i have annoying problem within unity. I think its nothing special but i dont know if it will not cause a problem later in project.
I tried reinstalling unity and unity hub. Tried to use another version. Error still appears.
Most likely your problem is caused by using comma in project name. Typically you should not do that.
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I am having an issue in Unity where every time I launch the editor it asks me to enter in safe mode because there are a lot of errors and when I press ignore it launches and I can see in the console a lot of errors with the UI and I found out that I cant create UI elements directly in the hierarchy. I tried to update from 2020.3.13f1 to 2020.3.14f1 and for the first launch everything was fine, with no errors, and I could create UI elements but then when I restarted to make sure everything was actually fine, all the errors popped up again and I cant create UI. Why does this happen and does anyone have a fix because I can't find it anywhere online.
Try not to enter Safe Mode. Enter the editable project. There go to Assets-Reimport All.
It did it to me too, it's probably a Unity bug, this method fixes it. Practically it reimports the whole project by itself, avoiding that the bug gives you problems (such as those like UnityEngine.UI does not exist or Monobehavior does not exist, etc.)
Obviously you will not lose any assets and everything will be fine as before receiving the errors.
Have this issue with any template 2020+ versions
Always shows 2 empty errors on console at first run ,even on an empty project
Will try to install 2019 and hopefully work again
in my case some side app ran caused some error in the installation of Unity.
Nothing amid aboves helped.
Thus I decided to fully reinstall it from scratch to default one.
Now it worksok. But before that . To wipe out the Unity thorowly you need in:
uninstalling Unity and UnityHub in windows' settings
remove all related/remained folders in "C:\Program Files"
remove related/remained folders in "C:\Users\myname\AppData\Local "
in Register Editor go to clean unity like folders in "Computer\HKEY_CURRENT_USER\SOFTWARE"
optionally, remove sample projects in "C:\Users\myname"
You're very likely simply opening the wrong folder, it's a common mistake
Or, you have possibly moved around the folders that you cannot move
Also - it's a nuisance but it's best to install the "hub"
Im getting this weird error that I have never seen before and i have like 400 of them and they i think are all different. Here is an example Library\PackageCache\com.unity.test-framework#1.1.20\UnityEngine.TestRunner\NUnitExtensions\Runner\UnityTestExecutionContext.cs(125,34). This also happened right after my pc shorted out. I fixed it loaded up unity and all my files were gone. I was planning on trying to redo some of my stuff when this came up. I'm also having a warning about a meta data file existing but its packages cant be found. I don't know if these are connected or not. This is also a brand new project so its not anything old.
Answer: Go to your library and you will find all your projects and such there. If you locate to the project you are currently working on find a folder called package cache. Delete this and you will have no more errors!
I always get this error and I have no idea how to fix it. (Unity 2019.4.12f1)
UnityEditor.EditorApplicationLayout:FinalizePlaymodeLayout() (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/EditorApplicationLayout.cs:76)
The error links to the file where you have unity installed. I'd recommend uninstalling and then re-installing unity (not unity hub, the actual editor). I'm not sure what the error came from, but it is probably just corrupted because of a crash or something. There's nothing wrong with your code.
I am trying to use LibGit2Sharp in Unity 2018.2 beta, because previous versions of Unity doesn't support .NET Framework 4.7.1, which will be needed for LibGit2Sharp.
I wanted to try a few things first and came across the following problems:
if I try to clone a repository (I have used the example on GitHub first: https://github.com/libgit2/libgit2sharp/wiki/git-clone), I get an "LibGit2SharpException: failed to send request" error in Unity.
I have also tried to get information from a working copy. I create a Repository with new Repository(string path), get the RepositoryStatus from it with rep.RetrieveStatus(new StatusOptions()). Now, if I try to access the state of files, it causes a crash in Unity. No matter if I iterate through all files and want to print file.State, or want to get a specific FileStatus list from the whole status (example: status.Added). However, printing the filepaths works.
Fetching does not works either for me, it throws the same exception as the clone command.
I think the second one is maybe just an issue, but clone and fetch should work.
Update: sadly, I keep facing problems in my project with libgit2sharp in Unity. I want to make a commit, now if i try to iterate through the StatusEntries to stage the files, Unity just crashes, but sometimes it works. It is really hard to reproduce the bug, and often I get different crashlog-entries for the same process. The last time I have tried today the error was:
0x00007FFB417386CE (git2-6311e88) [c:\projects\libgit2sharp-nativebinaries\libgit2\src\diff_generate.c:1352] git_diff_tree_to_index
I have created a test-repository in my program using the Github API and cloned this to my pc, this works fine so far. And then if I create some files in the folder and want to make a commit, I run into the error above. Sadly this is one of several other issues and I can't really make progress with my project.
I have installed libgit2sharp and binaries with the Nuget Package Manager of Visual Studio.
Does anyone have experience with LibGit2Sharp and maybe some ideas of what I could be doing wrong, or why these things don't work for me?
Update 2: I'm still trying to solve the problem. I have now tested multiple times the different ways to get informations about the file-status of a repository. The best way to do it in my project would be with Repository.RetrieveStatus(filePath), now if I try this, it throws an AmbiguousSpecificationException. Can somebody explain, what does this exactly mean and how can I avoid it? I have also tried to force a literal path evaluation with Repository.RetrieveStatus(new StatusOptions() { DisablePathSpecMatch = true }); as recommended in the message of the AmbiguousSpecificationException, but then Unity crashes with the error-log in the first Update of this Post.
I had the same problem where Unity crashed on RetrieveStatus(); call. Seems like this might be a bug in LibGit2Sharp since RetrieveStatus("filepath") worked for me. I used the latest libgit2sharp commit (0dcaefc) and Unity 2018.3.0f2.
I used the absolute filepath and "\" instead of "/" (running on Windows 10).
When we try running the game we see our splash screen and then we are getting the error Thread1:EXC_BAD_ACCESS code=1
at
il2cpp::icalls::mscorlib::System::String::RedirectToCreateString:
It happens before any of our c# code gets executed - before Awake().
It does run properly on iOS9.
We have tried it on Unity4.6.9 and on Unity4.6.9p3.
We have managed to build and run it for iOS8 only from Unity4.6.6 with xCode6.4. But we do need iOS9.
We can't find any references to this issue on the web, any help will be greatly appreciated.
xCode screen shot:
Unity Player Settings
Edited:
We have tried it from Unity5.2.3 too, no luck.
Another factor you should probably know is that before we run into the issue described above, we have edited the 'Run Debug' scheme of our product in xCode and disabled the 'GPU Frame Capture' because we had a different issue that prevented us from running our game on iOS8.
Here is the link we followed.
And here is a screen shot of our original issue:
We are really stuck here, hope you can help.
Are you sure that this Unity project is using the mscorlib.dll assembly from the Unity version of Mono? It looks like it may not be.
The RedirectToCreateString icall should never actually be executed, as the Mono mscorlib assembly used in Unity build strings via a single CreateString method. When this happens it usually means the moscorlib.dll version is out of sync with the IL2CPP runtime.
I'm not sure why this is happening, but it might be worth trying 4.6.9p3 with an empty (or simple) project to note the difference.
Its a replay for Josh Peterson, I could not replay with an image in a comment to his answer.
I was looking for the mscorlib.dll in my project but couldn't find one, so I looked in an old project and did find it. Here is an image of the file system of both projects.
Any way I don't know the origin of the file, I didn't manually played with it.
I have tried now to copy the mscorlib.dll from the old project to the new with no luck.
Any way my company decided to stop this investigation now and jump to the latest Unity 5.
Hope we will have more luck over there.
Thank you again.