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I have a script problem that's stopping me from building my player

Discussion in 'Scripting' started by Michaelm9945, Mar 11, 2015.

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  1. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    This is the error I am receiving

    "Assets/Lux/Lux Scripts/Lux Cubemapper/Scripts/LuxCubeProcessor.cs(1041,5): error CS8025: Parsing error!"



    and this is the last 22 Lines of the LuxCubeProcessor.cs script.

    rgbmColor.x = FaceColors[a_V * a_Size + a_U].r;
    rgbmColor.y = FaceColors[a_V * a_Size + a_U].g;
    rgbmColor.z = FaceColors[a_V * a_Size + a_U].b;
    rgbmColor *= 1.0f/6.0f;
    rgbmColor.w = Mathf.Clamp01(Mathf.Max(Mathf.Max(rgbmColor.x, rgbmColor.y), rgbmColor.z));
    rgbmColor.w = Mathf.Ceil(rgbmColor.w*255.0f) / 255.0f;
    rgbmColor.x = rgbmColor.x / rgbmColor.w;
    rgbmColor.y = rgbmColor.y / rgbmColor.w;
    rgbmColor.z = rgbmColor.z / rgbmColor.w;
    FaceColors[a_V * a_Size + a_U] = rgbmColor;
    }
    }
    CubeMap.SetPixels(FaceColors,(CubemapFace)a_FaceIdx, mipLevel);
    }
    }
    CubeMap.Apply(false);
    }

    }

    #endif
     
  2. image28

    image28

    Joined:
    Jul 17, 2013
    Posts:
    457
    Please use code tags when posting code.... without looking at your full code I would say there is a mismatched bracket or a missing semi-colon
     
  3. image28

    image28

    Joined:
    Jul 17, 2013
    Posts:
    457
    Also is the full code over 1000 lines long?
     
  4. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
  5. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    I've fixed the problem, but there's another 2 error's showing up

    Assets/Lux/Lux Scripts/Lux Cubemapper/Scripts/LuxEnvProbe.cs(70,12):
    #error CS0246: The type or namespace name `List`1' could not be found.
    Are you missing a using directive or an assembly reference?


    Assets/Lux/Lux Scripts/Lux Cubemapper/Scripts/LuxEnvProbe.cs(460,29): error CS0246: The type or namespace name `SerializedObject' could not be found. Are you missing a using directive or an assembly reference?



    Code (CSharp):
    1. //  ////////////////////////////////////
    2. //  Modified version of CubemapMaker.js from BlackIce studio http://www.blackicegames.de/development/?site=dl&id=1
    3. //  Converted to C# and make it compatible for Lux
    4. //
    5.  
    6. using UnityEngine;
    7. using System.Collections;
    8. #if UNITY_EDITOR
    9. using UnityEditor;
    10. using System.Collections.Generic;
    11. using System.IO;
    12. #endif
    13.  
    14. [ExecuteInEditMode]
    15. [AddComponentMenu("Lux/Lux Environment Probe")]
    16. public class LuxEnvProbe : MonoBehaviour {
    17.     //public var
    18.     public enum FaceSizes
    19.     {
    20.         _16px = 16,
    21.         _32px = 32,
    22.         _64px = 64,
    23.         _128px = 128,
    24.         _256px = 256,
    25.         _512px = 512,
    26.     };
    27.     public enum CubeModes
    28.     {
    29.         Standard,
    30.         Box
    31.     }
    32.  
    33.     [HideInInspector]
    34.     public Cubemap DIFFCube;
    35.     [HideInInspector]
    36.     public Cubemap SPECCube;
    37.     [HideInInspector]
    38.     public FaceSizes DiffSize = FaceSizes._16px;
    39.     [HideInInspector]
    40.     public FaceSizes SpecSize = FaceSizes._64px;
    41.     [HideInInspector]
    42.     public CameraClearFlags ClearFlags = CameraClearFlags.Skybox;
    43.     [HideInInspector]
    44.     public Color ClearColor = Color.black;
    45.     [HideInInspector]
    46.     public LayerMask CullingMask = -1;
    47.     [HideInInspector]
    48.     public float Near = 0.1f;
    49.     [HideInInspector]
    50.     public float Far = 1000f;
    51.     [HideInInspector]
    52.     public bool UseRTC = false;
    53.     [HideInInspector]
    54.     public bool SmoothEdges = false;
    55.     [HideInInspector]
    56.     public int SmoothEdgePixel = 3;
    57.     [HideInInspector]
    58.     public bool HDR = false;
    59.     [HideInInspector]
    60.     public bool Linear = false;
    61.    
    62.     // BoxProjection
    63.     [HideInInspector]
    64.     public CubeModes Mode = CubeModes.Standard;
    65.     [HideInInspector]
    66.     public Vector3 BoxSize = new Vector3(1f,1f,1f);
    67.     [HideInInspector]
    68.     public bool ShowAssignedMeshes;
    69.     [HideInInspector]
    70.     public List<GameObject> AssignedMeshes;
    71.  
    72.     // Use this for initialization
    73.     [HideInInspector]
    74.     public bool init = false;
    75.  
    76.     //Helper
    77.     [HideInInspector]
    78.     public string DiffPath;
    79.     [HideInInspector]
    80.     public string SpecPath;
    81.     [HideInInspector]
    82.     public string sceneName;
    83.     [HideInInspector]
    84.     public string cubeName;
    85.  
    86.     //private var
    87.     bool mipmap;
    88.     Camera CubeCamera;
    89.     Cubemap cubemap;
    90.     TextureFormat texFor;
    91.     GameObject go;
    92.     bool Done = false;
    93.     int size;
    94.  
    95.     public void PreSetup()
    96.     {
    97.         if (EditorApplication.currentScene != "")
    98.         {
    99.             List<string> pathTemp = new List<string>(EditorApplication.currentScene.Split(char.Parse("/")));
    100.             pathTemp[pathTemp.Count - 1] = pathTemp[pathTemp.Count - 1].Substring(0, pathTemp[pathTemp.Count - 1].Length - 6);
    101.             sceneName = string.Join("/", pathTemp.ToArray()) + "/";
    102.         }
    103.  
    104.         if(Mode == CubeModes.Standard) {
    105.             cubeName = sceneName + SpecSize.ToString() + "@" + transform.position.ToString();
    106.         }
    107.         // When baking Box projected cubemaps one might pretty often change the position of the probe just a little bit...
    108.         else {
    109.             cubeName = sceneName + SpecSize.ToString() + "Box@" + GetInstanceID();
    110.         }
    111.         DiffPath = cubeName + "DIFF.cubemap";
    112.         SpecPath = cubeName + "SPEC.cubemap";
    113.  
    114.  
    115.     }
    116.     void Start () {
    117.         PreSetup();
    118.         //Do directory check
    119.         if (!Directory.Exists(sceneName))
    120.         {
    121.             //if it doesn't, create it
    122.             Directory.CreateDirectory(sceneName);
    123.         }
    124.  
    125.         if (!EditorApplication.isPlaying)
    126.         {
    127.             DestroyImmediate(cubemap);
    128.             DestroyImmediate(go);
    129.             DestroyImmediate(CubeCamera);
    130.             RetriveCubemap();
    131.         }
    132.    
    133.     }
    134.  
    135.     void OnDrawGizmos()
    136.     {
    137.         Gizmos.color = new Color (0.0f, 1.0f, 1.0f, 0.75f);
    138.         if (Mode == CubeModes.Standard ) {
    139.             Gizmos.DrawSphere(transform.position, 0.15f);
    140.         }
    141.         // Mode = Boxprojection
    142.         else {
    143.             // Draw center
    144.             Gizmos.matrix = transform.localToWorldMatrix;
    145.             Gizmos.DrawCube(Vector3.zero, new Vector3(0.35f,0.35f,0.35f));
    146.             // Draw bounding box
    147.             Gizmos.DrawWireCube (Vector3.zero, BoxSize);
    148.             // reset matrix
    149.             Gizmos.matrix = Matrix4x4.identity;  
    150.         }
    151.     }
    152.  
    153.     // Sync materials of assigned objects according to the probe’s settings (Boxprokjection only)
    154.     public void SyncAssignedGameobjects() {
    155.         // Get all objects
    156.         for (int i = 0; i < AssignedMeshes.Count; i++)
    157.         {
    158.             if(AssignedMeshes[i].renderer != null)
    159.             {
    160.                 int materials = AssignedMeshes[i].renderer.sharedMaterials.Length;
    161.                 // Get all materials
    162.                 for (int j = 0; j < materials; j++) {
    163.                     if (AssignedMeshes[i].renderer.sharedMaterials[j].HasProperty("_CubemapPositionWS"))
    164.                     {
    165.                         AssignedMeshes[i].renderer.sharedMaterials[j].SetVector("_CubemapPositionWS", new Vector4(transform.position.x, transform.position.y, transform.position.z, 0));
    166.                         AssignedMeshes[i].renderer.sharedMaterials[j].SetVector("_CubemapSize", new Vector4(BoxSize.x/2f, BoxSize.y, BoxSize.z/2f, 0));
    167.                         if (SPECCube != null){
    168.                             AssignedMeshes[i].renderer.sharedMaterials[j].SetTexture("_SpecCubeIBL", SPECCube);
    169.                         }
    170.                     }
    171.                 }
    172.             }
    173.             else {
    174.                 Debug.Log(AssignedMeshes[i].name+" does not have a mesh renderer attached to it. It has been removed.");
    175.                 AssignedMeshes.RemoveAt(i);
    176.                 break;
    177.             }
    178.         }
    179.     }
    180.  
    181.     // Render Cubemaps using the built in function (pro only)
    182.     public void RenderToCubeMap() {
    183.         var cubeCamera = new GameObject( "CubemapCamera", typeof(Camera) ) as GameObject;
    184.     //  cubeCamera.hideFlags = HideFlags.HideInHierarchy;
    185.         var cubeCam = cubeCamera.GetComponent("Camera") as Camera;
    186.         cubeCam.nearClipPlane = Near;
    187.         cubeCam.farClipPlane = Far;
    188.         cubeCam.aspect = 1.0f;
    189.         cubeCam.cullingMask = CullingMask;
    190.         cubeCam.clearFlags = ClearFlags;
    191.         cubeCam.backgroundColor = ClearColor;
    192.  
    193.         cubeCamera.transform.position = transform.position;
    194.  
    195.         if (HDR == true)
    196.         {
    197.             cubeCam.hdr = true;
    198.             texFor = TextureFormat.ARGB32;
    199.         }
    200.         else
    201.         {
    202.             cubeCam.hdr = false;
    203.             texFor = TextureFormat.RGB24;
    204.         }
    205.        
    206.         //  irradiance cubemap
    207.         cubemap = new Cubemap((int)DiffSize, texFor, false);
    208.        
    209.         cubeCam.RenderToCubemap(cubemap);
    210.        
    211.         Cubemap diffCube = cubemap;
    212.         diffCube.name = cubeName;
    213.         if (SmoothEdges)
    214.         {
    215.             diffCube.SmoothEdges(SmoothEdgePixel);
    216.         }
    217.         diffCube.wrapMode = TextureWrapMode.Clamp;
    218.         string finalDiffPath = diffCube.name + "DIFF.cubemap";
    219.         AssetDatabase.CreateAsset(diffCube, finalDiffPath);
    220.         SerializedObject serializedDiffCubemap = new SerializedObject(diffCube);
    221.         SetLinearSpace(ref serializedDiffCubemap, true);
    222.         DIFFCube = diffCube;
    223.  
    224.         // radiance cubemap
    225.         cubemap = new Cubemap((int)SpecSize, texFor, true);
    226.  
    227.         cubeCam.RenderToCubemap(cubemap);
    228.         Cubemap specCube = cubemap;
    229.         specCube.name = cubeName;
    230.         if (SmoothEdges)
    231.         {
    232.             specCube.SmoothEdges(SmoothEdgePixel);
    233.         }
    234.         specCube.wrapMode = TextureWrapMode.Clamp;
    235.         string finalSpecPath = specCube.name + "SPEC.cubemap";
    236.         AssetDatabase.CreateAsset(specCube, finalSpecPath);
    237.         SerializedObject serializedSpecCubemap = new SerializedObject(specCube);
    238.         SetLinearSpace(ref serializedSpecCubemap, true);
    239.         SPECCube = specCube;
    240.  
    241.         GameObject.DestroyImmediate(cubeCamera);
    242.     }
    243.  
    244.  
    245.  
    246.  
    247. // ///////////////////////////////////
    248.  
    249.  
    250.     public void InitRenderCube()
    251.     {
    252.         EditorApplication.isPlaying = true;
    253.         StartCoroutine(InitializeStartSequence());    
    254.     }
    255.  
    256.     IEnumerator RenderCubemap()
    257.     {
    258.      
    259.         if (init && EditorApplication.isPlaying)
    260.         {
    261.             go = new GameObject("CubeCam");
    262.             go.transform.position = transform.position;
    263.             go.AddComponent<Camera>();
    264.             CubeCamera = go.GetComponent<Camera>();
    265.             CubeCamera.fieldOfView = 90;
    266.             CubeCamera.nearClipPlane = Near;
    267.             CubeCamera.farClipPlane = Far;
    268.             CubeCamera.clearFlags = ClearFlags;
    269.             CubeCamera.backgroundColor = ClearColor;
    270.             CubeCamera.cullingMask = CullingMask;
    271.  
    272.             if (HDR == true)
    273.             {
    274.                 CubeCamera.hdr = true;
    275.                 texFor = TextureFormat.ARGB32;
    276.             }
    277.             else
    278.             {
    279.                 CubeCamera.hdr = false;
    280.                 texFor = TextureFormat.RGB24;
    281.             }
    282.  
    283.             cubemap = new Cubemap((int)SpecSize, texFor, mipmap);
    284.             StartCoroutine(RenderCubeFaces(cubemap, true));
    285.             StartCoroutine(RenderCubeFaces(cubemap, false));
    286.         }
    287.  
    288.         Resources.UnloadUnusedAssets();
    289.         AssetDatabase.Refresh();
    290.         yield return new WaitForEndOfFrame();
    291.  
    292.     }
    293.  
    294.     IEnumerator InitializeStartSequence()
    295.     {
    296.         StartCoroutine(RenderCubemap());
    297.         init = true;
    298.         yield return null;
    299.     }
    300.  
    301.     IEnumerator RenderCubeFaces(Cubemap cube, bool irradiance)
    302.     {
    303.         if (irradiance)
    304.         {
    305.             size = (int)DiffSize;
    306.             mipmap = false;
    307.         }
    308.         else
    309.         {
    310.             size = (int)SpecSize;
    311.             mipmap = true;
    312.         }
    313.  
    314.         cube = new Cubemap((int)size, texFor, mipmap);
    315.         yield return StartCoroutine(Capture(cube, CubemapFace.PositiveZ, CubeCamera));
    316.         yield return StartCoroutine(Capture(cube, CubemapFace.PositiveX, CubeCamera));
    317.         yield return StartCoroutine(Capture(cube, CubemapFace.NegativeX, CubeCamera));
    318.         yield return StartCoroutine(Capture(cube, CubemapFace.NegativeZ, CubeCamera));
    319.         yield return StartCoroutine(Capture(cube, CubemapFace.PositiveY, CubeCamera));
    320.         yield return StartCoroutine(Capture(cube, CubemapFace.NegativeY, CubeCamera));
    321.         cube.Apply(mipmap);
    322.         if(irradiance)
    323.         {
    324.             Cubemap diffCube = cube;
    325.             diffCube.name = cubeName;
    326.             if (SmoothEdges)
    327.             {
    328.                 diffCube.SmoothEdges(SmoothEdgePixel);
    329.             }
    330.  
    331.             diffCube.wrapMode = TextureWrapMode.Clamp;
    332.             string finalDiffPath = diffCube.name + "DIFF.cubemap";
    333.  
    334.             AssetDatabase.CreateAsset(diffCube, finalDiffPath);
    335.             SerializedObject serializedCubemap = new SerializedObject(diffCube);
    336.             SetLinearSpace(ref serializedCubemap, true);
    337.             DIFFCube = diffCube;
    338.         }
    339.         else
    340.         {
    341.             Cubemap specCube = cube;
    342.             specCube.name = cubeName;
    343.             if (SmoothEdges)
    344.             {
    345.                 specCube.SmoothEdges(SmoothEdgePixel);
    346.             }
    347.  
    348.             specCube.wrapMode = TextureWrapMode.Clamp;
    349.             string finalSpecPath = specCube.name + "SPEC.cubemap";
    350.  
    351.             AssetDatabase.CreateAsset(specCube, finalSpecPath);
    352.  
    353.             SerializedObject serializedCubemap = new SerializedObject(specCube);
    354.             SetLinearSpace(ref serializedCubemap, true);
    355.             SPECCube = specCube;
    356.         }
    357.         yield return StartCoroutine(Finished());
    358.     }
    359.  
    360.     IEnumerator Capture(Cubemap cubemap,CubemapFace face,Camera cam)
    361.     {
    362.         var width = Screen.width;
    363.         var height = Screen.height;
    364.         Texture2D tex = new Texture2D(height, height, texFor, mipmap);
    365.         int cubeSize = cubemap.height;
    366.  
    367.         cam.transform.localRotation = RotationOf(face);
    368.    
    369.         yield return new WaitForEndOfFrame();
    370.  
    371.         tex.ReadPixels(new Rect((width-height)/2, 0, height, height), 0, 0);
    372.         tex.Apply();
    373.         tex = Scale(tex, cubeSize,cubeSize);
    374.  
    375.         Color cubeCol;
    376.         for (int y = 0; y < cubeSize; y++)
    377.         {
    378.             for (int x = 0; x < cubeSize; x++)
    379.             {
    380.                 cubeCol = tex.GetPixel(cubeSize + x, (cubeSize - 1) - y);
    381.                 if (Linear)
    382.                 {
    383.                     cubeCol = cubeCol.linear;
    384.                 }
    385.                 cubemap.SetPixel(face, x, y, cubeCol);
    386.             }
    387.         }
    388.         cubemap.Apply();
    389.         DestroyImmediate(tex);
    390.     }
    391.  
    392.     Quaternion RotationOf(CubemapFace face)
    393.     {
    394.         Quaternion result;
    395.             switch(face)
    396.         {
    397.             case CubemapFace.PositiveX:
    398.                 result = Quaternion.Euler(0,90,0);
    399.             break;
    400.             case CubemapFace.NegativeX:
    401.                 result = Quaternion.Euler(0,-90,0);
    402.             break;
    403.             case CubemapFace.PositiveY:
    404.                 result = Quaternion.Euler(-90,0,0);
    405.             break;
    406.             case CubemapFace.NegativeY:
    407.                 result = Quaternion.Euler(90,0,0);
    408.             break;
    409.             case CubemapFace.NegativeZ:
    410.                 result = Quaternion.Euler(0,180,0);
    411.             break;
    412.             default:
    413.                 result = Quaternion.identity;
    414.             break;
    415.         }
    416.         return result;
    417.     }
    418.  
    419.     // Update is called once per frame
    420.     void Update () {
    421.  
    422.         if (UnityEditor.EditorApplication.isPlaying && init)
    423.         {
    424.             StartCoroutine(RenderCubemap());
    425.             init = false;
    426.         }
    427.         else if (Done)
    428.         {
    429.             CleanUp();
    430.             UnityEditor.EditorApplication.isPlaying = false;  
    431.         }
    432.         if (!UnityEditor.EditorApplication.isPlaying)
    433.         {
    434.             init = false;
    435.         }
    436.     }
    437.  
    438.     IEnumerator Finished()
    439.     {
    440.         Done = true;
    441.         yield return null;
    442.     }
    443.  
    444.     // Code taken from Jon-Martin.com
    445.     static Texture2D Scale(Texture2D source ,int targetWidth ,int targetHeight )
    446.     {
    447.         Texture2D result = new Texture2D(targetWidth,targetHeight,source.format,true);
    448.         Color[] rpixels = result.GetPixels(0);
    449.         float incX = (1f/source.width)*((source.width *1f)/targetWidth);
    450.         float incY = (1f/source.height)*((source.height * 1f)/targetHeight);
    451.         for(var px = 0; px < rpixels.Length; px++)
    452.         {
    453.             rpixels[px] = source.GetPixelBilinear(incX*(px%targetWidth),incY*(Mathf.Floor(px/targetWidth)));
    454.         }
    455.         result.SetPixels(rpixels,0);
    456.         result.Apply();
    457.         return result;
    458.     }
    459.  
    460.     void SetLinearSpace(ref SerializedObject obj, bool linear)
    461.     {
    462.         if (obj == null) return;
    463.  
    464.         SerializedProperty prop = obj.FindProperty("m_ColorSpace");
    465.         if (prop != null)
    466.         {
    467.             prop.intValue = linear ? (int)ColorSpace.Gamma : (int)ColorSpace.Linear;
    468.             obj.ApplyModifiedProperties();
    469.         }
    470.     }
    471.  
    472.     public void CleanUp()
    473.     {
    474.         //Camera[] cubeCams = FindObjectsOfType(typeof(Camera)) as Camera[];
    475.         foreach (GameObject cubecam in GameObject.FindObjectsOfType<GameObject>())
    476.         {
    477.             if (cubecam.name == "CubeCam")
    478.             {
    479.                 DestroyImmediate(cubecam);
    480.             }
    481.         }
    482.         init = false;
    483.     }
    484.  
    485.     public void RetriveCubemap()
    486.     {
    487.         DIFFCube = AssetDatabase.LoadAssetAtPath(DiffPath, (typeof(Cubemap))) as Cubemap;
    488.         SPECCube = AssetDatabase.LoadAssetAtPath(SpecPath, (typeof(Cubemap))) as Cubemap;
    489.     }
    490. }
    491.  
     
  6. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
  7. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    I didn't modify anything (I don't like writing script, that's why I make exploration type games) I'm getting error after error and its really beginning to annoy me. I've fixed many errors, but once I fix it, then another takes its place. I can't seem to get a rest here. Its all stopping me from building my game. (The errors I've fixed are because I got help from Unity forums)

    I didn't have a problem with my first 2 games, but I get nothing but hassle when trying to build my 3rd game. I've probably had about 30 different errors in total.

    Would it help if I re-install Unity? but, would that erase all my finished and unfinished projects and all the asetts I've downloaded?
     
  8. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
    So you downloaded that from the Asset Store and it didn't compile?
     
  9. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    Yeah, I downloaded it from the asset store, and it got rid of the errors, but then the errors returned
     
  10. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    These are all the errors that I am receiving

    HDR RenderTexture format is not supported on this platform. This
    camera will render without HDR buffers.



    Assets/Lux/Lux Scripts/Lux Cubemapper/Scripts/LuxCubeProcessor.cs(1040,8):
    error CS8025: Parsing error


    Assets/OVR/Scripts/Util/OVRMainMenu.cs(98,33): warning CS0414:
    The private field `OVRMainMenu.VRVarsSX' is assigned but its value is never used


    Assets/OVR/Scripts/Util/OVRMainMenu.cs(99,33): warning CS0414:
    The private field `OVRMainMenu.VRVarsSY' is assigned but its value is never used



    Assets/OVR/Scripts/Util/OVRMainMenu.cs(100,33): warning CS0414:
    The private field `OVRMainMenu.VRVarsWidthX' is assigned but its value is never used


    Assets/OVR/Scripts/Util/OVRMainMenu.cs(101,33): warning CS0414:
    The private field `OVRMainMenu.VRVarsWidthY' is assigned but its value is never used


    Assets/OVR/Scripts/Util/OVRMainMenu.cs(145,24): warning CS0414:
    The private field `OVRMainMenu.AlphaFadeValue' is assigned but its value is never used



    Assets/OVR/Scripts/Util/OVRUGUI.cs(94,24): warning CS0414:
    The private field `OVRUGUI.numOfGUI' is assigned but its value is never used


    Assets/Lux/Lux Scripts/Editor/LuxMaterialInspector.cs(55,33):
    warning CS0618: `UnityEditor.MaterialEditor.TextureProperty(string, string,
    UnityEditor.ShaderUtil.ShaderPropertyTexDim)' is obsolete: `Use TextureProperty
    with MaterialProperty instead.'


    Assets/Lux/Lux Scripts/Lux Cubemapper/Editor/LuxEnvProbeEditor.cs(208,21):
    warning CS0219: The variable `spec' is assigned but its value is never used


    Assets/Lux/Lux Scripts/Lux Cubemapper/Editor/LuxEnvProbeEditor.cs(207,21):
    warning CS0219: The variable `diff' is assigned but its value is never used


    Assets/RoadTool/Editor/RoadTool.cs(240,22): warning CS0618:
    `UnityEditor.Undo.RegisterUndo(UnityEngine.Object[], string)'
    is obsolete: `Use Undo.RecordObjects instead'


    Assets/RoadTool/Editor/RoadTool.cs(253,22): warning CS0618:
    `UnityEditor.Undo.RegisterUndo(UnityEngine.Object[], string)'
    is obsolete: `Use Undo.RecordObjects instead'


    Assets/EasyRoads3D Free/Editor/RoadObjectEditorScript.js(730,74):
    BCW0028: WARNING: Implicit downcast from 'System.Object' to 'int'.


    Assets/EasyRoads3D Free/Editor/RoadObjectEditorScript.js(813,17):
    BCW0023: WARNING: This method could return default value implicitly.
     
  11. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,384
    Mycroft likes this.
  12. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    Please don't reply with a pointless message
     
  13. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
    All of those except the first one are warnings and won't stop your game from building.
     
  14. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
    No. He's right. It's against the rules.

    Don't be rude or people won't help you.
     
    Mycroft likes this.
  15. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    I apologize, but I need as many help as I can

    So, the first one is the one that will stop my game from building?
     
  16. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,384
    Nothing you posted is going to stop your game from building, like we've said in both threads.

    If your game fails to compile, look at the console after it fails. Those are the build errors.
     
  17. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
    Actually the first one is a real error - that being said I find it very hard to believe that an asset is on the asset store that contains a parsing error. I would suggest completely removing Lux and re-downloading from the asset store.
     
  18. Michaelm9945

    Michaelm9945

    Joined:
    Feb 20, 2015
    Posts:
    27
    This is the only one that shows up as a red warning sign

    Assets/Lux/Lux Scripts/Lux Cubemapper/Scripts/LuxCubeProcessor.cs(1040,8): error CS8025: Parsing error
     
  19. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
     
  20. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    You abused the report post button by claiming that LaneFox's message was "spam", and you've broken the rules by posting duplicate topics. No more of either, please.

    --Eric
     
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