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using System.Diagnostics.Eventing.Reader error

Discussion in 'Scripting' started by yusefkerr, Sep 5, 2020.

  1. yusefkerr

    yusefkerr

    Joined:
    Apr 5, 2011
    Posts:
    162
    Hello, I'm trying to build my project for PC, and I get the following errors:

    ---
    using System.Diagnostics.Eventing.Reader;
    Assets\Scripts\GameManager.cs(6,26): error CS0234: The type or namespace name 'Eventing' does not exist in the namespace 'System.Diagnostics' (are you missing an assembly reference?)

    Error building Player because scripts had compiler errors

    Build completed with a result of 'Failed'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0027c] in <d1bec46880064709a5e713ad543e6d96>:0
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <d1bec46880064709a5e713ad543e6d96>:0
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)

    ---
    I don't recognise any of this, and so I assume that it's due to the line
    "using System.Diagnostics.Eventing.Reader;"
    in my GameManager script, but I don't have any idea how to fix the error. It's stopping me from building my game, so any suggestions?
     
  2. yusefkerr

    yusefkerr

    Joined:
    Apr 5, 2011
    Posts:
    162
    Code (CSharp):
    1. replace smileys with :P please
     
  3. Schneider21

    Schneider21

    Joined:
    Feb 6, 2014
    Posts:
    3,154
    Post the contents of your GameManager script for us (use code tags) so we can see what's going on. Kinda hard to tell what's happening without seeing the code. :p
     
  4. yusefkerr

    yusefkerr

    Joined:
    Apr 5, 2011
    Posts:
    162
    Thanks for the reply, I commented the line out, and that enabled the project to build. I don't remember adding the line in at all, so I'm guessing that it was added automatically at some point.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.UIElements;
    5. using UnityEngine.EventSystems;
    6. //using System.Diagnostics.Eventing.Reader;
    7.  
    8. public static class GameManager
    9. {
    10.     #region fields
    11.     [SerializeField]
    12.     static List<GameObject> positions = new List<GameObject>();
    13.  
    14.     #endregion
    15.  
    16.     #region Properties
    17.     public static List<GameObject> Positions
    18.     {
    19.         get { return positions; }
    20.     }
    21.  
    22.     #endregion
    23.  
    24.     public static void Initialize()
    25.     {
    26.         //add all pos gameobjections to a list "positions"
    27.         foreach (GameObject go in GameObject.FindGameObjectsWithTag("Pos"))
    28.         {
    29.             AddPosition(go);
    30.         }
    31.         //find the deck position and move it to the front of the list
    32.         for (int i = 0; i < positions.Count; i++)
    33.         {
    34.             if (positions[i].transform.position.z >= 0)
    35.             {
    36.                 GameObject temp = positions[i];
    37.                 positions.RemoveAt(i);
    38.                 positions.Insert(0, temp);
    39.             }
    40.         }
    41.     }
    42.  
    43.     //add the positions to a list based on their position in the x-axis (i.e. from left to right)
    44.     public static void AddPosition(GameObject go)
    45.     {
    46.         if (positions.Count == 0)
    47.         {
    48.             positions.Add(go);
    49.         }
    50.         else
    51.         {
    52.             int addLocation = 0;
    53.             while (addLocation < positions.Count && positions[addLocation].transform.position.x < go.transform.position.x)
    54.             {
    55.                 addLocation++;
    56.             }
    57.             positions.Insert(addLocation, go);
    58.         }
    59.     }
    60.  
    61.     public static bool IsPointerOverUIObject()
    62.     {
    63.         PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
    64.         eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
    65.         List<RaycastResult> results = new List<RaycastResult>();
    66.         EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
    67.  
    68.         for (int i = 0; i < results.Count; i++)
    69.         {
    70.             //Debug.Log("one object found was" + results[i]);
    71.  
    72.             if (results[i].gameObject.tag == "UIBlocker")
    73.             {
    74.                 return true;
    75.             }
    76.         }
    77.         return false;
    78.     }  
    79.  
    80. }
    81.    
    82.  
     
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