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Urgent Help need it !

Discussion in 'Editor & General Support' started by Demonith88, Dec 15, 2015.

  1. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
  2. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:466)
    3. UnityEngine.UI.Text.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Text.cs:540)
    4. UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    5. UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/UI/CanvasRendererBindings.gen.cs:314)
    6.  
     
  3. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    2 errors.
    1). Missing a component on a text object..ie outline, or any text based script/ effect ?
    2). The sdk versions do not match what is in the manifest. It is Ads-release...

    All sdk version have to match.
    Get it to just one error....

    Then solve the next..

    P-
     
  4. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    I used Ultimate Mobile from asset store and use SDK for facebook when i try to build i get that error how i can make them same sdk i try everything but somehow there are 3 manifests i dont know i am confused -_- :(

    and that
    i dont know what is it i get that error after i started use Ultimate Mobile :/
     
  5. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    in your AndroidManifest.xml there is a value:
    Code (CSharp):
    1. <uses-sdk android:minSdkVersion="9" android:targetSdkVersion="18" />//Your current sdk versions (player settings)
    2. <meta-data android:name="com.google.android.gms.version" android:value="7327000" />//Current version of YOUR Android Games SDK
    This is what the merge error is about..all plugins should have a manifest..these values should be the same as the plugin installed in Unity Editors' Android SDK Preferences path..Update All manifests.
     
    Last edited: Dec 15, 2015
  6. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    I cant find what manifest i need to change i try everything do the change exactly as it need but still the same error is there a way to delete and do again ? and how to remove it ?
     
  7. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    Ok i deleted Android Natives manifests and stuff and still error i cant build my game anymore !
    here are some errors if some one know how i can fix it

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:466)
    3. UnityEngine.UI.Text.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Text.cs:540)
    4. UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    5. UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/UI/CanvasRendererBindings.gen.cs:314)
    6. UnityEditor.HostView:OnGUI()
    7.  
    Code (CSharp):
    1. Error: [Temp\StagingArea\AndroidManifest-main.xml:12, E:\Unity Project Backup\Projects\The Reunion Android\Temp\StagingArea\android-libraries\ads-release\AndroidManifest.xml:3] Main manifest has <uses-sdk android:minSdkVersion='9'> but library uses minSdkVersion='11'
    2.  
    3. UnityEditor.HostView:OnGUI()
    4.  
    Code (CSharp):
    1. CommandInvokationFailure: Unable to merge android manifests. See the Console for more details.
    2. C:\Program Files (x86)\Java\jdk1.7.0_79\bin\java.exe -Xmx1024M -Dcom.android.sdkmanager.toolsdir="C:/Users/demon/Desktop/Android_SDK/sdk\tools" -Dfile.encoding=UTF8 -jar "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" -
    3.  
    4. stderr[
    5. Error: [Temp\StagingArea\AndroidManifest-main.xml:12, E:\Unity Project Backup\Projects\The Reunion Android\Temp\StagingArea\android-libraries\ads-release\AndroidManifest.xml:3] Main manifest has <uses-sdk android:minSdkVersion='9'> but library uses minSdkVersion='11'
    6. ]
    7. stdout[
    8.  
    9. ]
    10. UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    11. UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    12. UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    13. UnityEditor.HostView:OnGUI()

    Code (CSharp):
    1. Error building Player: CommandInvokationFailure: Unable to merge android manifests. See the Console for more details.
    2. C:\Program Files (x86)\Java\jdk1.7.0_79\bin\java.exe -Xmx1024M -Dcom.android.sdkmanager.toolsdir="C:/Users/demon/Desktop/Android_SDK/sdk\tools" -Dfile.encoding=UTF8 -jar "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" -
    3.  
    4. stderr[
    5. Error: [Temp\StagingArea\AndroidManifest-main.xml:12, E:\Unity Project Backup\Projects\The Reunion Android\Temp\StagingArea\android-libraries\ads-release\AndroidManifest.xml:3] Main manifest has <uses-sdk android:minSdkVersion='9'> but library uses minSdkVersion='11'
    6. ]
    7. stdout[
    8.  
    9. ]
    10.  
    Code (CSharp):
    1. PlayerSettings Validation: Requested build target group (25) doesn't exist; #define symbols for scripting won't be added.
    2. UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
    3. ICode.FSMEditor.EnableICodeScripting:.cctor() (at Assets/Unitycoding/ICode/Scripts/Editor/EnableICodeScripting.cs:22)
    4. UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[])
    5.  
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:466)
    3. UnityEngine.UI.Text.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Text.cs:540)
    4. UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    5. UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/UI/CanvasRendererBindings.gen.cs:314)
    6.  
     
  8. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    You need to ask on the Ultimate tools forum thread or post on the android thread..your errors are exactly the same...as in..you did not follow my suggestion...did you even open any manifest, in some editor?
     
  9. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    I had to change in player settings API level that fixed but

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:466)
    3. UnityEngine.UI.Text.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Text.cs:540)
    4. UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    5. UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/UI/CanvasRendererBindings.gen.cs:314)
    6.  
    this still holds what ever i do :/
     
  10. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    2 choices..look at every text element...is there a valid font..do not use 'auto size'..are there any missing scripts on those text?...that is what the error is telling me.. when the canvas is trying to batch all of its elements..something is missing on something related to text...

    2nd choice..it might be a unity error....rebuild your project?

    I am not an expert, but remember something like this when I upgraded my 4.6 project..
     
    MaxB likes this.
  11. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    This is 5.3 i will copy project and rebuild and see what will be i am thanking u for helping me out <3 i let u know what will be
     
  12. Tethys

    Tethys

    Joined:
    Jul 2, 2012
    Posts:
    672
    Ever find the fix for:

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:466)
    ? We have this issue now as well after 5.3 update. :(
     
  13. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    Yes..turn off real time scanning in your AV....that worked for me today. ?.after weeks of it...

    5.3.2f2..Win10 64bit

    Good luck

    P
     
    Tethys likes this.
  14. MaxB

    MaxB

    Joined:
    Jun 13, 2013
    Posts:
    13
    I would check all of the Canvas children in your scene for components that have lost their script references. I assume this issue occurs because the Canvas in-editor batching code hits that line (Graphic:466) before you see any errors from the missing reference.
     
    Tethys likes this.
  15. Tethys

    Tethys

    Joined:
    Jul 2, 2012
    Posts:
    672
    Turning off virus scan does not fix it. I have a live project, yesterday opened it up on 5.1 and I got the UI error where it says the Unity UI component is missing. Only fix I have ever found is delete Library. Instead, since I was going to update to 5.3 anyway I chose to do that. No end to the nightmares of broken items thanks to that update. Anywho, going back into my scene and now that error constantly firing off. No missing scripts on the UI. Thanks for the suggestion, I had found this elsewhere so knew to check that first.
     
  16. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    Sorry....it was firing that and turning all my warnings into errors...as I scrolled down the huge list of errors..I saw that message....a .DLL was locked....causing a read / write error...hence..onRebuild() unity can not access the UI.dll..for me it was also locking first pass in my project.


    Here is the thing...when it was happening in all my projects...and there was not a huge buzz ..here, about it....I new it was an outside influence, so...I scoured google....
     
    Last edited: Feb 10, 2016
    Tethys likes this.