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corrupted prefab in Unity 2021.2.7

Discussion in 'Editor & General Support' started by DalhwaStudio, Jan 13, 2022.

  1. DalhwaStudio

    DalhwaStudio

    Joined:
    Aug 13, 2015
    Posts:
    2
    some day.
    i downloaded "com.unity.entites" from packagemanager.
    and i got some problems what i can't explain.

    unity editor crashed.
    and some prefabs in my project were corrupt.

    missing script.
    missing prefabs.


    i removed "com.unity.entites".
    and then
    i fixed corrupt prefabs for several days.
    i continues to keep working for a while.

    but the problems occurred again.

    i rollback previous commit.
    and i wanted to find the solution.

    i thought this is from Unity Editor 2021.2.7(mac sillicon)
    so i changed Unity from 2021.2.7 to 2021.2.4 (mac sillicon).


    Screen Shot 2022-01-13 at 10.07.04 AM.png


    and the following error log occurred.
    maybe importing assets has problem.






    error log
    =============
    Problem detected while importing the Prefab file: 'Assets/Stuff/Prefab/Play/Units/Users/user7.prefab'.

    The file might be corrupt or have missing nested Prefabs. See details below.

    Errors:

    Prefab instance problem: gunSub (Missing Prefab with guid: 917afd1095f724af88b3be32ce8edd72)

    Prefab instance problem: gunMain (Missing Prefab with guid: b7135570c12c7472ba081aabd706f782)

    Prefab instance problem: fxLightBlink (1) (Missing Prefab with guid: 2b4df95143b2248929ead20fff0b71a4). 3 instances are missing the same Prefab

    Prefab instance problem: funcUserSpaceship (Missing Prefab with guid: 29514732fe5e64528a54a31a3646c0d0)



    #0 GetStacktrace(int)

    #1 DebugStringToFile(DebugStringToFileData const&)

    #2 ErrorsAndWarningsCapture::LogAsOneMessage(core::basic_string<char, core::StringStorageDefault<char> > const&, int) const

    #3 PrefabImporter::GenerateAssetData(AssetImportContext&)

    #4 ImportToObjects(core::basic_string<char, core::StringStorageDefault<char> > const&, core::hash_map<AssetDatabase::ImporterID, ImporterInfo, core::hash<AssetDatabase::ImporterID>, std::__1::equal_to<AssetDatabase::ImporterID> > const&, dynamic_array<PostprocessorInfo, 0ul> const&, AssetResolveTracker const&, ImportAssetInputs const&, ImportAssetOutputs&, IImportProgress*)

    #5 ImportAsset(core::hash_map<AssetDatabase::ImporterID, ImporterInfo, core::hash<AssetDatabase::ImporterID>, std::__1::equal_to<AssetDatabase::ImporterID> > const&, dynamic_array<PostprocessorInfo, 0ul> const&, AssetResolveTracker const&, ImportAssetInputs const&, ImportAssetOutputs&, IImportProgress*)

    #6 ImportAssetWithAutoReleasePool(core::hash_map<AssetDatabase::ImporterID, ImporterInfo, core::hash<AssetDatabase::ImporterID>, std::__1::equal_to<AssetDatabase::ImporterID> > const&, dynamic_array<PostprocessorInfo, 0ul> const&, AssetResolveTracker const&, ImportAssetInputs const&, ImportAssetOutputs&, IImportProgress*)

    #7 AssetImportWorker::Import(AssetResolver&, WorkerImportPayload const&, WorkerImportResponse&, IImportProgress*, bool*)

    #8 AssetImportManager::ImportInProcess(AssetResolver&, ArtifactKey const&, AssetImportParameters const&, AssetDatabase::ArtifactID&, IImportProgress*, core::hash_set<core::basic_string<char, core::StringStorageDefault<char> >, core::hash<core::basic_string<char, core::StringStorageDefault<char> > >, std::__1::equal_to<core::basic_string<char, core::StringStorageDefault<char> > > >&, CrashedAssetImportsDatabase&)

    #9 AssetImportManager::Import(core::hash_map<AssetDatabase::ImporterID, ImporterInfo, core::hash<AssetDatabase::ImporterID>, std::__1::equal_to<AssetDatabase::ImporterID> > const&, dynamic_array<PostprocessorInfo, 0ul> const&, AssetResolver&, CategorizedAssets&, IImportProgress*, core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, LoadedImportedAssetsSnapshot*, LoadedSourceAssetsSnapshot*, core::hash_set<core::basic_string<char, core::StringStorageDefault<char> >, core::hash<core::basic_string<char, core::StringStorageDefault<char> > >, std::__1::equal_to<core::basic_string<char, core::StringStorageDefault<char> > > >&, CrashedAssetImportsDatabase&, bool, OnDemandScheduler&)

    #10 RefreshInternalV2(AssetDatabase::UpdateAssetOptions, ScanFilter const&, InternalRefreshFlagsV2)

    #11 StopAssetImportingV2Internal(AssetDatabase::UpdateAssetOptions, InternalRefreshFlagsV2, ScanFilter const*, char const*)

    #12 RefreshV2(AssetDatabase::UpdateAssetOptions)

    #13 VerifyAssetsForBuildTargetV2(bool, AssetDatabase::CancelBehaviour, bool)

    #14 AssetDatabase::VerifyAssetsForBuildTarget(bool, AssetDatabase::CancelBehaviour, AssetDatabase::SkipProcessingBehaviour, bool)

    #15 ColorSpaceLiveSwitch(bool)

    #16 PlayerSettings::SyncCurrentColorSpace(bool)

    #17 CheckPlayerSettingsChanged(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, std::__1::map<UnityGUID, core::basic_string<char, core::StringStorageDefault<char> >, std::__1::less<UnityGUID>, std::__1::allocator<std::__1::pair<UnityGUID const, core::basic_string<char, core::StringStorageDefault<char> > > > > const&, AssetDatabase::UpdateAssetOptions)

    #18 Postprocess(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, std::__1::map<UnityGUID, core::basic_string<char, core::StringStorageDefault<char> >, std::__1::less<UnityGUID>, std::__1::allocator<std::__1::pair<UnityGUID const, core::basic_string<char, core::StringStorageDefault<char> > > > > const&)

    #19 StopAssetImportingV2Internal(AssetDatabase::UpdateAssetOptions, InternalRefreshFlagsV2, ScanFilter const*, char const*)

    #20 InitialRefreshV2(bool)

    #21 Application::InitializeProject()

    #22 -[EditorApplication applicationDidFinishLaunching:]

    #23 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__

    #24 ___CFXRegistrationPost_block_invoke

    #25 _CFXRegistrationPost

    #26 _CFXNotificationPost

    #27 -[NSNotificationCenter postNotificationName:eek:bject:userInfo:]

    #28 -[NSApplication _postDidFinishNotification]

    #29 -[NSApplication _sendFinishLaunchingNotification]

    #30 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:]

    #31 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:]

    #32 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:]

    #33 _NSAppleEventManagerGenericHandler

    #34 _AppleEventsCheckInAppWithBlock

    #35 _AppleEventsCheckInAppWithBlock

    #36 aeProcessAppleEvent

    #37 AEProcessAppleEvent

    #38 _DPSNextEvent

    #39 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]

    #40 -[NSApplication run]

    #41 NSApplicationMain

    #42 EditorMain(int, char const**)

    #43 main

    #44 ???
     
    Last edited: Jan 13, 2022