+1
Fixed

Build issue in Bolt 1.2

Mafradan 4 years ago updated by Crystalius 4 years ago 22

Hi,

I've just updated to Bolt 1.2 (great update!) and I lost the ability to build my games (anyone)... I've tried creating a new project with just 1 empty object (and I succeeded in building it) but when I add Bolt I can't build it anymore...

What am I wrong at?

Bolt Version:
Unity Version:
Platform(s):
Scripting Backend:
.NET Version (API Compatibility Level):
GOOD, I'M SATISFIED
Satisfaction mark by Mafradan 4 years ago
+1

have similar problems:

ArgumentException: The Assembly System.Threading is referenced by Ludiq.Core.Runtime ('Assets/Plugins/Assemblies/Ludiq.Core.Runtime.dll'). But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:152)
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:158)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:192)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Me too. I can't build any more....

Please ! help !


Mac High Sierra / Unity 2017.2.0p2 / Bolt 1.2.0

Mac High Sierra / Unity 2017.2.0f3 / Bolt 1.2.0


same setup: OSX 10.13.1, Unity 2017.2, Bolt 1.2.

Good bet the 1st two posters are on Mac as well so that should narrow it down.

Yep, looks like it may be Mac specific. Probably helpful to Lazlo what you are all building for specifically. Pc/Mac, IOS etc.  

I tried both Pc/Mac and iOS - same problem. I don't know how it behaves trying to build for android etc...

I'll let you all know in a couple of minutes.

No... Doesn't work on any platform I tried (Pc/Mac, iOS, tvOS, Android, WebGL).

I'm sure  he'll be able to deduce the  cause from the error message.

+2
Pending Review

Argh sorry guys, seems like a silly mistake. I'll try to issue a hotfix this afternoon. But since it's Saturday it won't be available on the UAS until next week. 

ok, the important is that you caught the problem ;)

+1

As a hotfix before the next version gets approved, you can try enabling the System.Threading DLL for all platforms:


When I build my game 90% of stuff isn't working for some reason! No errors... Tried checking Any Platform but didn't help..

What's wrong? :O

Building for Windows

Bolt 1.2.4 Alpha 

Oops. I didn't have Initial Saved variables:D

ok thank you, now it works (and building it for Pc/Mac goes fine) but when I try to build it for iOS here's what I get:

(Filename: /Users/builduser/buildslave/unity/build/Runtime/Mono/MonoScriptCache.cpp Line: 248)
Script error: OnTriggerEnter
This message parameter has to be of type: [UNREGISTERED]
The message will be ignored.
 
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Mono/MonoScriptCache.cpp Line: 248) Script error: OnTriggerExit
This message parameter has to be of type: [UNREGISTERED]
The message will be ignored.
 
(Filename: /Users/builduser/buildslave/unity/build/Runtime/Mono/MonoScriptCache.cpp Line: 248) -> applicationWillResignActive()
-> applicationDidBecomeActive()
[Deserialization] System.InvalidCastException: Unable to cast object of type 'Object' to type 'Attribute[]'.
  at System.Attribute.GetCustomAttributes (System.Reflection.MemberInfo element, Boolean inherit) [0x00000] in <filename unknown>:0 
  at Ludiq.AttributeUtility+AttributeCache..ctor (System.Reflection.MemberInfo element) [0x00000] in <filename unknown>:0 
  at Ludiq.AttributeUtility.GetAttributeCache (System.Reflection.MemberInfo element) [0x00000] in <filename unknown>:0 
  at Ludiq.AttributeUtility.HasAttribute[TAttribute] (System.Reflection.MemberInfo element, Boolean inherit) [0x00000] in <filename unknown>:0 
  at Bolt.SetMember.Definition () [0x00000] in <filename unknown>:0 
  at Bolt.Unit.Define () [0x00000] in <filename unknown>:0 
  at Ludiq.GraphElementCollection`1[TElement].InsertItem (Int32 index, .TElement element) [0x00000] in <filename unknown>:0 
  at Ludiq.VariantCollection`2[TBase,TImplementation].Add (.TBase item) [0x00000] in <filename unknown>:0 
  at Ludiq.Graph.OnAfterDependenciesDeserialized () [0x00000] in <filename unknown>:0 
  at Ludiq.FullSerializer.fsSerializationCallbackReceiverProcessor.OnAfterDeserialize (System.Type storageType, System.Object instance) [0x00000] in <filename unknown>:0 
  at Ludiq.FullSerializer.fsSerializer.Invoke_OnAfterDeserialize (System.Collections.Generic.List`1 processors, System.Type storageType, System.Object instance) [0x00000] in <filename unknown>:0 
  at Ludiq.FullSerializer.fsSerializer.TryDeserialize (Ludiq.FullSerializer.fsData data, System.Type storageType, System.Type overrideConverterType, System.Object& result) [0x00000] in <filename unknown>:0 
  at Ludiq.FullSerializer.fsReflectedConverter.TryDeserialize (Ludiq.FullSerializer.fsData data, System.Object& instance, System.Type storageType) [0x00000] in <filename unknown>:0 
  at Ludiq.FullSerializer.fsSerializer.InternalDeserialize_3_Inheritance (System.Type overrideConverterType, Ludiq.FullSerializer.fsData data, System.Type storageType, System.Object& result, System.Collections.Generic.List`1& processors) [0x00000] in <filename unknown>:0 
  at Ludiq.FullSerializer.fsSerializer.InternalDeserialize_2_Version (System.Type overrideConverterType, Ludiq.FullSerializer.fsData data, System.Type storageType, System.Object& result, System.Collections.Generic.List`1& processors) [0x00000] in <filename unknown>:0 
  at Ludiq.FullSerializer.fsSerializer.InternalDeserialize_1_CycleReference (System.Type overrideConverterType, Ludiq.FullSerializer.fsData data, System.Type storageType, System.Object& result, System.Collections.Generic.List`1& processors) [0x00000] in <filename unknown>:0 

(and it goes on like that for pages and pages...)

I think it's a different problem but I don't know how to get rid of it... can you help me please?

thank you

A hotfix for this issue + the second one your reported (see this thread also) is available.

Please PM me on Discord with your invoice number to test it until it gets approved on the UAS.

Where can I find the invoice number since the new asset store?

For every older asset it's directly in the transaction list. 

Ellin you should have gotten an email receipt from the asset store, it will be in there as well, sometimes from your payment method as well.

if it can help the mail has subject: "Unity Asset Store purchase confirmation. Order number: ######" and it comes from accounts@unity3d.com.

there's an attachment in it (a pdf) in which you can find the invoice number.