Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

[Bug] Can't load Tiny Project

Discussion in 'Project Tiny' started by Adrian-Anta, Mar 29, 2019.

  1. Adrian-Anta

    Adrian-Anta

    Joined:
    Oct 26, 2012
    Posts:
    35
    Hey, I have a problem since yesterday and I hope you can help me out.

    I can't open my tiny project anymore. Last time I closed Unity everything was fine. My git change list is empty. I haven't modified the project at all since my last session. Also, windows 10 asks me about how do I want to open this file (.utproject) when I double click on it within the Editor.

    I can see the sprites from all the entity groups in the scene window and the hierarchy has all the entities as gameObjects under the TinyProject-DoNotEdit's scene.

    I've tried reinstaling the tiny package, TextMeshPro, deleting the library folder, reimpor All. Trying 0.14.1 and 0.14.3... I'm on 2018.3.8f1.

    Thank you.

    Console Output when I try to open the project:

    20x
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. Unity.Tiny.TinyHierarchyWindow.HandleSceneGraphChange (Unity.Tiny.ChangeSource source, System.Object originator) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/Hierarchy/TinyHierarchyWindow.cs:364)
    3. Unity.Tiny.Event`2[TEvent,TValue].Dispatch (TEvent type, TValue value) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Utility/TinyEventDispatcher.cs:47)
    4. Unity.Tiny.TinyEventDispatcher`1+EventMap[TEvent].Dispatch[TValue] (TEvent type, TValue value, System.Type objectType) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Utility/TinyEventDispatcher.cs:120)
    5. Unity.Tiny.TinyEventDispatcher`1[TEvent].Dispatch[T] (TEvent type, T value) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Utility/TinyEventDispatcher.cs:157)
    6. Unity.Tiny.TinyEventDispatcher`1[TEvent].Dispatch (TEvent type) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Utility/TinyEventDispatcher.cs:162)
    7. Unity.Tiny.GameObjectTracker.Unregister (Unity.Tiny.TinyEntityView view) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/ChangeTrackers/GameObjectTracker.cs:148)
    8. Unity.Tiny.GameObjectTracker.HandleRegistration (Unity.Tiny.TinyTrackerRegistration trackerRegistration, Unity.Tiny.TinyEntityView view) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/ChangeTrackers/GameObjectTracker.cs:80)
    9. Unity.Tiny.Event`2[TEvent,TValue].Dispatch (TEvent type, TValue value) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Utility/TinyEventDispatcher.cs:47)
    10. Unity.Tiny.TinyEventDispatcher`1+EventMap[TEvent].Dispatch[TValue] (TEvent type, TValue value, System.Type objectType) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Utility/TinyEventDispatcher.cs:120)
    11. Unity.Tiny.TinyEventDispatcher`1[TEvent].Dispatch[T] (TEvent type, T value) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Utility/TinyEventDispatcher.cs:157)
    12. Unity.Tiny.TinyEntityView.OnDestroy () (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Bindings/TinyEntityView.cs:45)
    13. UnityEngine.Object:DestroyImmediate()
    14. Unity.Tiny.TinyEntityGroupManager:Unload() (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Context/IEntityGroupManager/TinyEntityGroupManager.cs:303)
    15. Unity.Tiny.TinyContext:UnloadManagers() (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Runtime/Runtime/Core/TinyContext.cs:60)
    16. Unity.Tiny.TinyEditorContext:Unload() (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Context/TinyEditorContext.cs:82)
    17. Unity.Tiny.TinyEditorApplication:Close(Boolean) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/TinyEditorApplication.cs:754)
    18. Unity.Tiny.TinyEditorApplication:Close() (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/TinyEditorApplication.cs:737)
    19. Unity.Tiny.UTProject:OnOpenAsset(Int32, Int32) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/ScriptableObject/UTProject.cs:16)
    1x
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. TMPro.TextMeshPro.LoadFontAsset () (at Library/PackageCache/com.unity.textmeshpro@1.3.0/Scripts/Runtime/TMPro_Private.cs:479)
    3. TMPro.TMP_Text.set_font (TMPro.TMP_FontAsset value) (at Library/PackageCache/com.unity.textmeshpro@1.3.0/Scripts/Runtime/TMP_Text.cs:143)
    4. Unity.Tiny.BitmapFontRenderingBaseBindings`1[TText].Transfer (Unity.Tiny.TinyEntity entity, TText text) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Bindings/Text/TextRenderingBaseBindings.cs:61)
    5. Unity.Tiny.TextRenderingBaseBindings`1[TText].Transfer (Unity.Tiny.TinyEntity entity) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Bindings/Text/TextRenderingBaseBindings.cs:46)
    6. Unity.Tiny.BitmapTextBaseBindings.Transfer (Unity.Tiny.TinyEntity entity) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Bindings/Text/TextRenderingBaseBindings.cs:128)
    7. Unity.Tiny.BindingsManager.Transfer (Unity.Tiny.TinyEntity entity) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Bindings/Scripts/BindingsManager.cs:175)
    8. Unity.Tiny.EntityGroupGraph.Transfer () (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/SceneGraph/EntityGroupGraph.cs:735)
    9. Unity.Tiny.EntityGroupGraph.CreateFromEntityGroup (Unity.Tiny.TinyEntityGroup entityGroup, Unity.Tiny.TinyContext context) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/SceneGraph/EntityGroupGraph.cs:30)
    10. Unity.Tiny.TinyEntityGroupManager.LoadEntityGroup (Unity.Tiny.TinyEntityGroup+Reference entityGroupRef, System.Int32 index, System.Boolean rebuildWorkspace) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Context/IEntityGroupManager/TinyEntityGroupManager.cs:360)
    11. Unity.Tiny.TinyEntityGroupManager.InitialGroupLoading () (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Context/IEntityGroupManager/TinyEntityGroupManager.cs:230)
    12. Unity.Tiny.TinyEntityGroupManager+<>c.<RegisterInitialLoading>b__54_0 (Unity.Tiny.TinyProject project, Unity.Tiny.TinyContext context) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Context/IEntityGroupManager/TinyEntityGroupManager.cs:217)
    13. Unity.Tiny.TinyEditorApplication.LoadContext (Unity.Tiny.TinyEditorContext context, System.Boolean isChanged) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/TinyEditorApplication.cs:924)
    14. Unity.Tiny.TinyEditorApplication.LoadProject (System.String projectFile, Unity.Tiny.TinyContext context) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/TinyEditorApplication.cs:540)
    15. Unity.Tiny.TinyEditorApplication.LoadPersistenceId (System.String persistenceId, Unity.Tiny.TinyContext context) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/TinyEditorApplication.cs:602)
    16. Unity.Tiny.TinyEditorApplication.LoadTemp (Unity.Tiny.ContextUsage usage) (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/TinyEditorApplication.cs:828)
    17. Unity.Tiny.TinyEditorApplication+<>c.<Update>b__32_0 () (at Library/PackageCache/com.unity.tiny@0.14.1-preview/Editor/Windows/TinyEditorApplication.cs:140)
    18. UnityEditor.EditorApplication.Internal_CallDelayFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:209)
     
    Last edited: Mar 29, 2019
  2. Deleted User

    Deleted User

    Guest

    A similar error occurred to me after I deleted the default text mesh pro font.
    Exactly same behavior, everything was working and even compiled, but everything stopped in the next day.
     
  3. Adrian-Anta

    Adrian-Anta

    Joined:
    Oct 26, 2012
    Posts:
    35
    In case it helps someone else, I solved it by removing the Tiny Cache, Packages, Library and TextMeshPro folders and reloading everything again.

    Update:
    I thought it was fixed, but no. It's back again :S
    I think it's related to TextMeshPro.

    Update 2:
    Removing the TextMeshPro folder from the project does indeed solve the issue, because there aren't any other fonts to load in my project and the font reference stays empty. But as soon as I link another font to any of theText2DStyleBitmapFonts, errors start to pop up again.
     
    Last edited: Mar 29, 2019
    Deleted User likes this.
  4. Jalol

    Jalol

    Joined:
    Sep 23, 2013
    Posts:
    26
    I had that a couple of times (14.3 & 2018.3.5f1), deleting Library usually fixes it for me :)
     
  5. Zionisias

    Zionisias

    Joined:
    Apr 23, 2019
    Posts:
    40
    I also have had this issue a couple of times, but mine did not seem to be related to TextMeshPro (As far as I know).

    The first time I got the error, I was trying to copy over canvasses and camera's from one EntityGroup to another. It seemed to be no problem, but the next time I tried to open the project, I got this error. (Git reverting the changes in the EntityGroup fixed the problems that time).

    The second time was when I tried to put a Text2DRenderer and a Sprite2DRenderer on the same entity. Again, no issues until the next time I tried to open the project. (Again, a git revert of that EntityGroup fixed the problem).

    I also got the issue a few other times, but I didn't know what exactly caused it, and even resetting to a previous commit didn't fix the issue. How I fixed it most of these times was by creating a new Unity Tiny Project, and renaming that project's .utproject file to the name of the one in my original project, then selecting the same modules and settings as in the original, and lastly replacing the original .utproject with the newly made one. Afterwards I deleted the folder of the new project again.

    It seems that there are a few different ways of causing your project to behave like this, and each way may need its own solution, the best way to solve it is by making a back-up, and simply try out a few different solutions.
     
    reallyhexln likes this.