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Resolved Animator conflict with easysave (Unable to find player assembly...not the problem in fact)

Discussion in 'Editor & General Support' started by Piankhi, Nov 5, 2021.

  1. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    Hello,

    I explode my problem to you.

    I have a character, named Player and tag as well. I save my data from the menu with esaysave and playmaker, everything works fine.

    I wanted to do a test and I built my prototype.
    And I noticed that after a save my character (everything else saves well) and loaded the save the character is positioned at the place where I put it in the scene but not where it should be.

    I go back to unity and now he does the same thing to me. whereas before doing the build, everything was working fine.

    But I have a message, warning who says to me:
    Unable to find player assembly D: \ username \ Temp \ StagingArea \ Data \ Managed \ UnityEngine.TestRunner.dll .... etc and more.

    I tried to put my character in prefabs, put back in the scene and put back camera and other failure, and it works fine as before.
    I did a new build and the problem came back.

    How i can fix that?

    (use unity 2020.3.18f1)
    The whole message

    Unable to find player assembly: D:\Unity Projets\Projets\Test\HDRP\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
    UnityEngine.Debug:LogWarning (object)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.3.4/Editor/BurstAotCompiler.cs:286)
    Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.3.4/Editor/BurstAotCompiler.cs:163)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    i make an update and now can run the game:

    Microsoft (R) Visual C# Compiler version 3.5.0-dev-20359-01 (8da8ba0c)
    Copyright (C) Microsoft Corporation. All rights reserved.

    error CS0006: Metadata file 'D:/Unity Projets/Projets/Test/HDRP 12.10.2021/Library/PackageCache/com.unity.burst@1.3.4/Unity.Burst.Unsafe.dll' could not be found

    Please Help me. :)
     
    Last edited: Nov 5, 2021
  2. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    can't run the game*
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    Are you using testing? If not, remove all that junk from the Package Manager.

    Here's more info:

    Extra unwanted packages in new projects (collab, testing, rider and other junk):

    https://forum.unity.com/threads/temp-unityengine-testrunner-dll-error.1133938/#post-7287748

    About the fastest way I have found to make a project and avoid all this noise is to create the project, then as soon as you see the files appear, FORCE-STOP (hard-kill) Unity (with the Activity Manager or Task Manager), then go hand-edit the Packages/manifest.json file as outlined in the above post, then reopen Unity.
     
  4. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    I am not sure I understand what used testing is. But I don't use, at least for the moment the analisys-profiler.

    But I don't see how to fix the burst errors as it seems to be coming from there.
    And I made an update of the last version and there I had an error preventing me from launching play or build. So I put back version 1.3.4

    And I can't find what you call junk in my project list.

    Rigging animation
    Burst
    Cinemachine
    Core Rp Library
    Custom NUnit
    High definition RP
    High Definition Rp Config
    JetBrains Rider Editor
    Mathematics
    Post Processing
    Searcher
    Shader Graph
    Test Framework
    Timeline
    Unity UI
    Control version
    Visual Effect Graph
    Visual Studio Code editor
    Visual Studio Editor

    Could something in there be removed and made to work without the error causing me trouble?
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    This is testing. If you're not using it, get rid of it as it appears to be causing you issues.

    As for the burst errors, AFAIK that module is in development so you might need to either upgrade or downgrade. Also, there's a burst / ECS / DOTS group somewhere else in this forum and they might offer some ideas too.
     
  6. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    I don't use them but Rigging animation depends on them, at least I can't remove Custom NUnit until I remove Rigging, Jetbrain, testFramework.
    But I am using Rigging for Ik.

    I will be testing different versions of burst.
    Because I have almost 600 hours on a prototype and there it is screwed up. And I don't see how to make another prototype if it looks the same every time.
     
  7. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    Nothing works, a lot of version runs in a vacuum and the 3 versions that work are the 1.3.4 the one where I am basic and the recommended 1.4.11 and the 1.4.9. But it gives me a Microsoft error, that of my 1st post.
    (if I could fix this error !!)

    I removed animation rigging and burst but the problem persists, I don't understand anything.
     
  8. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    So I copied what was missing from Microsoft etc ... and I installed the verified version of Burst, I copied the file where it was missing, and no more red error message.

    I test and do a build but the problem is still there.

    Well I do not know what it came from but not from the warning message.

    Because when I try with a cube instead of tag and name player, it remains in the save position before and after doing a build and when I run the Exe (the game) it's good ... but it's just a cube.

    So, if it work with a cube, no problem with Playmaker, easysave or Unity but...

    When I do the same thing with my character, tag and player name (no need more the cube have just this) if it is not in prefabs (character) once the build is mounted, in unity (play) and in the build (the game) he always comes back to the position where I put him in the scene.

    If it's a prefabs in Unity it stays in the right place but not in the build (ingame).

    However the data is good, the save takes into account the life ammunition, audio preference and the position in the fsm is taken into account ... I do not understand why he does not move the character to the right place.

    After almost 600 hours on it it hurts my a.. :(

    @ Kurt-Dekker - Thank you for answering.
     
  9. krupps

    krupps

    Joined:
    Oct 17, 2017
    Posts:
    148
    I don't fully understand without pictures, but placement is based on the bones when moving to characters. I usually pick a middle (center) bone to set positioning.

    If you put some pictures to show what it is then ,maybe more help.
     
  10. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    @ Krupps

    In fact let's imagine that my character goes from point A to point B, then at point B I save. If I load this backup I must be at point B.
    No, my character always goes to point A. (which is the point where it is located in the scene at the base)

    But I have just found, well I believe, the source of the problem. The animator!
    (So the warning it's not the cause i think)

    If in the inspector I deactivate the animator, and that I mount a build, and I run the build (the game exe) then there it is positioned well at point B.
    But if before doing a Build I'd activate the animator then it will always go to point A.
    But I cannot remove the animator otherwise I have no more animation.

    How to do?
     
  11. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,991
    Hey! :D
     
    Kurt-Dekker likes this.
  12. Piankhi

    Piankhi

    Joined:
    Sep 3, 2021
    Posts:
    18
    Ok, after 7h on this problem to locate it and solve it .. finally do a tinkering.

    So for those who would have the same stupid problem, this is how I got around it, quite simply, because Unity is causing me misery.

    It's on Playmaker and I think those who do C # don't have this problem (hope) but for those who it might help.

    Put in your load system, at the beginning of your load data chain, the set property of the animator and deactivate it, then at the end of the chain (other state normally) put a wait of 1sec.
    (see less but to see, 1 sec works)
    Not a nextframe otherwise it has no time to position itself and goes directly to the next state, enable.

    And then on the state after reactivate it. (for me it's the state where I wait to press esc to get the menu)

    It works and I'm going to be content with it but I'm afraid I have to do this kind of stupidity for the AI too so that they keep their positions and now it's going to be hell. ^^