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CinemachineDebugLogger.cs conflicts

Discussion in 'Cinemachine' started by Colivari, Apr 10, 2020.

  1. Colivari

    Colivari

    Joined:
    Apr 7, 2020
    Posts:
    2
    Hi.

    Recently I have imported the asset "The Great Fleece" to Unity 2019.3.8f1, but in the console I see the next messege:

    GUID [10e6f8c815d3c4d45b1d98b951d53912] for asset 'Packages/com.unity.cinemachine/Runtime/Core/CinemachineDebugLogger.cs' conflicts with:
    'Packages/com.unity.cinemachine/Runtime/Core/CinemachineDebug.cs' (current owner)
    We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored.


    Then when I check the file ' CinemachineDebug.cs ' this it contains the following information:

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections.Generic;
    3.  
    4. namespace Cinemachine.Utility
    5. {
    6.     /// <summary>Manages onscreen positions for Cinemachine debugging output</summary>
    7.     public class CinemachineGameWindowDebug
    8.     {
    9.         static HashSet<Object> mClients;
    10.  
    11.         /// <summary>Release a screen rectangle previously obtained through GetScreenPos()</summary>
    12.         /// <param name="client">The client caller.  Used as a handle.</param>
    13.         public static void ReleaseScreenPos(Object client)
    14.         {
    15.             if (mClients != null && mClients.Contains(client))
    16.                 mClients.Remove(client);
    17.         }
    18.  
    19.         /// <summary>Reserve an on-screen rectangle for debugging output.</summary>
    20.         /// <param name="client">The client caller.  This is used as a handle.</param>
    21.         /// <param name="text">Sample text, for determining rectangle size</param>
    22.         /// <param name="style">What style will be used to draw, used here for
    23.         /// determining rect size</param>
    24.         /// <returns>An area on the game screen large enough to print the text
    25.         /// in the style indicated</returns>
    26.         public static Rect GetScreenPos(Object client, string text, GUIStyle style)
    27.         {
    28.             if (mClients == null)
    29.                 mClients = new HashSet<Object>();
    30.             if (!mClients.Contains(client))
    31.                 mClients.Add(client);
    32.  
    33.             Vector2 pos = new Vector2(0, 0);
    34.             Vector2 size = style.CalcSize(new GUIContent(text));
    35.             if (mClients != null)
    36.             {
    37.                 foreach (var c in mClients)
    38.                 {
    39.                     if (c == client)
    40.                         break;
    41.                     pos.y += size.y;
    42.                 }
    43.             }
    44.             return new Rect(pos, size);
    45.         }
    46.     }
    47. }
    I don't have idea of the code, but I would like to solve this problem. Did anybody have the same problem?

    Thanks to all in advance.
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,268
    Is it possible that you have 2 versions of Cinemachine installed simultaneously? In the old days Cinemachine was shipped on the asset store and copied into the local project's Assets folder. Maybe is was included with the asset you imported. Find it there and delete it.
     
    Colivari likes this.
  3. Colivari

    Colivari

    Joined:
    Apr 7, 2020
    Posts:
    2
    Thank you very much. I did what you told me and it worked.
    Sorry for the delay to give you feedback
     
    Gregoryl likes this.