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Question Everything breaks when the game builds

Discussion in 'Editor & General Support' started by Jared_Brian_, May 30, 2020.

  1. Jared_Brian_

    Jared_Brian_

    Joined:
    Feb 27, 2016
    Posts:
    16
    As the title says, it is really weird everything works in the editor, everything even works perfectly fine when I do build and run but as soon as I go into the build folder and run the game from there I get several different error messages. one I could kind of expect which comes from not having the resources folder set up correctly but I also get two other errors one having to do with the UI animations and the other having to do with the several of the input keys. please any help you can offer would be greatly appreciated, I have been searching for solutions all day and I can't find anything.

    here's the error log:


    Uploading Crash Report
    DirectoryNotFoundException: Could not find a part of the path "/home/jaredbrian/Unity/Builds/MagicaeVerbum/Assets/Resources/save.txt".
    at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0017d] in <c79628fadf574d3a8feae0871fad28ef>:0
    at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <c79628fadf574d3a8feae0871fad28ef>:0
    at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int)
    at System.IO.File.Create (System.String path, System.Int32 bufferSize) [0x00000] in <c79628fadf574d3a8feae0871fad28ef>:0
    at System.IO.File.Create (System.String path) [0x00000] in <c79628fadf574d3a8feae0871fad28ef>:0
    at InventoryManager.Load () [0x0001e] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/InventoryManager.cs:287
    at MenuController.Start () [0x00046] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:31

    (Filename: <c79628fadf574d3a8feae0871fad28ef> Line: 0)

    NullReferenceException while executing 'performed' callbacks of 'PlayerControls/Inventory[/Gamepad/start,/Gamepad1/start,/Keyboard/e]'
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(InlinedArray`1&, CallbackContext, String, Object) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:56)
    UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, InlinedArray`1&, String) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1708)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1655)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1604)
    UnityEngine.InputSystem.InputActionState:processDefaultInteraction(TriggerState&, Int32) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1279)
    UnityEngine.InputSystem.InputActionState:processControlStateChange(Int32, Int32, Int32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:952)
    UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:833)
    UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2914)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3101)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3017)
    UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2707)
    UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/NativeInputRuntime.cs:64)
    UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) (at /home/builduser/buildslave/unity/build/Modules/Input/Private/Input.cs:120)

    (Filename: /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs Line: 56)

    Uploading Crash Report
    NullReferenceException: Object reference not set to an instance of an object
    at MenuController.OpenInventory () [0x00040] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:291
    at MenuController.UInventory () [0x000ae] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:139
    at MenuController.<Awake>b__39_1 (UnityEngine.InputSystem.InputAction+CallbackContext ctx) [0x00000] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:63
    at UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.InlinedArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) [0x0002a] in /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:51
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(InlinedArray`1&, CallbackContext, String, Object) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:59)
    UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, InlinedArray`1&, String) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1708)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1655)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1604)
    UnityEngine.InputSystem.InputActionState:processDefaultInteraction(TriggerState&, Int32) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1279)
    UnityEngine.InputSystem.InputActionState:processControlStateChange(Int32, Int32, Int32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:952)
    UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:833)
    UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2914)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3101)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3017)
    UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2707)
    UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/NativeInputRuntime.cs:64)
    UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) (at /home/builduser/buildslave/unity/build/Modules/Input/Private/Input.cs:120)

    (Filename: /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs Line: 291)

    NullReferenceException: Object reference not set to an instance of an object
    at MenuController.CloseInventory () [0x00027] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:304
    at MenuController.UInventory () [0x0005b] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:126
    at MenuController.<Awake>b__39_1 (UnityEngine.InputSystem.InputAction+CallbackContext ctx) [0x00000] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:63
    at UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.InlinedArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) [0x0002a] in /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:51
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(InlinedArray`1&, CallbackContext, String, Object) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:59)
    UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, InlinedArray`1&, String) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1708)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1655)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1604)
    UnityEngine.InputSystem.InputActionState:processDefaultInteraction(TriggerState&, Int32) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1279)
    UnityEngine.InputSystem.InputActionState:processControlStateChange(Int32, Int32, Int32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:952)
    UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:833)
    UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2914)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3101)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3017)
    UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2707)
    UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/NativeInputRuntime.cs:64)
    UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) (at /home/builduser/buildslave/unity/build/Modules/Input/Private/Input.cs:120)

    (Filename: /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs Line: 304)

    Uploading Crash Report
    NullReferenceException: Object reference not set to an instance of an object
    at MenuController.Pause () [0x00041] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:216
    at MenuController.UExit () [0x00061] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:84
    at MenuController.<Awake>b__39_0 (UnityEngine.InputSystem.InputAction+CallbackContext ctx) [0x00000] in /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:62
    at UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.InlinedArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) [0x0002a] in /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:51
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(InlinedArray`1&, CallbackContext, String, Object) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:59)
    UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, InlinedArray`1&, String) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1708)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1655)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1604)
    UnityEngine.InputSystem.InputActionState:processDefaultInteraction(TriggerState&, Int32) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1279)
    UnityEngine.InputSystem.InputActionState:processControlStateChange(Int32, Int32, Int32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:952)
    UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:833)
    UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2914)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3101)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3017)
    UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2707)
    UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/NativeInputRuntime.cs:64)
    UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) (at /home/builduser/buildslave/unity/build/Modules/Input/Private/Input.cs:120)

    (Filename: /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs Line: 216)

    Error: No available menu transition
    UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    MenuController:UExit() (at /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:110)
    MenuController:<Awake>b__39_0(CallbackContext) (at /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs:62)
    UnityEngine.InputSystem.Utilities.DelegateHelpers:InvokeCallbacksSafe(InlinedArray`1&, CallbackContext, String, Object) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:51)
    UnityEngine.InputSystem.InputActionState:CallActionListeners(Int32, InputActionMap, InputActionPhase, InlinedArray`1&, String) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1708)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfActionInternal(Int32, TriggerState*, InputActionPhase, TriggerState&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1655)
    UnityEngine.InputSystem.InputActionState:ChangePhaseOfAction(InputActionPhase, TriggerState&, InputActionPhase) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1604)
    UnityEngine.InputSystem.InputActionState:processDefaultInteraction(TriggerState&, Int32) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:1279)
    UnityEngine.InputSystem.InputActionState:processControlStateChange(Int32, Int32, Int32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:952)
    UnityEngine.InputSystem.InputActionState:UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor.NotifyControlStateChanged(InputControl, Double, InputEventPtr, Int64) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:833)
    UnityEngine.InputSystem.InputManager:FireStateChangeNotifications(Int32, Double, InputEvent*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2914)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputUpdateType, Void*, UInt32, UInt32, Double, InputEventPtr) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3101)
    UnityEngine.InputSystem.InputManager:UpdateState(InputDevice, InputEvent*, InputUpdateType) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:3017)
    UnityEngine.InputSystem.InputManager:OnUpdate(InputUpdateType, InputEventBuffer&) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/InputManager.cs:2707)
    UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*) (at /home/jaredbrian/Unity/MagicaeVerbum/Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/NativeInputRuntime.cs:64)
    UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) (at /home/builduser/buildslave/unity/build/Modules/Input/Private/Input.cs:120)

    (Filename: /home/jaredbrian/Unity/MagicaeVerbum/Assets/Scripts/UI/MenuController.cs Line: 110)


    Heres the MenuController script it keeps pointing to when the animations fail:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.SceneManagement;
    5. using UnityEngine.EventSystems;
    6. public class MenuController : MonoBehaviour
    7. {
    8.     public float opacity, timeToDim, roomFadeOpacity, timeToDimRoom, dimOpacity;
    9.     public bool invMapActive = false;
    10.     public bool invMap = false;
    11.     public bool pauseActive = false;
    12.     public bool confirmMenuBackActive = false;
    13.     public bool confirmDesktopBackActive = false;
    14.     public bool transInProcess = false;
    15.     public bool sceneChange = false;
    16.     public bool dead = false;
    17.     public bool roomChange = false;
    18.     public bool outIn = false;
    19.     public GameObject dim, pauseBack, resume, confirmBack, quitNo, confirmMenuBack, menuNo, inventoryBack, firstSlot, mapBack, firstMap, HUD, continueBack, continueYes, World;
    20.     private float defaultTime;
    21.     private Animator pauseAnimation, confirmAnimation, confirmMenuAnimation, invAnimation, mapAnimation, continueBackAnimation;
    22.  
    23.     PlayerInputActions inputAction;
    24.     void Start()
    25.     {
    26.         Color newColor = new Color(1, 1, 1, 1);
    27.         dim.GetComponent<SpriteRenderer>().material.color = newColor;
    28.         dim.GetComponent<SpriteRenderer>().sortingOrder = 19;
    29.         inventoryBack.GetComponent<InventoryManager>().Load();
    30.         pauseAnimation = pauseBack.GetComponent<Animator>();
    31.         confirmAnimation = confirmBack.GetComponent<Animator>();
    32.         invAnimation = inventoryBack.GetComponent<Animator>();
    33.         mapAnimation = mapBack.GetComponent<Animator>();
    34.         confirmMenuAnimation = confirmMenuBack.GetComponent<Animator>();
    35.         continueBackAnimation = continueBack.GetComponent<Animator>();
    36.         dim.SetActive(true);
    37.         pauseBack.SetActive(false);
    38.         confirmBack.SetActive(false);
    39.         confirmMenuBack.SetActive(false);
    40.         inventoryBack.SetActive(false);
    41.         mapBack.SetActive(false);
    42.         continueBack.SetActive(false);
    43.         StartCoroutine(FadeTo(0.0f, 1.0f));
    44.     }
    45.     void Awake()
    46.     {
    47.         defaultTime = Time.timeScale;
    48.         Camera camera = Camera.main;
    49.         float halfHeight = camera.orthographicSize;
    50.         float halfWidth = camera.aspect * halfHeight;
    51.         dim.transform.localScale += new Vector3(halfWidth, halfHeight, 0);
    52.         Cursor.visible = false;
    53.         Screen.lockCursor = true;
    54.         inputAction = new PlayerInputActions();
    55.         inputAction.Enable();
    56.         inputAction.PlayerControls.Exit.performed += ctx => UExit();
    57.         inputAction.PlayerControls.Inventory.performed += ctx => UInventory();
    58.     }
    59.     // Update is called once per frame
    60.     void Update()
    61.     {
    62.         //dimOpacity = dim.GetComponent<SpriteRenderer>().material.color.a;
    63.     }
    64.     public void UExit()
    65.     {
    66.         if(!transInProcess && !dead && !roomChange)
    67.         {
    68.             if(!confirmMenuBackActive && !confirmDesktopBackActive)
    69.             {
    70.                 if(pauseActive)
    71.                 {
    72.                     Unpause();
    73.                 }
    74.                 else if(!IsActive())
    75.                 {
    76.                     Pause();
    77.                 }
    78.                 else if (invMapActive)
    79.                 {
    80.                     if(invMap)
    81.                     {
    82.                         CloseMap();
    83.                     }
    84.                     else
    85.                     {
    86.                         CloseInventory();
    87.                     }
    88.                 }
    89.             }
    90.             else if (confirmMenuBackActive)
    91.             {
    92.                 transitionFromConfirmMenu();
    93.             }
    94.             else if (confirmDesktopBackActive)
    95.             {
    96.                 transitionFromConfirm();
    97.             }
    98.          
    99.         }
    100.         else
    101.         {
    102.             Debug.Log("Error: No available menu transition");
    103.         }
    104.     }
    105.     public void UInventory()
    106.     {
    107.         if(!transInProcess && !dead && !roomChange && !pauseActive)
    108.         {
    109.             if(IsActive())
    110.             {
    111.                 if(invMap)
    112.                 {
    113.                     CloseMap();
    114.                 }
    115.                 else if(!invMap)    
    116.                 {
    117.                     CloseInventory();
    118.                 }
    119.                 HUD.GetComponent<HUDController>().ChangeActiveAction();
    120.             }
    121.             else if(!IsActive())
    122.             {
    123.                 if(invMap)
    124.                 {
    125.                     OpenMap();
    126.                 }
    127.                 else if(!invMap)
    128.                 {
    129.                     OpenInventory();
    130.                 }
    131.             }
    132.         }
    133.     }
    134.     IEnumerator FadeTo(float aValue, float aTime)
    135.     {
    136.         if(sceneChange)
    137.         {
    138.             dim.GetComponent<SpriteRenderer>().sortingOrder = 21;
    139.         }
    140.         else if(roomChange && !outIn)
    141.         {
    142.             dim.GetComponent<SpriteRenderer>().sortingOrder = 18;
    143.         }
    144.         else
    145.         {
    146.              dim.GetComponent<SpriteRenderer>().sortingOrder = 19;
    147.         }
    148.      
    149.         float alpha = dim.GetComponent<SpriteRenderer>().material.color.a;
    150.         for (float i = 0.0f; i < 1.0f; i += Time.unscaledDeltaTime / aTime)
    151.         {
    152.             Color newColor = new Color(1, 1, 1, Mathf.Lerp(alpha, aValue, i));
    153.             dim.GetComponent<SpriteRenderer>().material.color = newColor;
    154.             yield return null;
    155.         }
    156.         Color newColor2 = new Color(1, 1, 1, aValue);
    157.         dim.GetComponent<SpriteRenderer>().material.color = newColor2;
    158.         SetTransition(false);
    159.         HUD.GetComponent<HUDController>().ChangeActiveAction();
    160.         if(sceneChange)
    161.         {
    162.             sceneChange = false;
    163.             inputAction.Disable();
    164.             SceneManager.LoadScene("MainMenu", LoadSceneMode.Single);
    165.             Time.timeScale = defaultTime;
    166.         }
    167.         else if(roomChange)
    168.         {
    169.             if(outIn)
    170.             {
    171.                 roomChange = false;
    172.                 outIn = false;
    173.             }
    174.             else
    175.             {
    176.                 //Debug.Log("DONE: room fade out");
    177.                 World.GetComponent<WorldController>().LoadNextRoom();
    178.             }
    179.         }
    180.     }
    181.     public void SetTransition(bool t)
    182.     {
    183.         if(t)
    184.         {
    185.             transInProcess = true;
    186.         }
    187.         else
    188.         {
    189.             transInProcess = false;
    190.         }
    191.     }
    192.     public void Pause()
    193.     {
    194.         SetTransition(true);
    195.         pauseActive = true;
    196.         Time.timeScale = 0.0f;
    197.         StartCoroutine(FadeTo(opacity, timeToDim));
    198.         pauseBack.SetActive(true);
    199.         pauseAnimation.Play("Slide Down");
    200.         Cursor.visible = true;
    201.         Screen.lockCursor = false;
    202.         EventSystem.current.SetSelectedGameObject(resume);
    203.     }
    204.     public void Unpause()
    205.     {
    206.         SetTransition(true);
    207.         Cursor.visible = false;
    208.         Screen.lockCursor = true;
    209.         StartCoroutine(FadeTo(0.0f, timeToDim));
    210.         pauseAnimation.Play("Slide Up");
    211.         pauseActive = false;
    212.         Time.timeScale = defaultTime;
    213.     }
    214.     public void transitionToConfirm()
    215.     {
    216.         confirmDesktopBackActive = true;
    217.         SetTransition(true);
    218.         pauseAnimation.Play("Slide Up");
    219.         confirmBack.SetActive(true);
    220.         confirmAnimation.Play("Slide Up 2");
    221.         EventSystem.current.SetSelectedGameObject(quitNo);
    222.     }
    223.     public void transitionFromConfirm()
    224.     {
    225.         confirmDesktopBackActive = false;
    226.         SetTransition(true);
    227.         pauseBack.SetActive(true);
    228.         pauseAnimation.Play("Slide Down");
    229.         confirmAnimation.Play("Slide Down 2");
    230.         EventSystem.current.SetSelectedGameObject(resume);
    231.     }
    232.     public bool IsActive()
    233.     {
    234.         if(invMapActive || pauseActive)
    235.         {
    236.             return true;
    237.         }
    238.         else
    239.         {
    240.             return false;
    241.         }
    242.     }
    243.     public void Quit()
    244.     {
    245.         Application.Quit();
    246.     }
    247.     public void ActivatePause(bool active)
    248.     {
    249.         if(active)
    250.         {
    251.             pauseBack.SetActive(true);
    252.         }
    253.         else
    254.         {
    255.             pauseBack.SetActive(false);
    256.         }
    257.     }
    258.     public void OpenInventory()
    259.     {
    260.         transInProcess = true;
    261.         invMapActive = true;
    262.         Time.timeScale = 0.0f;
    263.         StartCoroutine(FadeTo(opacity, timeToDim));
    264.      
    265.         inventoryBack.SetActive(true);
    266.         invAnimation.Play("Slide Down");
    267.         Cursor.visible = true;
    268.         Screen.lockCursor = false;
    269.         EventSystem.current.SetSelectedGameObject(firstSlot);
    270.     }
    271.     public void CloseInventory()
    272.     {
    273.         transInProcess = true;
    274.         invMapActive = false;
    275.         StartCoroutine(FadeTo(0.0f, timeToDim));
    276.         invAnimation.Play("Slide Up");
    277.         Time.timeScale = defaultTime;
    278.         Cursor.visible = false;
    279.         Screen.lockCursor = true;
    280.     }
    281.         public void OpenMap()
    282.     {
    283.         SetTransition(true);
    284.         invMapActive = true;
    285.         Time.timeScale = 0.0f;
    286.         StartCoroutine(FadeTo(opacity, timeToDim));
    287.      
    288.         mapBack.SetActive(true);
    289.         mapAnimation.Play("Slide Down");
    290.         Cursor.visible = true;
    291.         Screen.lockCursor = false;
    292.         EventSystem.current.SetSelectedGameObject(firstMap);
    293.     }
    294.     public void CloseMap()
    295.     {
    296.         SetTransition(true);
    297.         invMapActive = false;
    298.         StartCoroutine(FadeTo(0.0f, timeToDim));
    299.         mapAnimation.Play("Slide Up");
    300.         Time.timeScale = defaultTime;
    301.         Cursor.visible = false;
    302.         Screen.lockCursor = true;
    303.     }
    304.     public void transitionToMap()
    305.     {
    306.         invMap = true;
    307.         SetTransition(true);
    308.         invAnimation.Play("Slide Left");
    309.         mapBack.SetActive(true);
    310.         mapAnimation.Play("Slide Left 2");
    311.         EventSystem.current.SetSelectedGameObject(firstMap);
    312.     }
    313.     public void transitionToInventory()
    314.     {
    315.         invMap = false;
    316.         SetTransition(true);
    317.         mapAnimation.Play("Slide Right 2");
    318.         inventoryBack.SetActive(true);
    319.         invAnimation.Play("Slide Right");
    320.         EventSystem.current.SetSelectedGameObject(firstSlot);
    321.     }
    322.     public void LoadMainMenu()
    323.     {
    324.         dim.SetActive(true);
    325.         pauseBack.SetActive(false);
    326.         confirmBack.SetActive(false);
    327.         inventoryBack.SetActive(false);
    328.         mapBack.SetActive(false);
    329.         continueBack.SetActive(false);
    330.         sceneChange = true;
    331.         StartCoroutine(FadeTo(1.0f, timeToDim));
    332.     }
    333.     public void transitionToConfirmMenu()
    334.     {
    335.         confirmMenuBackActive = true;
    336.         SetTransition(true);
    337.         pauseAnimation.Play("Slide Up");
    338.         confirmMenuBack.SetActive(true);
    339.         confirmMenuAnimation.Play("Slide Up 2");
    340.         EventSystem.current.SetSelectedGameObject(menuNo);
    341.     }
    342.     public void transitionFromConfirmMenu()
    343.     {
    344.         confirmMenuBackActive = false;
    345.         SetTransition(true);
    346.         if(dead)
    347.         {
    348.             continueBack.SetActive(true);
    349.             continueBackAnimation.Play("Slide Down");
    350.             confirmMenuAnimation.Play("Slide Down 2");
    351.             EventSystem.current.SetSelectedGameObject(continueYes);
    352.         }
    353.         else
    354.         {
    355.             pauseBack.SetActive(true);
    356.             pauseAnimation.Play("Slide Down");
    357.             confirmMenuAnimation.Play("Slide Down 2");
    358.             EventSystem.current.SetSelectedGameObject(resume);
    359.         }
    360.     }
    361.     public void transitionToConfirmMenu2()
    362.     {
    363.         SetTransition(true);
    364.         continueBackAnimation.Play("Slide Up");
    365.         confirmMenuBack.SetActive(true);
    366.         confirmMenuAnimation.Play("Slide Up 2");
    367.         EventSystem.current.SetSelectedGameObject(menuNo);
    368.     }
    369.     public void transitionToContinue()
    370.     {
    371.         StartCoroutine(FadeTo(1.0f, timeToDim));
    372.         SetTransition(true);
    373.         continueBack.SetActive(true);
    374.         continueBackAnimation.Play("Slide Down");
    375.         EventSystem.current.SetSelectedGameObject(continueYes);
    376.     }
    377.     public void Die()
    378.     {
    379.         dead = true;
    380.         Cursor.visible = true;
    381.         Screen.lockCursor = false;
    382.         Time.timeScale = 0.0f;
    383.         transitionToContinue();
    384.     }
    385.     public void Respawn()
    386.     {
    387.         Debug.Log("Respawning...");
    388.         LoadMainMenu();
    389.         dead = false;
    390.     }
    391.     public void ReloadScene()
    392.     {
    393.         dim.SetActive(true);
    394.         pauseBack.SetActive(false);
    395.         confirmBack.SetActive(false);
    396.         inventoryBack.SetActive(false);
    397.         mapBack.SetActive(false);
    398.         continueBack.SetActive(false);
    399.         dim.GetComponent<SpriteRenderer>().sortingOrder = 21;
    400.         SceneManager.LoadScene("MainMenu", LoadSceneMode.Single);
    401.         Time.timeScale = defaultTime;
    402.     }
    403.     public void RoomFadeOut()
    404.     {
    405.         //Debug.Log("room fade out");
    406.         roomChange = true;
    407.         outIn = false;
    408.         StartCoroutine(FadeTo(roomFadeOpacity, timeToDimRoom));
    409.     }
    410.     public void RoomFadeIn()
    411.     {
    412.         //Debug.Log("room fade in");
    413.         outIn = true;
    414.         StartCoroutine(FadeTo(0.0f, timeToDimRoom));
    415.     }
    416. }