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XML Exeception when opening project

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I recently updated to Unity 2018.2.6.f1 and I am getting this problem every time I open an existing project or even when I create a new project (full stack trace below): ** XmlException: expected ';' (3B) but found '/' (2F) Line 66, position 33.** I searched all over the internet, and it's most likely due to the fact that my file path has an '&' in it, since my username has an '&' in it. This boggles me because I used to use Unity just fine a few months back with the same username, and I never had this issue. Although it does not prevent the game from running when I test it, I don't want this error to be problematic when I want to release a game. So how can I fix it? XmlException: expected ';' (3B) but found '/' (2F) Line 66, position 33. Mono.Xml2.XmlTextReader.Expect (Int32 expected) Mono.Xml2.XmlTextReader.ReadEntityReference (Boolean ignoreEntityReferences) Mono.Xml2.XmlTextReader.ReadReference (Boolean ignoreEntityReferences) Mono.Xml2.XmlTextReader.ReadText (Boolean notWhitespace) Mono.Xml2.XmlTextReader.ReadContent () Mono.Xml2.XmlTextReader.Read () System.Xml.XmlTextReader.Read () Mono.Xml.XmlFilterReader.Read () System.Xml.Linq.XElement.LoadCore (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XNode.ReadFrom (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XContainer.ReadContentFrom (System.Xml.XmlReader reader, LoadOptions options) System.Xml.Linq.XElement.LoadCore (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XNode.ReadFrom (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XContainer.ReadContentFrom (System.Xml.XmlReader reader, LoadOptions options) System.Xml.Linq.XElement.LoadCore (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XNode.ReadFrom (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XContainer.ReadContentFrom (System.Xml.XmlReader reader, LoadOptions options) System.Xml.Linq.XElement.LoadCore (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XNode.ReadFrom (System.Xml.XmlReader r, LoadOptions options) System.Xml.Linq.XContainer.ReadContentFrom (System.Xml.XmlReader reader, LoadOptions options) System.Xml.Linq.XDocument.ReadContent (System.Xml.XmlReader reader, LoadOptions options) System.Xml.Linq.XDocument.LoadCore (System.Xml.XmlReader reader, LoadOptions options) System.Xml.Linq.XDocument.Load (System.IO.TextReader reader, LoadOptions options) System.Xml.Linq.XDocument.Parse (System.String s, LoadOptions options) System.Xml.Linq.XDocument.Parse (System.String s) SyntaxTree.VisualStudio.Unity.Bridge.ProjectFilePostprocessor.OnGeneratedCSProject (System.String path, System.String content) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.AssetPostprocessingInternal.CallOnGeneratedCSProject (System.String path, System.String content) (at C:/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:178) UnityEditor.VisualStudioIntegration.SolutionSynchronizer.SyncProjectFileIfNotChanged (System.String path, System.String newContents) (at C:/buildslave/unity/build/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:315) UnityEditor.VisualStudioIntegration.SolutionSynchronizer.SyncProject (MonoIsland island, System.Collections.Generic.Dictionary`2 allAssetsProjectParts, UnityEditor.Scripting.Compilers.ResponseFileData responseFileData, System.Collections.Generic.List`1 allProjectIslands) (at C:/buildslave/unity/build/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:308) UnityEditor.VisualStudioIntegration.SolutionSynchronizer.GenerateAndWriteSolutionAndProjects (ScriptEditor scriptEditor) (at C:/buildslave/unity/build/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:240) UnityEditor.VisualStudioIntegration.SolutionSynchronizer.Sync () (at C:/buildslave/unity/build/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:212) UnityEditor.SyncVS.SyncVisualStudioProjectIfItAlreadyExists () (at C:/buildslave/unity/build/Editor/Mono/SyncProject.cs:163)

Crunch Texture compression throws exceptions

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hey there, i am getting a whole lot of exceptions when starting a project i am supposed to refactor. take a look: The texture could not be loaded because it has been encoded with an older version of Crunch. This can happen when loading AssetBundles containing Crunch-compressed textures built with Unity version prior to 2017.3 DoDeCruncherJob failed. Failed to decompress Crunch texture data (size 256x128 format 28 mips 9) AsyncResourceUpload failed. Failed to decompress Crunch texture data (size 256x128 format 29 mips 9) Failed to decompress Crunch texture data (size 128x128 format 28 mips 8) Failed to decompress Crunch texture data (size 64x64 format 29 mips 7) Failed to decompress Crunch texture data (size 256x256 format 28 mips 9) Failed to decompress Crunch texture data (size 128x128 format 29 mips 8) Failed to decompress Crunch texture data (size 64x64 format 28 mips 7) Failed to decompress Crunch texture data (size 512x512 format 28 mips 10) D3D shader blob is empty! now, i ASSUME, that all of them will be gone as soon as the very first one is solved. The thing is, I am using 2017.4.10f1 for this project, and the customer requirements read "Unity 2017.x". Right now, I dont think that this might be a version problem - but who knows? I am glad for any help. Thanks in advance!

Is there a way to use Windows Workflow Foundation with unity3d?

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i am using unity3d 2018.2.0f2, with c# framework 4.x. I try to create a simple activity from WWF in a separated visual studio project, and then import the generated dll into a empty unity3d project, but i get this error Unloading broken assembly Activities.dll, this assembly can cause crashes in the runtime.

DexArchiveMergerException: Unable to merge dex

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I've tried implementing unity Admob but then upon implementing the game I get error describing about Dex Archive Merger CommandInvokationFailure: Gradle build failed. C:/Program Files/Java/jdk1.8.0_161\bin\java.exe -classpath "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.2.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleDebug" stderr[ FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':transformDexArchiveWithExternalLibsDexMergerForDebug'. > java.lang.RuntimeException: java.lang.RuntimeException: com.android.builder.dexing.DexArchiveMergerException: Unable to merge dex * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. * Get more help at https://help.gradle.org BUILD FAILED in 43s ] stdout[ :preBuild UP-TO-DATE :preDebugBuild :compileDebugAidl :compileDebugRenderscript :checkDebugManifest :generateDebugBuildConfig :prepareLintJar :generateDebugResValues :generateDebugResources :mergeDebugResources :createDebugCompatibleScreenManifests :processDebugManifest :splitsDiscoveryTaskDebug :processDebugResources :generateDebugSources :javaPreCompileDebug :compileDebugJavaWithJavac :compileDebugNdk NO-SOURCE :compileDebugSources :mergeDebugShaders :compileDebugShaders :generateDebugAssets :mergeDebugAssets :transformClassesWithDexBuilderForDebug :transformDexArchiveWithExternalLibsDexMergerForDebug FAILED 19 actionable tasks: 19 executed ] 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 (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress) Rethrow as GradleInvokationException: Gradle build failed UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, 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) How do I resolve this kind of issue?

Getting this error when doing a mac build:

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Unity version: 2017.1.0f3 Build Architecture: Universal FileNotFoundException: Temp\StagingArea\The Rhythm of The Spirits Demo Build (Mac).app\Contents\Resources\Data\GI\level10\82\82dd2834c5438890fc26a470e4a40297.iws.sse does not exist System.IO.File.Copy (System.String sourceFileName, System.String destFileName, Boolean overwrite) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:107) UnityEditor.FileUtil.UnityFileCopy (System.String from, System.String to, Boolean overwrite) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:207) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:142) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:156) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:156) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:156) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:156) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:156) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:156) UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:156) DesktopStandalonePostProcessor.CopyStagingAreaIntoDestination () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:237) DesktopStandalonePostProcessor.PostProcess () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:26) UnityEditor.OSXStandalone.OSXDesktopStandalonePostProcessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/OSXPlayer/Extensions/Managed/OSXDesktopStandalonePostProcessor.cs:204) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:263) UnityEditor.HostView:OnGUI()

Cloud Build fatal error: UnauthorizedAccessException /UNITY_PATH/~nunit.framework.dll.mdb ???

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Hi, Not sure why I'm getting this issue. I've already tried "clean build" button and it still happens. 1. Project was building fine. 2. I imported "Cross Platform Native Plugins Ultra Pack" asset from asset store. 3. After configuring a simple test implementation (saving a string to cloud services), there are no compile errors in the editor. 4. Cloud build consistently throws this fatal error in the log: **Fatal error**: **System.UnauthorizedAccessException: Access to the path "/UNITY_PATH/Unity/Unity-2018_2_1f1/Unity.app/Contents/UnityExtensions/Unity/TestRunner/net35/unity-custom/nunit.framework.dll.mdb" is denied.** I have seen this error or similar before, so I'm not convinced there's a problem with the asset I imported. Don't recall the details, though. I think I fixed it before by clearing cloud build cache. But as I mentioned, "clean build" isn't helping here. Please help!

SSLHandshakeException during Web Request

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I was working on the game and as per game requirements, I was fetching logos from the web server through Web Request. Here is my code: // fetching all company related details IEnumerator LoadCompanyDetails () { WWW www = new WWW (GameConstants.API_GET_LOGOS); yield return www; if (www.error == null) { // Debug.Log ("Data: " + www.text); JSONObject jsonObj = new JSONObject (www.text); Debug.Log ("Loaded following XML " + www.text); long status = jsonObj [TAG_STATUS].i; if (status == 1) { // login success List dataObj = jsonObj [TAG_DATA].list; for (int i = 0; i < dataObj.Count; i++) { Company companyItem = new Company (); JSONObject companyObj = dataObj [i]; companyItem.CompanyId = companyObj [TAG_COMPANY_ID].i.ToString (); companyItem.CompanyName = companyObj [TAG_COMPANY_NAME].str; companyItem.CompanyLogoUrl = companyObj [TAG_COMPANY_LOGO].str; companyItem.AbountCompany = companyObj [TAG_COMPANY_ABOUT].str; companyItem.ContactInfo = companyObj [TAG_COMPANY_CONTACT_INFO].str; companyItem.CompanyEmail = companyObj [TAG_COMPANY_EMAIL].str; companyItem.CompanyWebsite = companyObj [TAG_COMPANY_WEBSITE].str; DataCollection.companyDetailsList.Add (companyItem); } StartCoroutine (FetchCompanyLogos ()); } else { // login fail } } else { Debug.Log ("++++++++++++++++++++++++++++++"); Debug.Log ("Error: " + www.error); } } Last 3 months this working properly but suddenly SSLHandshakeException started to come. ![alt text][1] On PC its running properly, request get satisfied. On mobile device, its not working now. Give me some suggestion for solution in this. [1]: /storage/temp/126615-sslhandshakeexception.png

can someone help me with this error please?

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I'm sorry i tried to find a solution elsewhere but i'm just a self student so can someone please tell me what is and how to fix this error? OutOfMemoryException: Out of memory System.Array.Resize[Image] (UnityEngine.UI.Image[]& array, Int32 length, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1929) System.Array.Resize[Image] (UnityEngine.UI.Image[]& array, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1913) System.Collections.Generic.List`1[UnityEngine.UI.Image].set_Capacity (Int32 value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:622) System.Collections.Generic.List`1[UnityEngine.UI.Image].GrowIfNeeded (Int32 newCount) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:100) System.Collections.Generic.List`1[UnityEngine.UI.Image].Add (UnityEngine.UI.Image item) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:91) GameController.GetCodons () (at Assets/scripts/GameController.cs:44) GameController.Start () (at Assets/scripts/GameController.cs:34),I'm sorry I tried to find a Solution elsewhere but i'm just a self student. can someone please tell me what and how to fix this error? OutOfMemoryException: Out of memory System.Array.Resize[Image] (UnityEngine.UI.Image[]& array, Int32 length, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1929) System.Array.Resize[Image] (UnityEngine.UI.Image[]& array, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1913) System.Collections.Generic.List`1[UnityEngine.UI.Image].set_Capacity (Int32 value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:622) System.Collections.Generic.List`1[UnityEngine.UI.Image].GrowIfNeeded (Int32 newCount) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:100) System.Collections.Generic.List`1[UnityEngine.UI.Image].Add (UnityEngine.UI.Image item) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:91) GameController.GetCodons () (at Assets/scripts/GameController.cs:44) GameController.Start () (at Assets/scripts/GameController.cs:34)

WebGl build throw mysterious numbers

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Hello, I'm working on a 3d webGl project with unity 2018.1.7f1 but for the moment, while the project build successfully and run fine in the editor, it do not work in the browser (I tried mozilla and chrome). I did a bit of research to see if it happened to someonelse but didn't found anything. I admit it's hard for me to precisely phrase what is happening. I do not manage to get any useful information from the error log so I have no idea where to start investigate in order to find the reason of this bug. Just before the end of the loading time I get the following dialogue: An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: uncaught exception: 92169912 If I go to check the console, I see the following : PlayerConnection initialized from (debug = 0) 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 PlayerConnection disabled - listening mode not supported 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Started listening to [0.0.0.0:0] 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 PlayerConnection already initialized - listening to [0.0.0.0:0] 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Loading player data from data.unity3d 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Initialize engine version: 2018.1.7f1 (4cb482063d12) 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Creating WebGL 2.0 context. UnityLoader.js:1074:37 Renderer: Mozilla 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Vendor: Mozilla 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Version: OpenGL ES 3.0 (WebGL 2.0) 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 GLES: 3 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 EXT_color_buffer_float GL_EXT_color_buffer_float EXT_texture_filter_anisotropic GL_EXT_texture_filter_anisotropic OES_texture_float_linear GL_OES_texture_float_linear WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info GL_WEBGL_debug_renderer_info WEBGL_debug_shaders GL_WEBGL_debug_shaders WEBGL_lose_context GL_WEBGL_lose_context 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level ; Context handle 1 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Invoking error handler due to uncaught exception: 92546064 I have already set my project to show full stack trace of all exceptions. When I tried a bit to use browser debugger to see what is happening, I noticed is that the application is really throwing this number instead of using a proper Error object. That why no stack information show along the error in the console. The reason why the application throw this number is still unknow to me. I also noticed that the number change when I rebuild the project.

System.EntryPointNotFoundException: CreateNLSocket

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Hello guys, I hope you can help me with it. I'm trying to use a library in Unity for MDns. It's called Tmds.MDns. But when I use their StartBrowsing method to find servers I get this exception: System.EntryPointNotFoundException: CreateNLSocket at (wrapper managed-to-native) System.Net.NetworkInformation.LinuxNetworkChange.CreateNLSocket() at System.Net.NetworkInformation.LinuxNetworkChange.EnsureSocket () [0x00021] in <3acaa45225a54f778710ee6eff26f77f>:0 at System.Net.NetworkInformation.LinuxNetworkChange.Register (System.Net.NetworkInformation.NetworkAddressChangedEventHandler d) [0x00000] in <3acaa45225a54f778710ee6eff26f77f>:0 at System.Net.NetworkInformation.LinuxNetworkChange.add_NetworkAddressChanged (System.Net.NetworkInformation.NetworkAddressChangedEventHandler value) [0x00000] in <3acaa45225a54f778710ee6eff26f77f>:0 at System.Net.NetworkInformation.NetworkChange.add_NetworkAddressChanged (System.Net.NetworkInformation.NetworkAddressChangedEventHandler value) [0x00021] in <3acaa45225a54f778710ee6eff26f77f>:0 at Tmds.MDns.ServiceBrowser.StartBrowsing (System.Threading.SynchronizationContext synchronizationContext) [0x0005c] in C:\Users\EleonoraSeu\Desktop\MyProject\Assets\_Script\Packages\sila_library\src\discovery\Tmds.MDns\ServiceBrowser.cs:223 at Tmds.MDns.ServiceBrowser.StartBrowse (System.Collections.Generic.IEnumerable`1[T] serviceTypes, System.Threading.SynchronizationContext synchronizationContext) [0x00026] in C:\Users\EleonoraSeu\Desktop\MyProject\Assets\_Script\Packages\sila_library\src\discovery\Tmds.MDns\ServiceBrowser.cs:45 at Tmds.MDns.ServiceBrowser.StartBrowse (System.Collections.Generic.IEnumerable`1[T] serviceTypes, System.Boolean useSynchronizationContext) [0x0000f] in C:\Users\EleonoraSeu\Desktop\MyProject\Assets\_Script\Packages\sila_library\src\discovery\Tmds.MDns\ServiceBrowser.cs:74 at Tmds.MDns.ServiceBrowser.StartBrowse (System.String serviceType, System.Boolean useSynchronizationContext) [0x0000d] in It's a bit weird cause it doesn't work even if the servers are running in the same computer and I'm using windows, so I don't know why it's using NetworkInformation.LinuxNetworkChange Thanks in advance

Is there any way to handle Exception without outputting as log.

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Hi, I'd like to send message to server when exception occurred in release build. My code is below. class RuntimeInitialize { [RuntimeInitializeOnLoadMethod] static void OnRuntimeMethod() { #if DEBUG UnityEngine.Debug.logger.filterLogType = UnityEngine.LogType.Log; #else UnityEngine.Debug.logger.filterLogType = UnityEngine.LogType.Exception; #endif Application.logMessageReceived += OnLogRecieved; } public static void OnLogRecieved(string logString, string stackTrace, LogType type) { if (type != LogType.Exception) return; SendExceptionMessageToServer(logString, stackTrace) } } This code can send Exception message to server, but output message to Logcat simultaneously. How to stop outputting to Logcat ? Thanks.

WebGl build throw numbers (maybe assembly pointers)

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Hello, I'm working on a 3d webGl project with unity 2018.1.7f1 but for the moment, while the project build successfully and run fine in the editor, it do not work in the browser (I tried mozilla and chrome). I did a bit of research to see if it happened to someonelse but didn't found anything. I admit it's hard for me to precisely phrase what is happening. I do not manage to get any useful information from the error log so I have no idea where to start investigate in order to find the reason of this bug. Just before the end of the loading time I get the following dialogue: An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: uncaught exception: 92169912 If I go to check the console, I see the following : PlayerConnection initialized from (debug = 0) 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 PlayerConnection disabled - listening mode not supported 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Started listening to [0.0.0.0:0] 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 PlayerConnection already initialized - listening to [0.0.0.0:0] 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Loading player data from data.unity3d 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Initialize engine version: 2018.1.7f1 (4cb482063d12) 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Creating WebGL 2.0 context. UnityLoader.js:1074:37 Renderer: Mozilla 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Vendor: Mozilla 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Version: OpenGL ES 3.0 (WebGL 2.0) 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 GLES: 3 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 EXT_color_buffer_float GL_EXT_color_buffer_float EXT_texture_filter_anisotropic GL_EXT_texture_filter_anisotropic OES_texture_float_linear GL_OES_texture_float_linear WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info GL_WEBGL_debug_renderer_info WEBGL_debug_shaders GL_WEBGL_debug_shaders WEBGL_lose_context GL_WEBGL_lose_context 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level ; Context handle 1 7cef7073-5e0a-4d54-9e4a-b58796026e29:10251:3 Invoking error handler due to uncaught exception: 92546064 I have already set my project to show full stack trace of all exceptions. When I tried a bit to use browser debugger to see what is happening, I noticed is that the application is really throwing this number instead of using a proper Error object. That why no stack information show along the error in the console. The reason why the application throw this number is still unknow to me. I also noticed that the number change when I rebuild the project. **Edit :** Own experimentation confirmed by this old topic : https://forum.unity.com/threads/webgl-build-only-working-if-exception-is-enabled.320334/ showed me that throwing seemingly meaningless number is actually a normal beahvior of unity webgl build. For what I understand those are pointers for web assembly, and three methode in the file run.asm.framework.unityweb may throw them : ___resumeException, ___cxa_throw and ___cxa_rethrow. In my case it look like a bit more about the error can be learned by placing a breakpoint or console.trace() int the methode ___cxa_throw. Here is the trace I get when doing so : console.trace() 2d479dfd-2f1d-4623-85fb-1d3302b3fec0:12728:2 ___cxa_throw blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:12728:2 __ZN6il2cpp2vm9Exception5RaiseEP15Il2CppExceptionP19Il2CppSequencePointP10MethodInfo blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:3630243:2 dynCall_viii blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:4183138:32 invoke_viii blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:17314:3 __ZN6il2cpp2vm12GenericClass8GetClassEP18Il2CppGenericClass blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:1923925:5 __ZN6il2cpp2vm5Class14FromIl2CppTypeEPK10Il2CppType blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2604936:9 _il2cpp_class_from_type blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:4193562:9 __Z25scripting_class_from_type16ScriptingTypePtr blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:4189374:9 __Z33BuildSerializationCommandQueueForRK34BuildSerializationCommandQueueArgsR32SerializationCommandQueueBuilderRP20AllowNameConversionsbPK18TransferField_Info blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:1250201:22 __Z39WriteQueueForTransferSignatureIntoCacheRK31TransferFunctionScriptingTraitsRK24TransferRequestSignature17ScriptingClassPtrR23CachedSerializationDataRb blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2589995:2 __Z26BuildSerializationCacheFor17ScriptingClassPtrRb blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2538961:2 __Z19FindCommandsInCachePK15MonoScriptCacheRK24TransferRequestSignatureRb blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:3266485:8 __Z23TransferScriptingObjectI18StreamedBinaryReadILb0EEEvRT_18ScriptingObjectPtr17ScriptingClassPtrPK15MonoScriptCache blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2673121:7 __ZN13MonoBehaviour25TransferEngineAndInstanceI18StreamedBinaryReadILb0EEEEvRT_ blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:3005910:2 __ZN13MonoBehaviour23VirtualRedirectTransferER18StreamedBinaryReadILb0EE blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:3938936:2 __ZN14SerializedFile10ReadObjectEx18ObjectCreationModebPPK8TypeTreePbR6Object blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:1509871:70 __ZN17PersistentManager29ReadAndActivateObjectThreadedEiRK26SerializedObjectIdentifierP14SerializedFilebbNS_9LockFlagsE blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2910141:4 __ZN17PersistentManager26LoadFileCompletelyThreadedERKN4core12basic_stringIcNS0_20StringStorageDefaultIcEEEEPxPiiNS_9LoadFlagsER12LoadProgressNS_9LockFlagsE blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:1468426:13 __ZN18LoadSceneOperation7PerformEv blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:762888:2 __ZN14PreloadManager22ProcessSingleOperationEv blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:3220346:67 __ZN14PreloadManager26UpdatePreloadingSingleStepENS_21UpdatePreloadingFlagsEi blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2029005:3 __ZN14PreloadManager35WaitForAllAsyncOperationsToCompleteEv blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2801163:3 __ZN19RuntimeSceneManager9LoadSceneERKN4core12basic_stringIcNS0_20StringStorageDefaultIcEEEES6_S6_RK9UnityGUIDiNS_11LoadingModeE blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:3373768:2 __Z21PlayerStartFirstSceneb blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2020172:3 __Z20PlayerLoadFirstSceneb blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:2769346:28 _main blob:http://localhost:8000/1d6d8910-747a-48ab-b299-5bb190143653:1613967:3 UnityLoader.fd575ac7da7e0f46fd8a89988676e872/asm._main blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:19281:9 callMain blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:21158:13 doRun blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:21196:40 run blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:21208:3 runCaller blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:21135:28 removeRunDependency blob:http://localhost:8000/2d479dfd-2f1d-4623-85fb-1d3302b3fec0:1495:4 processDataJob http://localhost:8000/Build/UnityLoader.js:931:5 schedule/job.callback My bet is that someting is going wrong when I try to deserialize a file in a MonoBehavior. But from this, it's hard tell.

Prefab Brush from 2d-extras not working in tilemap

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I'm trying to use prefab brush in my project as shown in official unity tutorial here -> https://unity3d.com/learn/tutorials/topics/2d-game-creation/custom-tilemap-brush-spawn-prefabs?playlist=17093 but it doesn't work. It just places one object and then it doesn't paint more prefabs and there are thrown really ugly exceptions in console -> https://pastebin.com/bTX8vZbB It REALLY seems like a bug, any idea how to fix that?

Can someone explain this exception? ArgumentException: SceneManager.SetActiveScene failed; invalid scene

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I am loading a scene from an asset bundle. Everything was working fine, but then I switched to loading the scene additively and now I'm getting a strange exception when I try to set the scene active. Here's my code: IEnumerator LoadSceneCoroutine(string pSceneName){ yield return SceneManager.LoadSceneAsync(pSceneName,LoadSceneMode.Additive); Scene chapterScene = SceneManager.GetSceneByName(pSceneName); SceneManager.SetActiveScene(chapterScene); } I get an exception: **ArgumentException: SceneManager.SetActiveScene failed; invalid scene** What does this mean? What about my scene is invalid? Are there certain requirements that must be met for a scene to be set active? A google search for this error returns almost no results and the documentation is not helpful either so I'm stumped. Please help! Thanks.

throw exception override stacktrace double click log

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With a custom exception, I'm trying to give it a stacktrace without throwing so I can throw it later (holding the same stack trace). The problem I'm having is the new StackTrace is providing a different output than throw Exception.StackTrace, most notably missing `[0x00002]` which I'm guessing is what Unity is using to jump to the line number in visual studio when double-clicking the log. Is there any way to do this and have the double-click functionality still work? -- public class MyException : Exception { public MyException(string stackTrace) { _stackTrace = stackTrace; } string _stackTrace; public override string StackTrace { get { return _stackTrace; } } } -- try { throw new Exception(); // double-click goes right here } catch (Exception e) { Debug.Log("StackTrace: {" + e.StackTrace + "}"); // output: "StackTrace: { at TestScript.Awake () [0x00002] in /Users/lol_tim/New Unity Project/Assets/TestScript.cs:28 }" throw new MyException(e.StackTrace); } -- try { throw new MyException(new System.Diagnostics.StackTrace(0, true).ToString()); // double-click does nothing } catch (Exception e) { Debug.Log("StackTrace: {" + e.StackTrace + "}"); // output: "StackTrace: { at TestScript.Awake() in /Users/lol_tim/New Unity Project/Assets/TestScript.cs:line 28}" throw new MyException(e.StackTrace); }

Debugging 'Assertion failed on expression' errors.

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Hi, Does anyone have any insight on how to debug assertion failures? These normally seem to be unity bugs, and often have very strange reproduction steps and are hard to identity without further information on the problem. Often all you get is "errorA" or " sourcePoint->w > 0.0f" etc... Is there a way to get Visual Studio to break on assertion failures, or to at least find the source code? A project which is running on UWP using Visual Studio (2017) and breaking successfully on other Exceptions (in user code) seems to not catch these exceptions or reveal where they are thrown from. Cheers, Jethro

UnassignedReferenceException

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Hi! So I'm trying to make a quest for the player and wrote the following code: // Applied to Quest NPC public class Quest001 : MonoBehaviour { public string questName = "Coin Collect"; public string questInfo = "Collect all the coins"; public float range = 3f; public Transform player; // I need this to set the questText to active public GameObject questPanel; // The text object to holder the questInfo public Text questText; // Same purpose like the two above public GameObject activeQuestPanel; public Text activeQuestText; void Start() { questText.text = questInfo; activeQuestText.text = "Active quest: " + questName; } void Update() { RaycastHit hit; if (Input.GetMouseButtonDown(2) && Physics.Raycast(player.position, player.forward, out hit)) { if (hit.distance <= range) { questPanel.SetActive(true); activeQuestPanel.SetActive(true); } } } } I assigned all of the value in like so: ![alt text][1] But when I play my game, it's saying "UnassignedReferenceException: The variable player of Quest001 has not been assigned" but I can play my game fine, it works. But this exception kept showing on the console window. Is it a bug or I did something wrong? Note: The two text variable in the image is not the same Text. Thanks alot! I appreciate it! [1]: /storage/temp/129889-bug.png

MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object.

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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class enemyHealth : MonoBehaviour { public float enemyMaxHealth; public GameObject enemyDeathFX; public Slider enemySlider; public bool drops; public GameObject theDrops; float currentHealth; // Use this for initialization void Start () { currentHealth = enemyMaxHealth; enemySlider.maxValue = currentHealth; enemySlider.value = currentHealth; } // Update is called once per frame void Update () { } public void addDamage(float damage){ enemySlider.gameObject.SetActive (true); currentHealth -= damage; enemySlider.value = currentHealth; if (currentHealth <= 0) makeDead (); } void makeDead(){ Destroy (gameObject); Instantiate (enemyDeathFX, transform.position, transform.rotation); if (drops) Instantiate (theDrops, transform.position, transform.rotation); } }

exception thrown: RuntimeError: index out of bounds

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we have developed a game using unity and it works fine in android and IOS platform . However when we build for WebGl platform this issue pops up . the game load successfully and begin to work but when it try to call a web service this happens. any thought ??? ![alt text][1] [1]: /storage/temp/130192-2018-12-29-11-54-44.jpg

java.io.EOFException error

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I am facing this problem since long. this happens when I am sending a post request using UnityWebRequest.Post. I also have set chunkedTransfer = false; now every alternate use of yield return www.SendWebRequest() gives me java.io.EOFException. please note that this problem is arising on an android tablet. this works well on my laptop. I tried both built system Gradle and internal. the internet is set to be required. please suggest me any solution.
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