Hello veblush, thanks for your hard work with the incremental compiler. Has probably saved me hours already in wait times!
I wanted to bring to your attention a possible issue with the compiler: it doesn’t seem to play nice when creating standalone builds. In my case a typical 32-bit Windows one, but this could be an issue for all platforms.
So you know, we’re still running 4.6.9p4. Upgrading to 5.x is not an option — we have a large tech base on this version, including a significant rewrite of Unity 4’s rendering pipeline. It’s possible this issue doesn’t appear in 5.x, but I haven’t tested as such.
Basically, all you have to do is try and create a standalone build. After a second or two you’ll see this error:
Error building player because script class layout is incompatible between the editor and the player.
Restarting Unity, rebuilding the library, recompiling again, etc. has no effect. The error continues to appear.
A workaround is possible via the following steps:
- Go to Assets -> Open C# Compiler Settings…
- Change «Compiler» from «Incremental 6» to «Mono 6».
- Attempt to build the project, which will fail with the following error:
Internal compiler error. See the console log for more information. output was:Compiler redirection error: System.NullReferenceException
Object reference not set to an instance of an object at Program.Compile (System.String[] args, .Logger logger, .Settings settings) [0x00000] in :0
at Program.Main (System.String[] args) [0x00000] in :0
- After the build fails, go back to the compiler settings and change it back to «Incremental 6».
- Build the project again. This time it will succeed.
I’m not entirely sure why this works, but my theory is switching the compiler clears out the old data being held by the compile server. However, killing / restarting the server doesn’t have the same effect as the switch does, so I’m not sure if this is the case.
Please let me know if you need more information.
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- [Unity 4.6.9p4] Error building player because script class layout is incompatible between the editor and the player. #21
- Comments
- Problems with Build an Run for Android in Unity 2021.1.0b5
- [Unity 4.6.9p4] Error building player because script class layout is incompatible between the editor and the player. about unity3d.incrementalcompiler HOT 1 OPEN
- Comments (1)
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[Unity 4.6.9p4] Error building player because script class layout is incompatible between the editor and the player. #21
Hello veblush, thanks for your hard work with the incremental compiler. Has probably saved me hours already in wait times!
I wanted to bring to your attention a possible issue with the compiler: it doesn’t seem to play nice when creating standalone builds. In my case a typical 32-bit Windows one, but this could be an issue for all platforms.
So you know, we’re still running 4.6.9p4. Upgrading to 5.x is not an option — we have a large tech base on this version, including a significant rewrite of Unity 4’s rendering pipeline. It’s possible this issue doesn’t appear in 5.x, but I haven’t tested as such.
Basically, all you have to do is try and create a standalone build. After a second or two you’ll see this error:
Error building player because script class layout is incompatible between the editor and the player.
Restarting Unity, rebuilding the library, recompiling again, etc. has no effect. The error continues to appear.
A workaround is possible via the following steps:
- Go to Assets -> Open C# Compiler Settings.
- Change «Compiler» from «Incremental 6» to «Mono 6».
- Attempt to build the project, which will fail with the following error:
Internal compiler error. See the console log for more information. output was:Compiler redirection error: System.NullReferenceException
Object reference not set to an instance of an object at Program.Compile (System.String[] args, .Logger logger, .Settings settings) [0x00000] in :0
at Program.Main (System.String[] args) [0x00000] in :0
- After the build fails, go back to the compiler settings and change it back to «Incremental 6».
- Build the project again. This time it will succeed.
I’m not entirely sure why this works, but my theory is switching the compiler clears out the old data being held by the compile server. However, killing / restarting the server doesn’t have the same effect as the switch does, so I’m not sure if this is the case.
Please let me know if you need more information.
The text was updated successfully, but these errors were encountered:
Источник
Problems with Build an Run for Android in Unity 2021.1.0b5
Hello. I download Unity 2021.10b5, and I have problems with t$$anonymous$$s version. I pressed Build and Run button for test my app, but appears 13 errors. I included screenshot for your information.
I have included all the list of errors appear in the Console:
1. Assertion failed on expression: ‘ins.second || ins.first->second == artifactID || (ins.first->second == CircularDependencyArtifactID() && !artifactID.IsValid()) || GetPathFromAssetGuidV2(key.GetGUID()).ends_with(«.cs»)’ UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
2. File C:UsersUser.androidrepositories.cfg could not be loaded. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
3 Assembly for Assembly Definition File ‘Packages/com.unity.xiaomi/Xiaomi.asmdef’ will not be compiled, because it has no scripts associated with it. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
4 Type ‘[UnityEngine.UI]UnityEngine.UI.InputField’ has an extra field ‘m_OnEndEdit’ of type ‘UnityEngine.UI.InputField+EndEditEvent’ in the player and thus can’t be serialized (expected ‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
5 Type ‘[UnityEngine.UI]UnityEngine.UI.InputField’ has an extra field ‘m_OnSubmit’ of type ‘UnityEngine.UI.InputField+SubmitEvent’ in the player and thus can’t be serialized (expected ‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
6. Fields serialized in Editor, class ‘UnityEngine.UI.InputField’ ‘m_TextComponent’ of type ‘UnityEngine.UI.Text’ ‘m_Placeholder’ of type ‘UnityEngine.UI.Grap$$anonymous$$c’ ‘m_ContentType’ of type ‘UnityEngine.UI.InputField+ContentType’ ‘m_InputType’ of type ‘UnityEngine.UI.InputField+InputType’ ‘m_AsteriskChar’ of type ‘System.Char’ ‘m_KeyboardType’ of type ‘UnityEngine.TouchScreenKeyboardType’ ‘m_LineType’ of type ‘UnityEngine.UI.InputField+LineType’ ‘m_HideMobileInput’ of type ‘System.Boolean’ ‘m_CharacterValidation’ of type ‘UnityEngine.UI.InputField+CharacterValidation’ ‘m_CharacterLimit’ of type ‘System.Int32’ ‘m_OnEndEdit’ of type ‘UnityEngine.UI.InputField+SubmitEvent’ ‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’ ‘m_CaretColor’ of type ‘UnityEngine.Color’ ‘m_CustomCaretColor’ of type ‘System.Boolean’ ‘m_SelectionColor’ of type ‘UnityEngine.Color’ ‘m_Text’ of type ‘System.String’ ‘m_CaretBlinkRate’ of type ‘System.Single’ ‘m_CaretWidth’ of type ‘System.Int32’ ‘m_ReadOnly’ of type ‘System.Boolean’ ‘m_ShouldActivateOnSelect’ of type ‘System.Boolean’ UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
7 Fields serialized in target platform, class ‘UnityEngine.UI.InputField’ ‘m_TextComponent’ of type ‘UnityEngine.UI.Text’ ‘m_Placeholder’ of type ‘UnityEngine.UI.Grap$$anonymous$$c’ ‘m_ContentType’ of type ‘UnityEngine.UI.InputField+ContentType’ ‘m_InputType’ of type ‘UnityEngine.UI.InputField+InputType’ ‘m_AsteriskChar’ of type ‘System.Char’ ‘m_KeyboardType’ of type ‘UnityEngine.TouchScreenKeyboardType’ ‘m_LineType’ of type ‘UnityEngine.UI.InputField+LineType’ ‘m_HideMobileInput’ of type ‘System.Boolean’ ‘m_CharacterValidation’ of type ‘UnityEngine.UI.InputField+CharacterValidation’ ‘m_CharacterLimit’ of type ‘System.Int32’ ‘m_OnEndEdit’ of type ‘UnityEngine.UI.InputField+EndEditEvent’ ‘m_OnSubmit’ of type ‘UnityEngine.UI.InputField+SubmitEvent’ ‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’ ‘m_CaretColor’ of type ‘UnityEngine.Color’ ‘m_CustomCaretColor’ of type ‘System.Boolean’ ‘m_SelectionColor’ of type ‘UnityEngine.Color’ ‘m_Text’ of type ‘System.String’ ‘m_CaretBlinkRate’ of type ‘System.Single’ ‘m_CaretWidth’ of type ‘System.Int32’ ‘m_ReadOnly’ of type ‘System.Boolean’ ‘m_ShouldActivateOnSelect’ of type ‘System.Boolean’ UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
8 Type ‘[Unity.TextMeshPro]TMPro.TextMeshPro’ has an extra field ‘_SortingLayer’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘m_hasFontAssetChanged’ of type ‘System.Boolean’) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
9 Type ‘[Unity.TextMeshPro]TMPro.TextMeshPro’ has an extra field ‘_SortingLayerID’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘m_hasFontAssetChanged’ of type ‘System.Boolean’) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
10 Type ‘[Unity.TextMeshPro]TMPro.TextMeshPro’ has an extra field ‘_SortingOrder’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘m_hasFontAssetChanged’ of type ‘System.Boolean’) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
11 Fields serialized in Editor, class ‘TMPro.TextMeshPro’ ‘m_hasFontAssetChanged’ of type ‘System.Boolean’ ‘m_renderer’ of type ‘UnityEngine.Renderer’ ‘m_maskType’ of type ‘TMPro.MaskingTypes’ ‘_SortingLayer’ of type ‘System.Int32’ ‘_SortingLayerID’ of type ‘System.Int32’ ‘_SortingOrder’ of type ‘System.Int32’ UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
12 Fields serialized in target platform, class ‘TMPro.TextMeshPro’ ‘_SortingLayer’ of type ‘System.Int32’ ‘_SortingLayerID’ of type ‘System.Int32’ ‘_SortingOrder’ of type ‘System.Int32’ ‘m_hasFontAssetChanged’ of type ‘System.Boolean’ ‘m_renderer’ of type ‘UnityEngine.Renderer’ ‘m_maskType’ of type ‘TMPro.MaskingTypes’ UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
13 Error building player because script class layout is incompatible between the editor and the player.
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[Unity 4.6.9p4] Error building player because script class layout is incompatible between the editor and the player. about unity3d.incrementalcompiler HOT 1 OPEN
Oh I totally understand why you stick to use Unity 4.x 😉 .
Actually IncrementalCompiler was being developed to make editor-build fast. It was thought dangerous to support build final executable with this compiler because there are many uncertainties in addressing differences between old Mono and new Roslyn compiler.
There might be a workaround for handling this problem. I’ll take a look at this. Thanks for reporting!
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I want to build google-vr sdk in unity with script.
so i wrote a AndroidBuild.cs script. core code below here:
[MenuItem("Build/ExportAndroidProject", false,0)]
static void ExportAndroidProject()
{
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
//buildPlayerOptions.scenes = new[] { "Assets/RollBall/Scenes/MiniGame.unity" };
buildPlayerOptions.scenes = new[] { "Assets/GoogleVR/Demos/Scenes/VideoDemo.unity" };
buildPlayerOptions.locationPathName = "../tmp_android_projects";
buildPlayerOptions.target = BuildTarget.Android;
buildPlayerOptions.options = BuildOptions.AcceptExternalModificationsToPlayer;
setAndroidSdkPath();
setAndroidKeyStore();
setOtherPlayerSettings();
string buildResult=BuildPipeline.BuildPlayer(buildPlayerOptions);
Console.WriteLine("============> build result: " + buildResult);
}
but when i build it fails. it prompt that:
Error building player because script class layout is incompatible between the editor and the player.
there many errors like this:
Type '[Assembly-CSharp]Xxx' has an extra field 'xxx' of type 'UnityEngine.GameObject' in the player and thus can't be serialized
example:
Type '[Assembly-CSharp]DemoInputManager' has an extra field 'controllerMain' of type 'UnityEngine.GameObject' in the player and thus can't be serialized
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Reproduction steps:
1. Open project attached (PartialClassBuild.zip).
2. Build it on standalone player.
Expected result: It will be built successfully.
Actual result: Building stops, output from console: (NOT ALWAYS!)
Error: «Type ‘[Assembly-CSharp]Player’ has an extra field ‘FieldTwo’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘FieldOne’ of type ‘System.Int32’)»
Error: Type ‘[Assembly-CSharp]Player’ has an extra field ‘FieldThree’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘FieldOne’ of type ‘System.Int32’)
Error: «Fields serialized in Editor, class ‘Player’
‘FieldOne’ of type ‘System.Int32’
‘FieldTwo’ of type ‘System.Int32’
‘FieldThree’ of type ‘System.Int32′»
Error: «Fields serialized in target platform, class ‘Player’
‘FieldTwo’ of type ‘System.Int32’
‘FieldThree’ of type ‘System.Int32’
‘FieldOne’ of type ‘System.Int32″
Error: «Error building player because script class layout is incompatible between the editor and the player.»
Note: This does not appear all the time. If it is not reproducible from first time, just makes some changes (add space) in Player.cs.
Reproduced on: 2017.1.0a3, 2017.1.0b1.
Works fine on: 5.6.0p1.
Regression introduced in 2017.
Всем Привет, кто поможет тому респект, делаю в Unity игру, и никак не могу понять причины и ошибки компиляции игры, если не на форуме — отпишитесь в инстаграм @Sergkraken2003.
У меня целых 12 Ошибок при компиляции. ИТАк
1. — Type ‘[Unity.TextMeshPro]TMPro.TextMeshPro’ has an extra field ‘_SortingLayer’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘m_hasFontAssetChanged’ of type ‘System.Boolean’)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
2. — Type ‘[Unity.TextMeshPro]TMPro.TextMeshPro’ has an extra field ‘_SortingLayerID’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘m_hasFontAssetChanged’ of type ‘System.Boolean’)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
3. — Type ‘[Unity.TextMeshPro]TMPro.TextMeshPro’ has an extra field ‘_SortingOrder’ of type ‘System.Int32’ in the player and thus can’t be serialized (expected ‘m_hasFontAssetChanged’ of type ‘System.Boolean’)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
4. — Fields serialized in Editor, class ‘TMPro.TextMeshPro’
‘m_hasFontAssetChanged’ of type ‘System.Boolean’
‘m_renderer’ of type ‘UnityEngine.Renderer’
‘m_maskType’ of type ‘TMPro.MaskingTypes’
‘_SortingLayer’ of type ‘System.Int32’
‘_SortingLayerID’ of type ‘System.Int32’
‘_SortingOrder’ of type ‘System.Int32’
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
5. — Fields serialized in target platform, class ‘TMPro.TextMeshPro’
‘_SortingLayer’ of type ‘System.Int32’
‘_SortingLayerID’ of type ‘System.Int32’
‘_SortingOrder’ of type ‘System.Int32’
‘m_hasFontAssetChanged’ of type ‘System.Boolean’
‘m_renderer’ of type ‘UnityEngine.Renderer’
‘m_maskType’ of type ‘TMPro.MaskingTypes’
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
6. — Type ‘[UnityEngine.UI]UnityEngine.UI.InputField’ has an extra field ‘m_OnEndEdit’ of type ‘UnityEngine.UI.InputField+EndEditEvent’ in the player and thus can’t be serialized (expected ‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
7. — Type ‘[UnityEngine.UI]UnityEngine.UI.InputField’ has an extra field ‘m_OnSubmit’ of type ‘UnityEngine.UI.InputField+SubmitEvent’ in the player and thus can’t be serialized (expected ‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
8. — Fields serialized in Editor, class ‘UnityEngine.UI.InputField’
‘m_TextComponent’ of type ‘UnityEngine.UI.Text’
‘m_Placeholder’ of type ‘UnityEngine.UI.Graphic’
‘m_ContentType’ of type ‘UnityEngine.UI.InputField+ContentType’
‘m_InputType’ of type ‘UnityEngine.UI.InputField+InputType’
‘m_AsteriskChar’ of type ‘System.Char’
‘m_KeyboardType’ of type ‘UnityEngine.TouchScreenKeyboardType’
‘m_LineType’ of type ‘UnityEngine.UI.InputField+LineType’
‘m_HideMobileInput’ of type ‘System.Boolean’
‘m_CharacterValidation’ of type ‘UnityEngine.UI.InputField+CharacterValidation’
‘m_CharacterLimit’ of type ‘System.Int32’
‘m_OnEndEdit’ of type ‘UnityEngine.UI.InputField+SubmitEvent’
‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’
‘m_CaretColor’ of type ‘UnityEngine.Color’
‘m_CustomCaretColor’ of type ‘System.Boolean’
‘m_SelectionColor’ of type ‘UnityEngine.Color’
‘m_Text’ of type ‘System.String’
‘m_CaretBlinkRate’ of type ‘System.Single’
‘m_CaretWidth’ of type ‘System.Int32’
‘m_ReadOnly’ of type ‘System.Boolean’
‘m_ShouldActivateOnSelect’ of type ‘System.Boolean’
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
9. — Fields serialized in target platform, class ‘UnityEngine.UI.InputField’
‘m_TextComponent’ of type ‘UnityEngine.UI.Text’
‘m_Placeholder’ of type ‘UnityEngine.UI.Graphic’
‘m_ContentType’ of type ‘UnityEngine.UI.InputField+ContentType’
‘m_InputType’ of type ‘UnityEngine.UI.InputField+InputType’
‘m_AsteriskChar’ of type ‘System.Char’
‘m_KeyboardType’ of type ‘UnityEngine.TouchScreenKeyboardType’
‘m_LineType’ of type ‘UnityEngine.UI.InputField+LineType’
‘m_HideMobileInput’ of type ‘System.Boolean’
‘m_CharacterValidation’ of type ‘UnityEngine.UI.InputField+CharacterValidation’
‘m_CharacterLimit’ of type ‘System.Int32’
‘m_OnEndEdit’ of type ‘UnityEngine.UI.InputField+EndEditEvent’
‘m_OnSubmit’ of type ‘UnityEngine.UI.InputField+SubmitEvent’
‘m_OnValueChanged’ of type ‘UnityEngine.UI.InputField+OnChangeEvent’
‘m_CaretColor’ of type ‘UnityEngine.Color’
‘m_CustomCaretColor’ of type ‘System.Boolean’
‘m_SelectionColor’ of type ‘UnityEngine.Color’
‘m_Text’ of type ‘System.String’
‘m_CaretBlinkRate’ of type ‘System.Single’
‘m_CaretWidth’ of type ‘System.Int32’
‘m_ReadOnly’ of type ‘System.Boolean’
‘m_ShouldActivateOnSelect’ of type ‘System.Boolean’
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
10. — Error building player because script class layout is incompatible between the editor and the player.
11. — Build completed with a result of ‘Failed’ in 11 seconds (11086 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
2. — UnityEditor.BuildPlayerWindow+BuildMethodException: 10 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <f9051bbfec05422cad88da502b7617ba>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <f9051bbfec05422cad88da502b7617ba>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Topic: Serialization Error when Building Player — Build Fails (Read 11165 times)
Hello,
We noticed that our automated build server was not pushing out new builds yesterday; on closer inspection, it appears that the following errors are being spit out because of a PlayMaker class «DevicePlayFullScreenMovie»:
——
Type ‘HutongGames.PlayMaker.Actions.DevicePlayFullScreenMovie’ has an extra field ‘movieControlMode’ of type ‘UnityEngine.FullScreenMovieControlMode’ in the player and thus can’t be serialized
Type ‘HutongGames.PlayMaker.Actions.DevicePlayFullScreenMovie’ has an extra field ‘movieScalingMode’ of type ‘UnityEngine.FullScreenMovieScalingMode’ in the player and thus can’t be serialized
Error building player because script class layout is incompatible between the editor and the player.
——
These errors cause the build process to fail. Looking at the class DevicePlayFullScreenMovie, it looks like some serializable variables are being included/excluded based on preprocessor flags; I haven’t found much info on this error, but according to http://forum.unity3d.com/threads/164073-script-class-layout-is-incompatible-between-the-editor-and-the-player, you are not supposed to conditionally include or exclude serializable variables in Unity, as it can cause errors.
Not sure how to resolve the issue, but wanted to make you aware. We are actually not even using the class for our project, so I’ll probably just remove it for the time being.
Logged
This only seems to fail for me when using the command line process to do the builds which as far as I know you have to use if you want to do automated builds.
what Variable/Define are we missing to get it to compile using the command line tools.
Logged
I get these same errors making an Android build but not when making an iOS build. I really need this corrected otherwise I’ll have to remove playmaker to make my Android builds on time
Logged
Hi,
no, you don’t have to remove playmaker just for that, you simply need to remove that action, IF you are not using it, and if you do, the source of the problem need to be found and solved.
I don’t have this error here, have you submitted a bug via the playmaker tool menu? This way Alex will get it straight away.
bye,
Jean
Logged