Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Unity3D 2018.1.0f2 #5

Open
RobinHSanner opened this issue May 22, 2018 · 5 comments
Open

Unity3D 2018.1.0f2 #5

RobinHSanner opened this issue May 22, 2018 · 5 comments

Comments

@RobinHSanner
Copy link

Tried running it on the above version of unity, getting errors: (Still looking at the issue, just thought I'd report it in case somebody knows something)

LICENSE SYSTEM [2018522 14:51:8] Next license update check is after 2018-03-17T16:30:48

LICENSE SYSTEM [2018522 14:51:8] 00329-10438-00000-AA593 != 00329-10438-00000-AA818

Built from '2018.1/staging' branch; Version is '2018.1.0f2 (d4d99f31acba) revision 13949343'; Using compiler version '191125508'
OS: 'Windows 10 (10.0.0) 64bit' Language: 'en' Physical Memory: 8071 MB
BatchMode: 1, IsHumanControllingUs: 0, StartBugReporterOnCrash: 0, Is64bit: 1, IsPro: 0
[Package Manager] Server::Start -- Port 52452 was selected

COMMAND LINE ARGUMENTS:
C:\Program Files\Unity\Editor\Unity.exe
-logFile
C:\Users\LOCALA1\AppData\Local\Temp\unity_crash.abcompiler.log
-batchmode
-nographics
-quit
-projectPath
C:\Users\LOCALA
1\AppData\Local\Temp\AssetBundleCompiler
-executeMethod
AssetBundleCompiler.Convert
-cAssetNames
sci_fi_alien.fbx
-cAssetBundleDirectory
C:\Users\LOCALA1\AppData\Local\Temp\AssetBundleCompiler\GeneratedAssetBundles
-cAssetBundleName
666b8df7-5355-4bc3-80db-30c2e06af351.Android
-cAssetBundleBuildOptions
strictMode
-cAssetBundleTarget
Android
Successfully changed project path to: C:\Users\LOCALA
1\AppData\Local\Temp\AssetBundleCompiler
C:/Users/LOCALA~1/AppData/Local/Temp/AssetBundleCompiler
Rebuild missing .meta files...Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load objects either. See stacktrace.)

(Filename: C:\buildslave\unity\build\Runtime/Serialize/PersistentManager.cpp Line: 1385)

Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load objects either. See stacktrace.)

(Filename: C:\buildslave\unity\build\Runtime/Serialize/PersistentManager.cpp Line: 1385)

GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)

(Filename: C:\buildslave\unity\build\Runtime/BaseClasses/ManagerContext.cpp Line: 91)

Fatal Error! GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)

(Filename: C:\buildslave\unity\build\Runtime/Utilities/Argv.cpp Line: 280)

Aborting batchmode due to failure:
Fatal Error! GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)

@RobinHSanner
Copy link
Author

I don't understand exactly why but I added the line fsx.Remove in copyEditorScript and that solves the problem. Basically after copyEditorScript runs something is corrupt. Removing /Library/metadata immediately after solves it.

function warmupProject(context) {
return __awaiter(this, void 0, void 0, function* () {
if (yield shouldCreateProject()) {
yield unity.createProject(exports.ProjectDirectory);
yield copyEditorScript();
yield fsx.remove(path.resolve(${exports.ProjectDirectory}/Library/metadata));
}
yield fsx.mkdir(context.editorScriptsDir);
yield fsx.mkdir(context.assetsDir);
yield fsx.mkdir(context.assetBundleDir);
});
}

@toverux
Copy link
Contributor

toverux commented May 24, 2018

Hello @RobinHSanner, thanks for having investigated this.
We did not encountered this problem yet. Do you think it may be specific to your machine?
I don't think this is related to the editor scripts anyway.

I will keep this open until we or another user reproduces this or confirms that it actually works.

@RobinHSanner
Copy link
Author

It may be a windows unity thing but it's definitely a bug in unity. It didn't happen on 2017.3.0f3 but does on 2018.1.0f2 and 2018.1.1

"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -createProject "C:\temp\TestProj"
md "C:\temp\TestProj\Assets\Editor"
copy AssetBundleCompiler.cs C:\temp\TestProj\Assets\Editor

open unity on that folder and boom

@RobinHSanner
Copy link
Author

I'm guessing what is happening is that when unity creates the project it generates the metadata folder, then a script is copied in but when unity opens since the metadata folder already exists it doesn't rebuild it and chokes on the new script that doesn't have any metadata. Just a guess though. Although deleting the metadata folder after the project create resolves the problem.

@Steven9Smith
Copy link

I have had this issue in 2019.3 and followinh this:

It may be a windows unity thing but it's definitely a bug in unity. It didn't happen on 2017.3.0f3 but does on 2018.1.0f2 and 2018.1.1

"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -createProject "C:\temp\TestProj"
md "C:\temp\TestProj\Assets\Editor"
copy AssetBundleCompiler.cs C:\temp\TestProj\Assets\Editor

open unity on that folder and boom

i was able to then copy my assets, scripts, packages, and project settings over to the new directory successful. I do however have to fix some GameObjects missing meshes but other wise this solution worked for me

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants