Topic: Errors installing ecosystem in new project [SOLVED] (Read 2399 times)
I’m getting these 3 errors when I install ecosystem and ecosystem doesn’t show up.
Guessing it doesn’t show up because of the errors but no idea how to solve the errors.
I’ve got ecosystem from the download site, should be v.6.5, playmaker is latest version from unity store, unity version is 2019.1.2f1
The three errors are as follows(pic at the end):-
1:- «Assetsnet.fabrejeanEditorPlayMakerEcosystemEcosystemBrowser.cs(637,75): error CS0619: ‘EventType.repaint’ is obsolete: ‘Use Repaint instead (UnityUpgradable) -> Repaint'»
2:-
«Assetsnet.fabrejeanEditorPlayMakerEcosystemEcosystemBrowser.cs(927,30): error CS0619: ‘EventType.mouseDown’ is obsolete: ‘Use MouseDown instead (UnityUpgradable) -> MouseDown'»
3:-
«Assetsnet.fabrejeanEditorPlayMakerEcosystemEcosystemBrowser.cs(2244,75): error CS0619: ‘EventType.repaint’ is obsolete: ‘Use Repaint instead (UnityUpgradable) -> Repaint'»
« Last Edit: May 17, 2019, 08:31:11 AM by Alex Chouls »
Logged
Hi,
Unity upgrade system did not fire for some reason, you can see in all the errors that it says ‘(UnityUpgradable)’.
Try to execute «Run API Updater» from the menu «Assets», if that doesn’t work. Remove the folder fabrejean.net in your assets and import ecosystem again, but at this point, it could be that your Unity project is corrupted and needs some more fiddling about.
Bye,
Jean
Logged
Clicking on «run api updater» does nothing. it’s not grayed out, it just doesn’t do anything.
Just did a clean instal and it installed everything correctly this time. weird. Still not sure why run api updater didn’t do anything, though.
« Last Edit: May 17, 2019, 06:26:35 AM by TonkRogerio »
Logged
I’ve had this happen before. The Unity API Updater fails to run, but it thinks that it has and won’t run again! I’m going to mark this as solved, since normally the API updater handles this.
Logged
Just encountered the same 3 errors in a fresh install.
Using Unity 2018.3.10f1 and PlayMaker 1.9.0.p15
Logged
Did the Unity API Updater run?
The updates are pretty easy to do manually.
Double click the error and change these:
EventType.repaint -> EventType.Repaint
EventType.mouseDown -> EventType.MouseDown
I’ll suggest to Jean that he updates the Ecosystem with these changes since it seems the API Updater is a little flaky…
Logged
Hi,
New version is up, fixing these api, Let me know if you run into more trouble.
Bye
Jean
Logged
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After downloading the Ann Tools package from the Asset Store I have to manually update the event type of mouseDown/mouseUp. I would have expected Unity to auto-update the code for me to make the upgrade process to 2021.1 as smooth as possible.
Steps to reproduce
— Open Unity 2021.1.0b7
— Open Asset Store. Open in Unity the following package https://assetstore.unity.com/packages/add-ons/machinelearning/ann-tools-138836
— Import the package
Notice issue >> Numerous console errors asking to update mouseUp and mouseDown event.
With Unity 2020.2.4f1, after importing the asset, the auto-updater fires asking me to back up my project. In 2021.0b7 this does not happen.
Reproducible: Windows 2021.1.0b7
Not Reproducible: Windows 2020.2.4f1
Error
AssetsANNScriptsANNInterfacePerceptronBackPropagationInterface.cs(209,35): error CS0619: ‘EventType.mouseDown’ is obsolete: ‘Use MouseDown instead (UnityUpgradable) -> MouseDown’
Script updater for LibraryBeeartifacts1900b0aE.dagAssembly-CSharp.dll failed with exitcode -532462766 and stdout: Unhandled exception. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
—> System.IO.DirectoryNotFoundException: Could not find a part of the path ‘D:WORKSPACETEMPNew Unity ProjectUnity[^]+(.ref)?.dll$’.
at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at System.IO.StreamReader.ValidateArgsAndOpenPath(String path, Encoding encoding, Int32 bufferSize)
at System.IO.StreamReader..ctor(String path)
at ScriptUpdater.Program.<>c__DisplayClass8_0.<Main>b__0()
at ScriptUpdater.Program.Profile[T](Func`1 toProfile, Int64& elapsedTime)
at ScriptUpdater.Program.Main(String[] args)
— End of inner exception stack trace —
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
at Program.Main(String[] args)
I’d like to know how to interpret Unity error messages and how to solve them.
This is my first post. Thanks for your consideration.
I am a beginner who has just started studying Unity and C #.
We are stuck with a C # error in Unity.
At the Unity asset store, I bought an asset called PuppetMaster and tried to implement it in Unity.
The following error message occurred:
Problems/Error messages i am experiencing
``
UnityEngine.EventType.mouseDown’is obsolete:
Error message
Assets/Plugins/RootMotion/Editor/RagdollManager/JointInspector.cs (15,40): error CS0619:
`Use MouseDown instead (UnityUpgradable)->MouseDown’
source code:
if (Event.current.type == EventType.mouseDown) isDragging = false;
Tried
if (Event.current.type->EventType.MouseDown) isDragging = false;
Attempted as above, but no change.
When interpreted as an amateur, «EventType.mouseDown is deprecated. Instead of->MouseDown
Please use «
I think it means, but is it different?
I don’t know how to change the code.
if (Event.current.type == EventType.mouseDown) isDragging = false;
I would appreciate if you could tell me how to change or add to the solution.
Всем доброго времени суток, столкнулся с ошибками компилятора, это обычное дело для стандартных ассетов юнити. Ошибки по SimpleActivatorMenu и Forced я исправил, но есть еще две ошибки, инфу про них в интернете найти не смог, так что надеюсь, что вы поможете. Вот ошибки:
AssetsStandard AssetsUtilityFPSCounter.cs(7,31): error CS0619: ‘GUIText’ is obsolete: ‘GUIText has been removed. Use UI.Text instead.’
AssetsStandard AssetsUtilityFPSCounter.cs(15,17): error CS0619: ‘GUIText’ is obsolete: ‘GUIText has been removed. Use UI.Text instead.’
Сам скрипт небольшой, если можете тыкните меня в место, которое нужно исправить)
C# | ||
|
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I am watching a tutorial where it seems to work, but in my case, I am getting these errors:
Error CS0619 ‘Component.renderer’ is obsolete: ‘Property renderer has been deprecated. Use GetComponent() instead. (UnityUpgradable)’ Assembly-CSharp D:Unity ProjectsUnity FundamentalsAssetsScriptsObjectColor.cs
and this one:
Error CS1061 ‘Component’ does not contain a definition for ‘material’ and no accessible extension method ‘material’ accepting a first argument of type ‘Component’ could be found (are you missing a using directive or an assembly reference?) Assembly-CSharp D:Unity ProjectsUnity FundamentalsAssetsScriptsObjectColor.cs
here is the script:
public class ObjectColor : MonoBehaviour
{
public Color changedColor = Color.white;
public Color originalColor = Color.white;
void Awake()
{
originalColor = this.renderer.material.color;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
this.renderer.material.color = changedColor;
}
else if (Input.GetKeyUp(KeyCode.G))
{
this.renderer.material.color = originalColor;
}
}
Kaynnc
3,8602 gold badges20 silver badges25 bronze badges
asked Aug 25, 2019 at 14:43
1
A while ago, the renderer
property of Component
was deprecated (and is no longer in use). Instead of doing that, you should use GetComponent<Renderer>()
to get a reference to the renderer instead, like so:
var renderer = this.GetComponent<Renderer>();
This should also fix your second problem, as you can access the renderer’s material(s) like so:
var material = GetComponent<Renderer>().material;
originalColor = material.color;
answered Aug 25, 2019 at 16:02
Larry TangLarry Tang
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