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Compilation errors - AGAIN!!!

Discussion in 'Unity 5 Pre-order Beta' started by Tomza, Nov 7, 2014.

  1. Tomza

    Tomza

    Joined:
    Aug 27, 2013
    Posts:
    584
    I downloaded and installed Unity 5.0 Beta 12 and again the same:


    LICENSE SYSTEM [2014117 20:2:37] Next license update check is after 2014-11-07T18:19:51

    Built from '5.0/release' branch; Version is '5.0.0b12 (0ec33dc8d79a) revision 967485'; Using compiler version '160040219'
    BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1
    Initialize mono
    Mono path[0] = 'D:/Program Files/Unity 5.0.0b12/Editor/Data/Managed'
    Mono path[1] = 'D:/Program Files/Unity 5.0.0b12/Editor/Data/Mono/lib/mono/2.0'
    Mono path[2] = 'D:/Program Files/Unity 5.0.0b12/Editor/Data/UnityScript'
    Mono config path = 'D:/Program Files/Unity 5.0.0b12/Editor/Data/Mono/etc'
    Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,defer=y
    IsTimeToCheckForNewEditor: Update time 1415357171 current 1415386958

    LICENSE SYSTEM [2014117 20:2:38] Opening https://license.unity3d.com/update/poll?cmd=2&tx_id=da3436b218b9a754e9f45ca10bc41918


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    D:/Testowy Unity Project
    Loading GUID <-> Path mappings ... 0.058762 seconds.
    Loading Asset Database ... 0.287001 seconds
    AssetDatabase consistency checks ... 2.607009 seconds
    Initialize engine version: 5.0.0b12 (0ec33dc8d79a)
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: Intel(R) HD Graphics (ID=0xf31)
    Vendor: Intel
    VRAM: 32 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\UnityEngine.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\UnityEditor.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\Unity.Locator.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\I18N.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\I18N.West.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\Unity.DataContract.dll (this message is harmless)
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    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\Unity.IvyParser.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\System.dll (this message is harmless)
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    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PackageManager\Unity\PackageManager\5.0.0\Unity.PackageManager.dll (this message is harmless)
    Initializing Unity.PackageManager (PackageManager) v5.0.0 for Unity v5.0.0b12

    Setting Android v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\androidplayer

    Setting BlackBerry v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\blackberryplayer

    Setting iOS v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\iossupport

    Setting StandaloneLinux v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\linuxstandalonesupport

    Setting StandaloneOSXIntel v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\macstandalonesupport

    Setting WSAPlayer v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\metrosupport

    Setting WebGL v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\webglsupport

    Setting StandaloneWindows v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\windowsstandalonesupport

    Setting WP8Player v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\wp8support

    Setting GUISystem v5.0.0 for Unity v5.0.0b12 to D:\Program Files\Unity 5.0.0b12\Editor\Data\UnityExtensions\Unity\GUISystem

    Registering custom dll's ...
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\androidplayer/UnityEditor.Android.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\iossupport/UnityEditor.iOS.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\wp8support/UnityEditor.WP8.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\metrosupport/UnityEditor.Metro.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\blackberryplayer/UnityEditor.BB10.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\webglsupport/UnityEditor.WebGL.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\linuxstandalonesupport/UnityEditor.LinuxStandalone.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll
    Register platform support module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\macstandalonesupport/UnityEditor.OSXStandalone.Extensions.dll
    Registered in 0.339887 seconds.
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PackageManager\Unity\PackageManager\5.0.0\Unity.PackageManager.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PackageManager\Unity\PackageManager\5.0.0\Unity.PackageManager.dll into Unity Child Domain
    Non platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\UnityExtensions\Unity\GUISystem\UnityEngine.UI.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\UnityExtensions\Unity\GUISystem\UnityEngine.UI.dll into Unity Child Domain
    Non platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\UnityExtensions\Unity\GUISystem\Editor\UnityEditor.UI.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\UnityExtensions\Unity\GUISystem\Editor\UnityEditor.UI.dll into Unity Child Domain
    Non platform assembly: D:\Testowy Unity Project\Assets\Hayate.dll (this message is harmless)
    Loading D:\Testowy Unity Project\Assets\Hayate.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\UnityEditor.Graphs.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\UnityEditor.Graphs.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\androidplayer\UnityEditor.Android.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\androidplayer\UnityEditor.Android.Extensions.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\iossupport\UnityEditor.iOS.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\iossupport\UnityEditor.iOS.Extensions.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\wp8support\UnityEditor.WP8.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\wp8support\UnityEditor.WP8.Extensions.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\metrosupport\UnityEditor.Metro.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\metrosupport\UnityEditor.Metro.Extensions.dll into Unity Child Domain
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    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\blackberryplayer\UnityEditor.BB10.Extensions.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\webglsupport\UnityEditor.WebGL.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\webglsupport\UnityEditor.WebGL.Extensions.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\linuxstandalonesupport\UnityEditor.LinuxStandalone.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\linuxstandalonesupport\UnityEditor.LinuxStandalone.Extensions.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\windowsstandalonesupport\UnityEditor.WindowsStandalone.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\windowsstandalonesupport\UnityEditor.WindowsStandalone.Extensions.dll into Unity Child Domain
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\macstandalonesupport\UnityEditor.OSXStandalone.Extensions.dll (this message is harmless)
    Loading D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\macstandalonesupport\UnityEditor.OSXStandalone.Extensions.dll into Unity Child Domain
    Refreshing native plugins compatible for Editor in 0.58 ms, found 0 plugins.
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\Mono.Cecil.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\Unity.SerializationLogic.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\UnityScript.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Managed\ICSharpCode.NRefactory.dll (this message is harmless)
    Mono: successfully reloaded assembly
    - Completed reload, in 5.799 seconds
    Registering platform support modules:

    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.Compiler.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.Parser.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\UnityScript.Lang.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\Mono.Security.dll (this message is harmless)
    Registered platform support modules in: 0.8190986s.

    Native extension for OSXStandalone target not found
    Native extension for WindowsStandalone target not found
    Native extension for LinuxStandalone target not found
    Native extension for WebGL target not found
    Native extension for BlackBerry target not found
    Load native extension module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\metrosupport/x86_64/UnityEditor.Metro.Extensions.Native.dll
    Downloading http://update.unity3d.com/5.0/ivy.xml to C:\Users\Litech\AppData\Local\Temp\unity\f725c03b-6cc0-4aaa-a68c-4363b3959b0d\ivy.xml

    Load native extension module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\wp8support/x86_64/UnityEditor.WP8.Extensions.Native.dll
    Load native extension module: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\iossupport/x86_64/UnityEditor.iOS.Extensions.Native.dll
    Native extension for Android target not found
    Task failed: Verifier Task

    - starting compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll, for buildtarget 5
    ApplicationException: Unable to find a suitable compiler
    at UnityEditor.Scripting.ScriptCompilers.CreateCompilerInstance (MonoIsland island, Boolean buildingForEditor, BuildTarget targetPlatform, Boolean runUpdater) [0x00075] in C:\buildslave\unity\build\Editor\Mono\Scripting\ScriptCompilers.cs:99
    (Filename: C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilers.cs Line: 99)

    Failed to create compiler instance
    (Filename: C:/buildslave/unity/build/Editor/Src/AssetPipeline/MonoCompile.cpp Line: 86)

    - Finished compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll
    Compilation failed because the compiler couldn't be executed!
    (Filename: Line: 2352008)

    - starting compile Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll, for buildtarget 5
    ApplicationException: Unable to find a suitable compiler
    at UnityEditor.Scripting.ScriptCompilers.CreateCompilerInstance (MonoIsland island, Boolean buildingForEditor, BuildTarget targetPlatform, Boolean runUpdater) [0x00075] in C:\buildslave\unity\build\Editor\Mono\Scripting\ScriptCompilers.cs:99
    (Filename: C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilers.cs Line: 99)

    Failed to create compiler instance
    (Filename: C:/buildslave/unity/build/Editor/Src/AssetPipeline/MonoCompile.cpp Line: 86)

    - Finished compile Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll
    Compilation failed because the compiler couldn't be executed!
    (Filename: Line: 2352008)

    Validating Project structure ... 0.124727 seconds.
    Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.165563 seconds
    Updating ProjectSettings/ProjectSettings.asset - GUID: 00000000000000004000000000000000...
    done. [Time: 336.139252 ms]
    Refreshing native plugins compatible for Editor in 0.58 ms, found 0 plugins.

    ----- Total AssetImport time: 0.682895s, AssetImport time: 0.590486s, Asset hashing: 0.000000s [0 B, 0.000000 mb/s]

    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\PlaybackEngines\iossupport\UnityEditor.iOS.Extensions.Xcode.dll (this message is harmless)
    Platform assembly: D:\Program Files\Unity 5.0.0b12\Editor\Data\Mono\lib\mono\2.0\System.Xml.Linq.dll (this message is harmless)
    Opening scene 'Assets/TestFPC.unity'
    Unloading 195 Unused Serialized files (Serialized files now loaded: 0)
    HDR and MultisampleAntiAliasing (in Forward Rendering Path) is not supported. This camera will render without HDR buffers. Disable Antialiasing in the Quality settings if you want to use HDR.
    (Filename: C:/buildslave/unity/build/Runtime/Camera/Camera.cpp Line: 2624)

    System memory in use before: 35.5 MB.
    System memory in use after: 35.5 MB.

    Unloading 20 unused Assets to reduce memory usage. Loaded Objects now: 824.
    Total: 20.776205 ms (FindLiveObjects: 0.173450 ms CreateObjectMapping: 0.043008 ms MarkObjects: 20.515795 ms DeleteObjects: 0.041117 ms)

    Load scene 'Assets/TestFPC.unity' time: 6485.132324 ms
    <RI> Initializing input.

    XInput1_3.dll not found.
    <RI> Input initialized.

    EditorUpdateCheck: Response {updateinterval: '3600'} updateurl = interval = 3600

    LICENSE SYSTEM [2014117 20:7:36] Received https://license.unity3d.com/update/poll?cmd=2&tx_id=da3436b218b9a754e9f45ca10bc41918

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    LICENSE SYSTEM [2014117 20:7:56] Received https://activation.unity3d.com/lice...8&RX=1fcb4599e97e1d207743d836b134c2e5f17955c1

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    Via: 1.1 varnish
    Set-Cookie: SERVERID=varnish01; path=/


    LICENSE SYSTEM [2014117 20:7:56] Next license update check is after 2014-11-08T19:09:42

    Reloading assemblies due to reload request.
    Enlighten: Finished 1 LayoutSystems job (7.28s execute, 0.00s integrate, 7.29s wallclock)
    Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.148468 seconds (Nothing changed)


    I will remove all the stuff from my Unity project and the Assets folder will leave to make Unity working.
     
  2. superpig

    superpig

    Quis aedificabit ipsos aedificatores? Unity Technologies

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    Two questions:

    1. Which platform are you trying to build for?
    2. Are you running Unity on native Windows, or under WINE?
     
  3. Tomza

    Tomza

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    1/ Windows x86
    2/ native Windows 8.1 64 bit, laptop Asus, Intel Graphics

    Soon, I will test the new Unity 5.0 on Linux - I got OpenSuse 13.2. So far, I have a lot of issues with a native Windows.

    I solve the compilation errors by removing all directories and files but the Assets folder. After rebuild, no compilation errors and I can work. When you make a fresh Unity Project in Unity 5.0, no problems. The problems appear after upgrading Unity 4.6 to 5.0. I reported a bug and send two logs for people from Unity Team.
     
  4. superpig

    superpig

    Quis aedificabit ipsos aedificatores? Unity Technologies

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    What's the bug number?
     
  5. Tomza

    Tomza

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    Case 646202
     
  6. Tomza

    Tomza

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    I downloaded the standard assets and the same compilation errors. I have attached the Editor Log. And again I am forced to remove all stuff but the Assets folder. It's really irritating. I can't continue my project. Please, Unity Team fix this bug.
     

    Attached Files:

    Last edited: Nov 10, 2014
  7. Tomas1856

    Tomas1856

    Unity Technologies

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    Your bug doesn't have a project attached, if you say you're having same issues with Standard Assets, please attach a project with those assets.
     
  8. CaptainM

    CaptainM

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    Same issue here.
     
  9. Tomza

    Tomza

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    One of your assets is probably corrupted. Problem is that it's hard to find which one. I had been fighting that many days until I found the faulty asset. I have a very big project, so I found it by chance.

    I wrote to Unity Technologies to make the log more informative, because now we can see only that the error has occurred, but what caused the error nobody knows. I wasted a lot of time. To make our life easier Unity Team should improve the log. Finding such a faulty asset will be a piece of cake.

    If you have a small unity project, just try to find the faulty asset. Hope it will help.
     
  10. Tomas1856

    Tomas1856

    Unity Technologies

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    Sadly, without a repro project, we don't know which part of the log we should improve...
     
  11. Tomza

    Tomza

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    Case 650997

    I isolated the problem. One of my assets was faulty. I found it by chance in my BIG Unity Project. I lost many days. The project I sent to you is small, but has the errors.

    In short, when a faulty asset makes a problem, the log should show which one. Not only that an error occurred. Even for you, such a log we have now in Unity is useless. You can't know what's happened in Unity reading only the log. But the log should be more informative. If one of my assets is faulty and I get compilation errors, I look at the log and I know which one. I delete or reimport the asset and problem is solved. No pain for a developer.
     
    Last edited: Nov 28, 2014
  12. Epictickle

    Epictickle

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    I second Tomza's suggestion, and I can also verify that this problem definitely DOES exist in Unity 4.6 indie. It's weird, though, because my project will definitely play most of the time. It only happens every now and then, but when I press the play button, unity will just freeze there forever until I end the task in my Task Manager. After that, I obviously have to reload Unity and it should be working fine. I'm not getting any errors at all in my console, and the editor isn't even crashing. It's just freezing and won't load anything else. I'm going to try Tomza's suggestion about deleting everything except the Assets folder and seeing if it'll work. At this point, I have a HUGE project and I simply cannot be bothered with searching for a faulty asset inside my project. The log should definitely give as much information as possible about all errors, especially errors thrown from assets. The name of the effecting asset would be a tremendous help to all of us, I'm sure.

    This is NOT a computer-specific error. I was editing my scene at a friends house 2 nights ago and Unity did the same thing when I tried to play. I hadn't saved when I tried to play, so I lost almost everything I had done that day. When I came home a couple days later, I loaded the scene up onto my computer in hopes to rebuild what I had lost. I was able to get everything rebuilt, but I am still having the same issue. When I look at my editor.log file, the only things I see that stand out are these lines:

    I am trying to build for Windows Standalone, and I'm using Window 7 x64 to do so.

    Also, I see that XInput1_3.dll is not being found.. Would this cause anything like I am experiencing?

    I have not yet tried to build for any other platforms, but I'm sure it would probably produce the same error. Also, please remember, that this error is not 100% of the time. It just happens randomly, as far as I can see. If it isn't random, I have yet to notice any type of pattern.

    Here's my Editor.Log file:
    EDIT: Okay, Tomaz's suggestion did not work for me. I believe I may have found the pattern, though. It looks as though it only does this when I modify a script. I save the script, try to return to the editor, and I can see the little spinner has stopped at the bottom right hand corner of the screen. Any way I could get a log from that? Don't know what the problem is, and I don't know how to figure out what is causing the problem.
     
    Last edited: Dec 1, 2014
  13. Tomas1856

    Tomas1856

    Unity Technologies

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    Tomza> your repro case is a project full of materials, but there are no scipts there, so there's nothing to compile. Is that expected? I wasn't able to reproduce your issue.

    Anyways, here are advanced steps, if you want to debug this.

    Catching the exception:
    * Launch MonoDevelop
    * Run->Attach To Process
    * Select Unity Editor (Unity should be running)
    * Run->Exceptions, here you must select an exception where you would like to stop, and move it to the right list. You can move all the exceptions, but then MonoDevelop will stop at any exception, so try experimenting a bit, and pick your exception
    * Now perform repro steps, so the exception would be thrown, MonoDevelop should stop
    * You should see a callstack, if you don't, in MonoDevelop, go to View->Debug Windows->Call Stack
    * If the exception is happening in Unity's assemblies, you should see an item UnityEditor.Something.Something, you can also see incoming parameters to functions, try adding parameters to Watch window, you might see something useful

    Debugging in Unity source
    * Now if you would have access to source code, double clicking would revel that function.
    * There's a trick how to decompile source code from UnityEditor.dll, go to http://ilspy.net/ , download binary.
    - Open IlSpy, drag UnityEditor.dll on it (UnityEditor.dll is located in <UnityPath>\Editor\Data\Managed\UnityEditor.dll)
    - Pick C# code, you should be able to see UnityEditor.dll code
    - File->Save Code, IlSpy should save UnityEditor.dll into C# files
    * Now, back to MonoDevelop, in the callstack, you may see, where MonoDevelop looks for specific cs file, it probably is something like C:\buildslave\unity... , place the generated cs (from IlSpy) into that path, so when clicking on the function in the callstack, MonoDevelop should open it
    * Note: the generated cs file will not fully match the cs file used for compiling UnityEditor.dll, because IlSpy cannot regenerate the original file with information like comments, etc.
    * In other words, MonoDevelop might show you incorrect line, you can somehow workaround it, like add empty lines to cs file, until you see that caught exception line matches the line in the source code.

    Tomza> in your case exception is happening in internal static ScriptCompilerBase CreateCompilerInstance(MonoIsland island, bool buildingForEditor, BuildTarget targetPlatform, bool runUpdater), this function is located in ScriptCompiler.cs file.


    Hope that helps a bit, I know this problem is annoying, but unless you have a good repro, it's hard to for us to fix it.
     
  14. Tomza

    Tomza

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    Yes, exactly, full of materials. The compilation errors were not caused by scripts, but materials. When I removed all my scripts, I got the compilation errors again. If you remove the Girl Fighter.asset (it's treated like a material - it was filtered as a material), no compilation errors. Now, I have no problem with compilation errors, but the finding this faulty asset took me long days, because the Unity Log don't tell you which asset is bad.
     
  15. Epictickle

    Epictickle

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    Again, as Tomza said, it would be easy for us to fix it ourselves if we knew the name of the offending asset. My project is over 3gb in size and has a TON of different assets. I can't be bothered to pick through every single one. Tomza has a great idea, and I honestly don't know why nobody has thought of it sooner lol
     
  16. Tomza

    Tomza

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    3 GB? My project is 80 GB :). Checking every asset would last all my life.

    But yes, Unity Log should be more informative. It shows the error has appeared but what caused the error - silence.
     
  17. Epictickle

    Epictickle

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    Okay man.

    I've been on 4 different threads that are all having pretty much the exact same issue... I combed through everyone's editor.log file with a fine-tooth comb, including mine, and the only line that stands out in every single one of them are these:

    These lines have to be where the offense is coming from. From there, I have no way to help.. I don't even know what the Verifier Task is.

    BTW, 80gb would definitely be a LOTTTT to pick through lol. I guess I have no room to talk about my little 3gb file xP
     
  18. Tomza

    Tomza

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    Even if you send your log to Unity Technologies, they won't know what's happening. They need your project to know (or still don't know). A log can be very useful if it has useful info. Such an informative log can save a lot of time for game developers.

    80 GB is a very big pack of data, but I was able to isolate a problem in materials by chance.
     
  19. Epictickle

    Epictickle

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    I wonder if this is maybe a shader-compiler error, then?

    If so, did you include any 3rd-party shaders in your repro project? If not, then it could be trying to compile a default shader and failing...

    I'll send them my project, but from viewing other posts around the forums, it doesn't seem as if it is going to help. This is definitely some sort of compilation error.. But if you didn't include any scripts, only materials, would it be crazy to assume it is having trouble compiling a shader?

    The only problem I see with that is that my project is only doing this whenever I finish editing a script and go back to the Editor. Like, when it tries to re-import and re-compile the script. That's when mine freezes... I don't know.. Your case seems like it may be a shader while mine seems to be a script... Maybe it's just the compiler altogether. This is just a seriously nasty bug lol
     
  20. Tomza

    Tomza

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    The compilation errors disappeared, when I removed ALL MATERIALS from my project. Removing my all shaders gave me nothing - I still had the compilation errors. But that faulty material is strange - it has a complicated structure, so there can be a shader too. I don't know. I know that as soon as I filtered all my materials and removed them - I had no compilation erros.