AssetBundleCompiler
AssetBundleCompiler copied to clipboard
Unity3D 2018.1.0f2
Tried running it on the above version of unity, getting errors: (Still looking at the issue, just thought I'd report it in case somebody knows something)
LICENSE SYSTEM [2018522 14:51:8] Next license update check is after 2018-03-17T16:30:48
LICENSE SYSTEM [2018522 14:51:8] 00329-10438-00000-AA593 != 00329-10438-00000-AA818
Built from '2018.1/staging' branch; Version is '2018.1.0f2 (d4d99f31acba) revision 13949343'; Using compiler version '191125508' OS: 'Windows 10 (10.0.0) 64bit' Language: 'en' Physical Memory: 8071 MB BatchMode: 1, IsHumanControllingUs: 0, StartBugReporterOnCrash: 0, Is64bit: 1, IsPro: 0 [Package Manager] Server::Start -- Port 52452 was selected
COMMAND LINE ARGUMENTS: C:\Program Files\Unity\Editor\Unity.exe -logFile C:\Users\LOCALA~1\AppData\Local\Temp\unity_crash.abcompiler.log -batchmode -nographics -quit -projectPath C:\Users\LOCALA~1\AppData\Local\Temp\AssetBundleCompiler -executeMethod AssetBundleCompiler.Convert -cAssetNames sci_fi_alien.fbx -cAssetBundleDirectory C:\Users\LOCALA~1\AppData\Local\Temp\AssetBundleCompiler\GeneratedAssetBundles -cAssetBundleName 666b8df7-5355-4bc3-80db-30c2e06af351.Android -cAssetBundleBuildOptions strictMode -cAssetBundleTarget Android Successfully changed project path to: C:\Users\LOCALA~1\AppData\Local\Temp\AssetBundleCompiler C:/Users/LOCALA~1/AppData/Local/Temp/AssetBundleCompiler Rebuild missing .meta files...Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load objects either. See stacktrace.)
(Filename: C:\buildslave\unity\build\Runtime/Serialize/PersistentManager.cpp Line: 1385)
Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load objects either. See stacktrace.)
(Filename: C:\buildslave\unity\build\Runtime/Serialize/PersistentManager.cpp Line: 1385)
GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)
(Filename: C:\buildslave\unity\build\Runtime/BaseClasses/ManagerContext.cpp Line: 91)
Fatal Error! GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)
(Filename: C:\buildslave\unity\build\Runtime/Utilities/Argv.cpp Line: 280)
Aborting batchmode due to failure: Fatal Error! GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)
I don't understand exactly why but I added the line fsx.Remove in copyEditorScript and that solves the problem. Basically after copyEditorScript runs something is corrupt. Removing /Library/metadata immediately after solves it.
function warmupProject(context) {
return __awaiter(this, void 0, void 0, function* () {
if (yield shouldCreateProject()) {
yield unity.createProject(exports.ProjectDirectory);
yield copyEditorScript();
yield fsx.remove(path.resolve(${exports.ProjectDirectory}/Library/metadata));
}
yield fsx.mkdir(context.editorScriptsDir);
yield fsx.mkdir(context.assetsDir);
yield fsx.mkdir(context.assetBundleDir);
});
}
Hello @RobinHSanner, thanks for having investigated this. We did not encountered this problem yet. Do you think it may be specific to your machine? I don't think this is related to the editor scripts anyway.
I will keep this open until we or another user reproduces this or confirms that it actually works.
It may be a windows unity thing but it's definitely a bug in unity. It didn't happen on 2017.3.0f3 but does on 2018.1.0f2 and 2018.1.1
"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -createProject "C:\temp\TestProj" md "C:\temp\TestProj\Assets\Editor" copy AssetBundleCompiler.cs C:\temp\TestProj\Assets\Editor
open unity on that folder and boom
I'm guessing what is happening is that when unity creates the project it generates the metadata folder, then a script is copied in but when unity opens since the metadata folder already exists it doesn't rebuild it and chokes on the new script that doesn't have any metadata. Just a guess though. Although deleting the metadata folder after the project create resolves the problem.
I have had this issue in 2019.3 and followinh this:
It may be a windows unity thing but it's definitely a bug in unity. It didn't happen on 2017.3.0f3 but does on 2018.1.0f2 and 2018.1.1
"C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -createProject "C:\temp\TestProj" md "C:\temp\TestProj\Assets\Editor" copy AssetBundleCompiler.cs C:\temp\TestProj\Assets\Editor
open unity on that folder and boom
i was able to then copy my assets, scripts, packages, and project settings over to the new directory successful. I do however have to fix some GameObjects missing meshes but other wise this solution worked for me