Hello Devs and Helpers. I recently started using Unity and i have been met with a no MonoBehavior scripts in the file, or their names do not match their file name. This first occurred when i was learning how to roll a ball with your lessons. This really turned me off, after 5 days of trying to ignore it, i just couldn't take it anymore because i think it leads to the script also saying "This associated script can not be opened". This doesn't load the script on to the object so anything i did was useless. I tried checking if the filename and script name were same, sadly that didn't work. I deleted all the asset's meta files, didn't work. Finally, i came to conclusion that i should try if the same occurs to a new project. The same error occurs, i try to change my script editor from Visual Studio to MonoDevelop which should have been built-in however i couldn't find it in edit>Preferences>External Programs. Please help, game developing is a booming career, i really want to improve my skills. How could i get rid of these errors.,Hello Devs and Helpers. I recently started using Unity and i have been met with a no Mono Behavior scripts in the file, or their names do not match their file name. This first occurred when i was learning how to roll a ball with your lessons. This really turned me off, after 5 days of trying to ignore it, i just couldn't take it anymore because i think it leads to the script also saying "This associated script can not be opened". This doesn't load the script on to the object so anything i did was useless. I tried checking if the filename and script name were same, sadly that didn't work. I deleted all the asset's meta files, didn't work. Finally, i came to conclusion that i should try if the same occurs to a new project. The same error occurs, i try to change my script editor from Visual Studio to MonoDevelop which should have been built-in however i couldn't find it in edit>Preferences>External Programs. Please help, game developing is a booming career, i really want to improve my skills. How could i get rid of these errors. Thanks in advance.
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Monobehaviour error with this associated file canot be loaded error. Any help is appreciated.,MonoDevelop and the associated scripts can
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Unity error -> crashing while build & run
I have a big problem, yesterday building did work without problems and today (I didn't change anything) it crashes with a few errors when I try to build it (iOS -> Xcode)
I just started with unity few day's ago, so I'm not that familiar with it.
I tried already:
- Update Unity
- Different Folder for Building
- Not Build&Run just Build
- Restart Unity
- Reimport Assets
Errors:
1. Failed running /Applications/Unity/Unity.app/Contents/il2cpp/build/UnityLinker.exe -out="/Users/sp8iky/TowerDefense/Temp/StagingArea/Data/Managed/tempStrip" -x="/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -x "/Users/sp8iky/TowerDefense/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/var/folders/b2/f9vh9ycd6zdfz8lbv0hndyk40000gn/T/tmp7a5f694.tmp" -x "/var/folders/b2/f9vh9ycd6zdfz8lbv0hndyk40000gn/T/tmp7570b08c.tmp" -x "/var/folders/b2/f9vh9ycd6zdfz8lbv0hndyk40000gn/T/tmp55821346.tmp" -d "/Users/sp8iky/TowerDefense/Temp/StagingArea/Data/Managed" -a "/Users/sp8iky/TowerDefense/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/Users/sp8iky/TowerDefense/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" -a "/Users/sp8iky/TowerDefense/Temp/StagingArea/Data/Managed/UnityEngine.Analytics.dll" --dotnetruntime=il2cpp --dotnetprofile=legacyunity --use-editor-options
stdout:
Fatal error in Unity CIL Linker
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'ClassLibrary1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
at Unity.Linker.Steps.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type, Mono.Cecil.AssemblyDefinition[] assemblies) [0x00047] in :0
at Unity.Linker.Steps.AddUnresolvedStubsStep.MarkAssemblyOfType (Unity.Linker.UnityLinkContext context, Mono.Cecil.TypeReference type) [0x0000e] in :0
at Unity.Linker.Steps.UnityMarkStep.HandleUnresolvedType (Mono.Cecil.TypeReference reference) [0x00001] in :0
at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference) [0x0004a] in :0
at Mono.Linker.Steps.MarkStep.MarkGenericArguments (Mono.Cecil.IGenericInstance instance) [0x0001b] in :0
at Mono.Linker.Steps.MarkStep.GetOriginalType (Mono.Cecil.TypeReference type) [0x00014] in :0
at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference) [0x0000e] in :0
at Mono.Linker.Steps.MarkStep.MarkField (Mono.Cecil.FieldReference reference) [0x00058] in :0
at Unity.Linker.Steps.UnityMarkStep.MarkFields (Mono.Cecil.TypeDefinition type) [0x0001c] in :0
at Unity.Linker.Steps.UnityMarkStep.DoAdditionalTypeProcessing (Mono.Cecil.TypeDefinition type) [0x00248] in :0
at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference) [0x001e0] in :0
at Mono.Linker.Steps.MarkStep.MarkType (Mono.Cecil.TypeReference reference) [0x00098] in :0
at Mono.Linker.Steps.MarkStep.InitializeType (Mono.Cecil.TypeDefinition type) [0x00064] in :0
at Mono.Linker.Steps.MarkStep.InitializeType (Mono.Cecil.TypeDefinition type) [0x00027] in :0
at Mono.Linker.Steps.MarkStep.InitializeAssembly (Mono.Cecil.AssemblyDefinition assembly) [0x00035] in :0
at Mono.Linker.Steps.MarkStep.Initialize () [0x00019] in :0
at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00008] in :0
at Unity.Linker.Steps.UnityMarkStep.Process (Mono.Linker.LinkContext context) [0x0000c] in :0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00021] in :0
at Unity.Linker.UnityDriver.Run () [0x00087] in :0
at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling () [0x00007] in :0
at Unity.Linker.UnityDriver.RunDriver () [0x00002] in :0
stderr:
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, BuildTargetGroup) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:170)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
2. Exception: /Applications/Unity/Unity.app/Contents/il2cpp/build/UnityLinker.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 /Users/builduser/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 setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable`1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:91)
UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, IIl2CppPlatformProvider platformProvider, IEnumerable`1 additionalBlacklist, BuildTargetGroup buildTargetGroup) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:84)
UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:215)
UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:115)
UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:170)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (BuildSettings bs, UnityEditor.iOS.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:825)
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (BuildSettings bs, UnityEditor.iOS.ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:660)
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (PostProcessorSettings postProcessorSettings, BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:611)
UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:37)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
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.Build.Reporting.BuildReport report) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:287)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
3. Build completed with a result of 'Failed'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
4. UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:187
at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x0007f] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:94
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
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Is there a way to use Windows Workflow Foundation with unity3d?
i am using unity3d 2018.2.0f2. I try to create a simple activity from WWF in a separated visual studio project, and then import de 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.
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Unity broken, hangs at "Loading..." screen. Help!
Getting the stats out of the way first - Intel Core i5-8250U CPU @ 1.60GHz, Intel UHD Graphics 620, Windows 10, 8Gb RAM.
So I was using Unity 2018.2.2f1 and it was working fine. I started it today for the first time in about a month (I've been busy) to start a new project. I created a new 3D project, and from the Services box I added InApp Purchases to the project. Being only an Android developer (I have no iOS or other devices to test on) I unticked the iOS options and clicked Import while leaving the rest ticked. Unity popped up a message that said a new version was available, and I should upgrade to 2018.2.6f1, so I did.
When I finished its installation, I ran Unity 2018.2.6f1, but it got to the "Loading..." screen after clicking the Unity icon. A blue line slides to the left, then all the way to the right. And that's as far as I get.
I've tried uninstalling Unity, deleting all files that the uninstall missed, deleting all previous project files, reinstalling 2018.2.2f1, no go. Uninstalled again, went through the Windows registry and removed all references to Unity, reinstalled 2018.2.6f1, still nothing. I was wondering if it's just running particularly slow for some reason, but it's been sitting at the Loading... screen for the last hour.
Oh, and between each uninstall -> reinstall, Windows was shut down and restarted.
Any help on how to resolve this would be greatly appreciated. I'm completely stuck on this and need Unity to work again!
So I was using Unity 2018.2.2f1 and it was working fine. I started it today for the first time in about a month (I've been busy) to start a new project. I created a new 3D project, and from the Services box I added InApp Purchases to the project. Being only an Android developer (I have no iOS or other devices to test on) I unticked the iOS options and clicked Import while leaving the rest ticked. Unity popped up a message that said a new version was available, and I should upgrade to 2018.2.6f1, so I did.
When I finished its installation, I ran Unity 2018.2.6f1, but it got to the "Loading..." screen after clicking the Unity icon. A blue line slides to the left, then all the way to the right. And that's as far as I get.
I've tried uninstalling Unity, deleting all files that the uninstall missed, deleting all previous project files, reinstalling 2018.2.2f1, no go. Uninstalled again, went through the Windows registry and removed all references to Unity, reinstalled 2018.2.6f1, still nothing. I was wondering if it's just running particularly slow for some reason, but it's been sitting at the Loading... screen for the last hour.
Oh, and between each uninstall -> reinstall, Windows was shut down and restarted.
Any help on how to resolve this would be greatly appreciated. I'm completely stuck on this and need Unity to work again!
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CommandInvokationFailure: Unable to convert classes into dex format
when i use chartboost sdk and facebook AudienceNetwork both in my project and i build android apk so build faild and give this error pls help![alt text][1]
[1]: /storage/temp/123741-screen-shot-2018-09-01-at-42724-pm.png
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error when open downloaded file
hy everyone, i wanna ask, i just complete to download and save it into game storage, but i can't to open.
this my script :
public string bundleUrl, assetPath, assetName, filePath;
private void Start()
{
assetPath = (Application.platform == RuntimePlatform.Android ? Application.persistentDataPath : Application.dataPath)
+ "/FilesUpdate/";
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
filePath = assetPath + Path.GetFileName("prefabs.zip");
if (!Directory.Exists(assetPath))
{
Directory.CreateDirectory(assetPath);
}
StartCoroutine(Downloading());
}
}
public void Download()
{
using (WWW www = new WWW(bundleUrl))
{
#if !UNITY_WEBPLAYER
File.WriteAllBytes(filePath, www.bytes);
#endif
}
}
but i can't to open
![alt text][1]
[1]: /storage/temp/123785-error-or-damage.png
where is my mistake ??
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error when open downloaded file
var www = new WWW(bundleUrl);
Debug.Log("download on progress");
yield return www;
if (string.IsNullOrEmpty(www.text))
{
Debug.Log("download failed");
}
else
{
Debug.Log("download success");
}
#if !UNITY_WEBPLAYER
File.WriteAllBytes(filePath, www.bytes);
#endif
but why when i open the file, the file is error of format damage, by the way i download zip file
![alt text][1]
[1]: /storage/temp/123794-error-or-damage.png
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NullReferenceException: I have no clue why I am getting this error...
Hello, I have been trying to troubleshoot this bug for days but to no avial. Since I have no clue what is causing this since it even occurs after opening a brand new project. So this has nothing to do with my C# scripts and or it's code.
----------
**Here is the complete error message that is spammed in an infinite loop in my console:**
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Scripting.Compilers.ScriptCompilerBase.CompilationHadFailure () (at C:/buildslave/unity/build/Editor/Mono/Scripting/Compilers/ScriptCompilerBase.cs:340)
UnityEditor.Scripting.Compilers.ScriptCompilerBase.DumpStreamOutputToLog () (at C:/buildslave/unity/build/Editor/Mono/Scripting/Compilers/ScriptCompilerBase.cs:354)
UnityEditor.Scripting.Compilers.ScriptCompilerBase.GetCompilerMessages () (at C:/buildslave/unity/build/Editor/Mono/Scripting/Compilers/ScriptCompilerBase.cs:333)
UnityEditor.Scripting.ScriptCompilation.CompilationTask.Poll () (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/CompilationTask.cs:105)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.PollCompilation () (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:1136)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.TickCompilationPipeline (EditorScriptCompilationOptions options, BuildTargetGroup platformGroup, BuildTarget platform) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:1129)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface+c__AnonStorey3.<>m__0 () (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:272)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.EmitExceptionAsError[CompileStatus] (System.Func`1 func, CompileStatus returnValue) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:85)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:TickCompilationPipeline(EditorScriptCompilationOptions, BuildTargetGroup, BuildTarget)
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Thanks for any help that could be provided on this issue, I have tried multiple fresh installations, creating new projects, etc. But this error is spammed in my console in an infinite loop preventing me from ever being able to do anything, so I am trying to get this fixed so that I can actually use Unity.
Thanks.
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Unity Build Error Android Build (SOLVED)
The problem was quite clear after a while. I had downloaded the Ads SDK from Unitys Asset store, and at the same time I had Built-in Ads Extension active. Disabling it made it work as I suppose you cant have duplicates :P
I'm trying to build the game like I have hundreds of times before. It works find when building as a PC build but when I try it for Android I get this message.
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Java\jdk1.8.0_181\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" "assembleRelease"
stderr[
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':transformDexWithDexForRelease'.
> com.android.build.api.transform.TransformException: com.android.ide.common.process.ProcessException: java.util.concurrent.ExecutionException: com.android.dex.DexException: Multiple dex files define Lcom/unity3d/ads/BuildConfig;
* 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 23s
]
stdout[
Starting a Gradle Daemon, 1 stopped Daemon could not be reused, use --status for details
:preBuild UP-TO-DATE
:preReleaseBuild
:compileReleaseAidl
:compileReleaseRenderscript
:checkReleaseManifest
:generateReleaseBuildConfig
:prepareLintJar
:generateReleaseResValues
:generateReleaseResources
:mergeReleaseResources
:createReleaseCompatibleScreenManifests
:processReleaseManifest
:splitsDiscoveryTaskRelease
:processReleaseResources
:generateReleaseSources
:javaPreCompileRelease
:compileReleaseJavaWithJavac
:compileReleaseNdk NO-SOURCE
:compileReleaseSources
:lintVitalRelease
:mergeReleaseShaders
:compileReleaseShaders
:generateReleaseAssets
:mergeReleaseAssets
:transformClassesWithPreDexForRelease
:transformDexWithDexForRelease FAILED
20 actionable tasks: 20 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)
Even though it has worked before. The only changes I have made was to add some scripts to handle Ads.
Thanks in advance! :)
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Expecting EOF, found public
Im getting an error "Expecting EOF, found public".
Heres the code
float = delay = 3;
public = Update();
{
delay -= Time.deltaTime;
if (delay <= 0)
LoadLevel("NextLevelToLoad");
}
Any ideas?
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Making a 2D Wall Jump
Hi, I'm a noob in programming, and unity in general so I need help! I'm having problems with the 2d Character Controller in terms of Wall Jumping. My character do jump off the wall, but it does with a low force jump and only going horizontally. Someone has any clue of what happens?
![alt text][1]
[1]: /storage/temp/122473-screenshot-4.png
CODE: https://www.hastebin.com/ahegixibeb.cs
↧
Getting error when trying to download android sdk platform-tools
I am making an android game in unity and trying to download android sdk platform tools.
When I isuue command (sdkmanager “platform-tools” “platforms;android–27” “build-tools;27.0.3” )
it loads to 10% an i am getting error like this "failed to find package ?platform-tools?" ![alt text][1]
[1]: /storage/temp/123967-2txspvq.png
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material.SetColor causing Hidden/InternalErrorShader
First, I'm a beginner, and thanks in advance for any help you can offer.
I'm attempting to change the color of a cube (floor tiles) based on the color status of the player when he collides with them. The code I've written seems to accomplish that, except for one thing. When I press the play button, and run over a floor tile, the cube changes to a bright pink color, and the shader on the object changes from "Standard" to "Hidden/InternalErrorShader". The reason I say that my code seems to work is that if I change the shader back to Standard while in play mode, the cube will display the proper color.
Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ColorChange : MonoBehaviour {
bool activeColorWhite = true;
bool activeColorBlue = false;
bool activeColorGreen = false;
bool activeColorYellow = false;
bool activeColorRed = false;
bool activeColorMagenta = false;
public int counter = 0;
void OnCollisionEnter(Collision collisionInfo)
{
Renderer rend = GetComponent();
if (collisionInfo.collider.tag == "Player" && activeColorBlue == true)
{
rend.material.shader = Shader.Find("_Color");
rend.material.SetColor("_Color", Color.blue);
}
else if (collisionInfo.collider.tag == "Player" && activeColorGreen == true)
{
rend.material.shader = Shader.Find("_Color");
rend.material.SetColor("_Color", Color.green);
}
else if (collisionInfo.collider.tag == "Player" && activeColorYellow == true)
{
rend.material.shader = Shader.Find("_Color");
rend.material.SetColor("_Color", Color.yellow);
}
else if (collisionInfo.collider.tag == "Player" && activeColorRed == true)
{
rend.material.shader = Shader.Find("_Color");
rend.material.SetColor("_Color", Color.red);
}
else if (collisionInfo.collider.tag == "Player" && activeColorMagenta == true)
{
rend.material.shader = Shader.Find("_Color");
rend.material.SetColor("_Color", Color.black);
}
// the rest is an update function that determines which bool is true based on the value of counter
}
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Open GL ES 2.0 ArKit
we want to use two SDK's in an AR-App , ARKit and Easy AR.
Problem arrises when we make a build for iOS as both of them require different graphics API and build starts to crash and through compilation error in Xcode saying feature not supported in ARM.
Metal for AR-Kit
OpenGL ES 2.0 for Easy AR.
is there a way to switch b/w graphics api in the runtime or some other approach we can take to resolve this issue ?
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assembly csharp error
Hello, I have a problem: Visual Studio gives me this error: Assembly-CSharp not available Assembly-CSharp-Editor not available Assembly-CSharp-firstpass not available
C:\Users\Carla&Ciro\Documents\twitch4\Assembly-CSharp-firstpass.csproj : error : the project file could not be loaded. Il file 'C:\Users\Carla&Ciro\Documents\twitch4\Assembly-CSharp-firstpass.csproj' was not found. C:\Users\Carla&Ciro\Documents\twitch4\Assembly-CSharp-firstpass.csproj![alt text][1]
C:\Users\Carla&Ciro\Documents\twitch4\Assembly-CSharp-Editor-firstpass.csproj : error : the project file could not be loaded. Il file 'C:\Users\Carla&Ciro\Documents\twitch4\Assembly-CSharp-Editor-firstpass.csproj' was not found. C:\Users\Carla&Ciro\Documents\twitch4\Assembly-CSharp-Editor-firstpass.csproj
I did not find any solution which solved It. Can you help me solve it? Also because the IntelliSense does not work Thank you
[1]: /storage/temp/124020-errore.jpg
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Why I'm getting an “no such file or directory” Error in Xcode?
I'm trying to Archive my Unity Project in Xcode to upload it to the AppStore. I built the Unity iOS Project on Windows and downloaded it on my Mac after that.
Now when I try to archive the project in Xcode, I receive following error:
/bin/sh: /Users/user145376/Library/Developer/Xcode/DerivedData/Unity-iPhone-abgzuxmepnukwfgozkmwyybztqjg/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Script-033966F41B18B03000ECD701.sh: (null): bad interpreter: No such file or directory
What can I do here?
Thanks everyone who tries to help
Colift
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After Unity Crash Camera RenderTexture 0 Alpha
I have a Screen Space - Camera Canvas with some content in it. The Main Camera renders to a RenderTexture that I draw back on to the Canvas using the RawImage Component when needed. This worked perfectly for weeks. However, today Unity crashed and since then my RenderTextures have been incorrect. My Canvas has a number of semitransparent images on it, varying in their degree of transparency, which rendered semitransparent on the RenderTexture.
After the crash it seems the Camera is not rendering any alpha to the RenderTexture, now the entire texture has a constant alpha of 0 (black). I can use a shader to force the alpha to be 0.5 or 1, but this would be consistent across the whole RenderTexture, I would no longer have my varying degrees of transparency across my images. Even weirder, this bug appears to affect every project I have that renders a Camera to a RenderTexture. Even projects that I have not used in months, that worked perfectly before the crash, seem affected.
EDIT: I have just checked a few older versions as well as the latest version of Unity. The issue persists. It worked perfectly on these version before, which makes me think something has broken in whatever files Unity shares between installs. I will check to see if the issue persists when using a different computer tomorrow.
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I can't pass through doors
I'm making a fps online. It was all being great when i changed the radious of my character controller, and now i can't pass through doors, but if i click jump it can pass it. I know that it doesn´t make any sense.
Here is a screnshoot.
[link text][1]
With the following link you can download my game.
[link text][2]
Sorry for my english.
[1]: https://i.imgur.com/2jKmP1E.png
[2]: https://mega.nz/#!8cY3iI4I!iPxKIsR8aUe1TWU_OZyv62LCnaY4gFN7naY-sUDcHRg
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Why does empty if statement fix null reference
Hello, today I was trying to centralize my code and I have run into an interesting problem with even more fascinating solution. So the script which is a grandchild of the script that it is finding returns error:
NullReferenceException: Object reference not set to an instance of an object
is while trying to debug it I wrote an if statement that checks if the object is not null at the start and the problem was fixed . Here is how the code looks like after deleting the Debug.Log()
private PlayerControler pControlerSelect;
void Start () {
pControlerSelect = FindObjectOfType();
if (pControlerSelect != null)
{
}
WeaponSelect();
}
also the error fires from the line that is in method WeaponSelect() and changing the statement to check if the object is null returns the error
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Error "ArgumentException: The Assembly System.Windows is referenced by GoogleAds"
Hi, I'm getting these errors when I'm trying to build my android app. Can you help me?
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**Error 1**
> ArgumentException: The Assembly> System.Windows is referenced by> GoogleAds> ('Assets/Plugins/WP8/GoogleAds.dll').> But the dll is not allowed to be> included or could not be found.> UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse> (System.String assemblyPath,> System.Collections.Generic.List`1> alreadyFoundAssemblies,> System.String[] allAssemblyPaths,> System.String[] foldersToSearch,> System.Collections.Generic.Dictionary`2> cache, BuildTarget target) (at> C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:155)> UnityEditor.AssemblyHelper.FindAssembliesReferencedBy> (System.String[] paths,> System.String[] foldersToSearch,> BuildTarget target) (at> C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:195)> UnityEngine.GUIUtility:ProcessEvent(Int32,> IntPtr)
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**Error 2**
> Build completed with a result of> 'Failed'> UnityEngine.GUIUtility:ProcessEvent(Int32,> IntPtr)
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**Error 3**
> UnityEditor.BuildPlayerWindow+BuildMethodException:> 3 errors at> UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer> (BuildPlayerOptions options) [0x0021f]> in> C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:187> at> UnityEditor.BuildPlayerWindow.CallBuildMethods> (Boolean askForBuildLocation,> BuildOptions defaultBuildOptions)> [0x0007f] in> C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:94> UnityEngine.GUIUtility:ProcessEvent(Int32,> IntPtr)
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**Error 4**
> IndexOutOfRangeException: Array index> is out of range.> UnityEditor.Android.AndroidBuildWindowExtension.GetBuildPlayerWindow> ()> UnityEditor.Android.AndroidBuildWindowExtension.RepaintTargetList> ()> UnityEditor.EditorApplication.Internal_CallUpdateFunctions> () (at> C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:191)
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