Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

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