.FlushBuffer () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:1054) System.IO.FileStream.Flush () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:859) System.IO.StreamWriter.Flush () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/StreamWriter.cs:191) System.IO.StreamWriter.Dispose (Boolean disposing) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/StreamWriter.cs:162) UnityEditor.HostView:OnGUI() ---------- I am using: - Unity Ads - Unity IAP - Google Services - AdMob - Facebook SDK ---------- I have tried: - Moving the project to C drive - Updating Android SDK and JDK - Renaming the project - Deleting Library folder - Updating Unity ---------- I don't have any other ideas what I can do to solve this problem which appeared after adding Google Services and AdMob plugins. Please HELP!!! unity 5.6.3f1

Stop Unity from freezing on NullReferenceExceptions ?

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Hello, I am currently on a advanced state from a software I'm making with Unity. However, because of the complicated hierarchy on my assets, I'm often forced to trigger a NullReferenceException from objects that are activated for a very short of time while they are not exactly loaded. While there is no real affect when I build the software and run it, it slows me down to be forced to stop and relaunch the scrips to get past Unity freezing. So is there any way to make sure Unity overlooks Exceptions and keep running on the editor ? Thank you

Inspector Error

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I have started using **Odin** today. I'm not sure if it is its fault, but I started creating Scriptable Objects in my new project. I did this: public abstract class Ability : ScriptableObject { public string aName = "Ability"; public Sprite aSprite; public AudioClip aSound; public float baseCoolDown = 1f; public abstract void Initialize(GameObject obj); public abstract void TriggerAbility(); } Now, whenever I try to change aSprite, aSound or play the game I get these two errors: UnityException: set_type is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'ObjectSelector'. See "Script Serialization" page in the Unity Manual for further details. UnityEngine.Event.KeyboardEvent (System.String key) (at C:/buildslave/unity/build/Modules/IMGUI/Event.cs:153) UnityEditor.ObjectSelector..cctor () (at C:/buildslave/unity/build/Editor/Mono/ObjectSelector.cs:78) Rethrow as TypeInitializationException: An exception was thrown by the type initializer for UnityEditor.ObjectSelector set_type is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'ObjectSelector'. See "Script Serialization" page in the Unity Manual for further details. UnityEditor.ObjectSelector:.cctor() Any ideas what my be the reason?

Unity 2018.1.9f1 crash when open Photo Album on iOS 10.x

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Hello,
I’m using Unity 2018.1.9 f1 and my app always crashes when I call iOS Photo Album.
I found the same issue here:
Issue: 984517
https://issuetracker.unity3d.com/issues/ios-crash-when-calling-native-uiviewcontroller-that-changes-orientation-settings

As a result of my test on Unity v2018.2.1, I confirmed the issue was resolved.

However, the problem is that I can’t use Unity v2018.2.1 because it’s just released one week ago.
I’ve been using the Unity engine for 5 years but there were always bugs/issues with the recent version of Unity.
I’m an Indie developer and it’ll be a big damage to me if there are my issues on my app.

Therefore, I would like to know if there is a way to fix this issue on Unity 2018.1.9 f1 or at least Unity 2018.1.x.
Thank you. ,

ModuleNotInitializedException: NuitrackException with Intel Realsense D435

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I am trying to play around with this camera in unity, but when I try to use it's depth features, I get the following error: ModuleNotInitializedException: NuitrackException: ModuleNotInitializedException nuitrack.NativeImporter.throwException (ExceptionType type) nuitrack.NativeDepthSensor..ctor () nuitrack.DepthSensor.Create () NuitrackManager.NuitrackInit () (at Assets/NuitrackSDK/Nuitrack/NuitrackManager.cs:187) NuitrackManager.Awake () (at Assets/NuitrackSDK/Nuitrack/NuitrackManager.cs:110) NuitrackManager.cs:187 = depthSensor = nuitrack.DepthSensor.Create(); So far I know that the Intel Realsense D415 works with this exact same project. I realize that this is heavily a Nuitrack issue and not directly related to this forum, but any help or experiences with the D435 would be greatly appreciated!
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