Unity ошибка cs0618

Warning CS0618: UnityEngine.Application.LoadLevel(string)' is obsolete: Use SceneManager.LoadScene Unity, Unity3D Решение и ответ на вопрос 2577536

Евгений1951

0 / 0 / 0

Регистрация: 30.01.2020

Сообщений: 2

1

30.01.2020, 20:07. Показов 4763. Ответов 4

Метки нет (Все метки)


Всем Добрый вечер,такой вопрос.
Я написал простой скрипт для кнопки в CSharp.
Но unity выдает ошибку. Assets/Scripts/Buttons.cs(20,16): warning CS0618: `UnityEngine.Application.LoadLevel(string)’ is obsolete: `Use SceneManager.LoadScene’

C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Buttons : MonoBehaviour {
 
    public Sprite layer_blue, layer_white;
 
    void onMousDown () {
        GetComponent <SpriteRenderer> ().sprite = layer_white;
    }
 
    void onMousUp () {
        GetComponent <SpriteRenderer> ().sprite = layer_blue;
    }
 
    void OnMouseUpAsButton () {
        switch (gameObject.name) {
        case "Play":
            Application.LoadLevel ("play");
            break;
        case "Rating":
            Application.OpenURL ("http://google.com");
            break;
        }
    }
}

__________________
Помощь в написании контрольных, курсовых и дипломных работ, диссертаций здесь



0



199 / 142 / 57

Регистрация: 06.07.2011

Сообщений: 300

30.01.2020, 20:12

2

Это не ошибка, это предупреждение, на работу не влияет) Вольный перевод: Метод UnityEngine.Application.LoadLevel(string) устарелый, используйте SceneManager.LoadScene.



1



1max1

3088 / 1617 / 921

Регистрация: 26.10.2018

Сообщений: 4,620

30.01.2020, 20:13

3

Лучший ответ Сообщение было отмечено Евгений1951 как решение

Решение

Это не ошибка, забей.
Но если сильно хочется исправить:

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
 
public class Buttons : MonoBehaviour
{
 
    public Sprite layer_blue, layer_white;
 
    void onMousDown()
    {
        GetComponent<SpriteRenderer>().sprite = layer_white;
    }
 
    void onMousUp()
    {
        GetComponent<SpriteRenderer>().sprite = layer_blue;
    }
 
    void OnMouseUpAsButton()
    {
        switch (gameObject.name)
        {
            case "Play":
                SceneManager.LoadScene("play");
                break;
            case "Rating":
                Application.OpenURL("http://google.com");
                break;
        }
    }
}



0



0 / 0 / 0

Регистрация: 30.01.2020

Сообщений: 2

30.01.2020, 20:14

 [ТС]

4

Спасибо.С чем могут быть связаны эти ошибки?



0



293 / 215 / 85

Регистрация: 17.02.2016

Сообщений: 1,269

Записей в блоге: 1

30.01.2020, 20:56

5

Цитата
Сообщение от Евгений1951
Посмотреть сообщение

С чем могут быть связаны эти ошибки?

Цитата
Сообщение от Serejke_qq
Посмотреть сообщение

Метод UnityEngine.Application.LoadLevel(string) устарелый,

с этим



0



ошибка:

CS0618:'Rigidbody2D.fixedAngle'is obsolete:"fixedAngle'is no longer supported. Use constrains instead'

.

Ошибка в этом коде , не смотря на то что он еще сегодня работал, помогите пожалуйста

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(Rigidbody2D))]

public class PlayerControll : MonoBehaviour {

	public enum ProjectAxis {onlyX = 0, xAndY = 1};
	public ProjectAxis projectAxis = ProjectAxis.onlyX;
	public float speed = 80;
	public float addForce = 70;
	public bool lookAtCursor;
	public KeyCode leftButton = KeyCode.A;
	public KeyCode rightButton = KeyCode.D;
	public KeyCode upButton = KeyCode.W;
	public KeyCode downButton = KeyCode.S;
	public KeyCode addForceButton = KeyCode.Space;
	public bool isFacingRight = true;
	private Vector3 direction;
	private float vertical;
	private float horizontal;
	private Rigidbody2D body;
	private float rotationY;
	private bool jump;

	void Start () 
	{
		body = GetComponent<Rigidbody2D>();
		body.fixedAngle = true;

		if(projectAxis == ProjectAxis.xAndY) 
		{
			body.gravityScale = 0;
			body.drag = 10;
		}
	}

	void OnCollisionStay2D(Collision2D coll) 
	{
		if(coll.transform.tag == "Ground")
		{
			body.drag = 10;
			jump = true;
		}
	}
	
	void OnCollisionExit2D(Collision2D coll) 
	{
		if(coll.transform.tag == "Ground")
		{
			body.drag = 0;
			jump = false;
		}
	}
	
	void FixedUpdate()
	{
		body.AddForce(direction * body.mass * speed);

		if(Mathf.Abs(body.velocity.x) > speed/100f)
		{
			body.velocity = new Vector2(Mathf.Sign(body.velocity.x) * speed/100f, body.velocity.y);
		}

		if(projectAxis == ProjectAxis.xAndY)
		{
			if(Mathf.Abs(body.velocity.y) > speed/100f)
			{
				body.velocity = new Vector2(body.velocity.x, Mathf.Sign(body.velocity.y) * speed/100f);
			}
		}
		else
		{
			if(Input.GetKey(addForceButton) && jump)
			{
				body.velocity = new Vector2(0, addForce);
			}
		}
	}

	void Flip()
	{
		if(projectAxis == ProjectAxis.onlyX)
		{
			isFacingRight = !isFacingRight;
			Vector3 theScale = transform.localScale;
			theScale.x *= -1;
			transform.localScale = theScale;
		}
	}
	
	void Update () 
	{
		if(lookAtCursor)
		{
			Vector3 lookPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z));
			lookPos = lookPos - transform.position;
			float angle  = Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg;
			transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
		}

		if(Input.GetKey(upButton)) vertical = 1;
		else if(Input.GetKey(downButton)) vertical = -1; else vertical = 0;

		if(Input.GetKey(leftButton)) horizontal = -1;
		else if(Input.GetKey(rightButton)) horizontal = 1; else horizontal = 0;

		if(projectAxis == ProjectAxis.onlyX) 
		{
			direction = new Vector2(horizontal, 0); 
		}
		else 
		{
			if(Input.GetKeyDown(addForceButton)) speed += addForce; else if(Input.GetKeyUp(addForceButton)) speed -= addForce;
			direction = new Vector2(horizontal, vertical);
		}

		if(horizontal > 0 && !isFacingRight) Flip(); else if(horizontal < 0 && isFacingRight) Flip();
	}
}

Лог ниже. Но как его читать не пойму.

BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, shouldGiveDebuggerChanceToAttach: 0
Initialize mono
Mono path[0] = ‘C:/Program Files/Unity/Editor/Data/Mono/lib/mono/2.0’
Mono path[1] = ‘C:/Program Files/Unity/Editor/Data/Managed’
Mono path[2] = ‘C:/Program Files/Unity/Editor/Data/UnityScript’
Using monoOptions —debugger-agent=transport=dt_socket,embedding=1,defer=y
Direct3D:
Version: Direct3D 9.0c [nvd3dum.dll 8.17.12.7061]
Renderer: NVIDIA GeForce 8800 GT
Vendor: NVIDIA
VRAM: 512 MB
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 DF24=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
IsTimeToCheckForNewEditor: Update time 1316164738 current 1316162175
LicenseInfo:InitializeProtection
open PACE from our own executable
opened PACE, get info…
checked authorization, authstate=100 r=0
ReadDeveloperData
ReadTokens
C:/Work/Ragdoll BomberC#

Unloading -2 unused Assets to reduce memory usage. Loaded Objects now: 45.
System memory in use: 91.2 MB.
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Platform assembly: C:Program FilesUnityEditorDataMonolibmono2.0System.dll (this message is harmless)
Platform assembly: C:Program FilesUnityEditorDataMonolibmono2.0UnityScript.dll (this message is harmless)
Mono: successfully reloaded assembly
— starting compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll, for buildtarget 5
— starting compile Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll, for buildtarget 5

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Filename: «C:/Program Files/Unity/Editor/Data/Monobinmono.exe»

Arguments: «C:/Program Files/Unity/Editor/Data/Monolib/mono/unitysmcs.exe» @Temp/UnityTempFile-339c997fd8022f94a81cd1edbeafe832

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index: 68

Responsefile: Temp/UnityTempFile-339c997fd8022f94a81cd1edbeafe832 Contents:

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-define:ENABLE_GENERICS

-define:ENABLE_DUCK_TYPING

-define:ENABLE_TERRAIN

-define:ENABLE_MOVIES

-define:ENABLE_NETWORK

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-define:ENABLE_WWW

Assets/Plugins/CameraHelper.cs

Assets/Plugins/EZ/GUI/Controls/UIActionBtn.cs

Assets/Plugins/EZ/GUI/Controls/UIBtnChangePanel.cs

Assets/Plugins/EZ/GUI/Controls/UIBtnLoadScene.cs

Assets/Plugins/EZ/GUI/Controls/UIBtnWWW.cs

Assets/Plugins/EZ/GUI/Controls/UIButton.cs

Assets/Plugins/EZ/GUI/Controls/UIButton3D.cs

Assets/Plugins/EZ/GUI/Controls/UIListButton.cs

Assets/Plugins/EZ/GUI/Controls/UIListItem.cs

Assets/Plugins/EZ/GUI/Controls/UIListItemContainer.cs

Assets/Plugins/EZ/GUI/Controls/UIPanelTab.cs

Assets/Plugins/EZ/GUI/Controls/UIProgressBar.cs

Assets/Plugins/EZ/GUI/Controls/UIRadioBtn.cs

Assets/Plugins/EZ/GUI/Controls/UIRadioBtn3D.cs

Assets/Plugins/EZ/GUI/Controls/UIScrollList.cs

Assets/Plugins/EZ/GUI/Controls/UISlider.cs

Assets/Plugins/EZ/GUI/Controls/UIStateToggleBtn.cs

Assets/Plugins/EZ/GUI/Controls/UIStateToggleBtn3D.cs

Assets/Plugins/EZ/GUI/Controls/UITextField.cs

Assets/Plugins/EZ/GUI/Management/UIBistateInteractivePanel.cs

Assets/Plugins/EZ/GUI/Management/UIInteractivePanel.cs

Assets/Plugins/EZ/GUI/Management/UIManager.cs

Assets/Plugins/EZ/GUI/Management/UIPanel.cs

Assets/Plugins/EZ/GUI/Management/UIPanelManager.cs

Assets/Plugins/EZ/GUI/Support/AutoSpriteControlBase.cs

Assets/Plugins/EZ/GUI/Support/ControlBase.cs

Assets/Plugins/EZ/GUI/Support/IControl.cs

Assets/Plugins/EZ/GUI/Support/IKeyFocusable.cs

Assets/Plugins/EZ/GUI/Support/IUIContainer.cs

Assets/Plugins/EZ/GUI/Support/IUIObject.cs

Assets/Plugins/EZ/GUI/Support/UIPanelBase.cs

Assets/Plugins/EZ/GUI/Support/UIScrollKnob.cs

Assets/Plugins/Exocortex_FFT/Complex.cs

Assets/Plugins/Exocortex_FFT/ComplexArray.cs

Assets/Plugins/Exocortex_FFT/ComplexF.cs

Assets/Plugins/Exocortex_FFT/ComplexMath.cs

Assets/Plugins/Exocortex_FFT/ComplexStats.cs

Assets/Plugins/Exocortex_FFT/Fourier.cs

Assets/Plugins/Exocortex_FFT/FourierDirection.cs

Assets/Plugins/MeshExtrusion.cs

Assets/Plugins/Perlin.cs

«Assets/Plugins/Sprite Scripts/SimpleSprite.cs»

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«Assets/Plugins/Sprite Scripts/SpriteText.cs»

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«Assets/Plugins/Sprite Scripts/Support/AutoSpriteBase.cs»

«Assets/Plugins/Sprite Scripts/Support/EZAnimator.cs»

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«Assets/Plugins/Sprite Scripts/Support/ISpriteMesh.cs»

«Assets/Plugins/Sprite Scripts/Support/SpriteAnimationPump.cs»

«Assets/Plugins/Sprite Scripts/Support/SpriteBase.cs»

«Assets/Plugins/Sprite Scripts/Support/SpriteFont.cs»

«Assets/Plugins/Sprite Scripts/Support/SpriteMesh.cs»

«Assets/Plugins/Sprite Scripts/Support/SpriteMesh_Managed.cs»

«Assets/Plugins/Sprite Scripts/Support/SpriteRoot.cs»

«Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/BlurEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/ContrastStretchEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/EdgeDetectEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/GlowEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/GrayscaleEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/ImageEffects.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/MotionBlur.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/NoiseEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/SSAOEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/SepiaToneEffect.cs»

«Assets/Standard Assets/Image Effects (Pro Only)/TwirlEffect.cs»

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«Assets/Standard Assets/Scripts/Utility Scripts/CombineChildren.cs»

«Assets/Standard Assets/Scripts/Utility Scripts/MeshCombineUtility.cs»

«Assets/Standard Assets/Water (Basic)/Sources/Scripts/WaterSimple.cs»

——CompilerOutput:-stdout—exitcode: 0—compilationhadfailure: False—outfile: Temp/7de5e745c59c18c458064fd48a7e9ef2.dll

Compilation succeeded — 8 warning(s)

——CompilerOutput:-stderr———-

Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(47,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(48,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(57,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(65,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

Assets/Plugins/Exocortex_FFT/ComplexArray.cs(90,57): warning CS0414: The private field `ComplexArray._workspaceFLocked’ is assigned but its value is never used

Assets/Plugins/Exocortex_FFT/Fourier.cs(423,49): warning CS0414: The private field `Fourier._bufferFLocked’ is assigned but its value is never used

Assets/Plugins/Exocortex_FFT/Fourier.cs(498,57): warning CS0414: The private field `Fourier._bufferCFLocked’ is assigned but its value is never used

Assets/Plugins/Exocortex_FFT/Fourier.cs(576,57): warning CS0414: The private field `Fourier._bufferCLocked’ is assigned but its value is never used

——EndCompilerOutput—————

— Finished compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll
Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(47,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

(Filename: Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs Line: 47)

Error: Analytics Event: 5(Compiler*warning CS0618*`UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’)(1): skipped because it was sent more than once in 0.10 seconds
Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(48,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

(Filename: Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs Line: 48)

Error: Analytics Event: 5(Compiler*warning CS0618*`UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’)(1): skipped because it was sent more than once in 0.10 seconds
Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(57,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

(Filename: Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs Line: 57)

Error: Analytics Event: 5(Compiler*warning CS0618*`UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’)(1): skipped because it was sent more than once in 0.10 seconds
Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs(65,61): warning CS0618: `UnityEngine.Quaternion.AxisAngle(UnityEngine.Vector3, float)’ is obsolete: `Use Quaternion.AngleAxis instead. This function was deprecated because it uses radians instad of degrees’

(Filename: Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs Line: 65)

Assets/Plugins/Exocortex_FFT/ComplexArray.cs(90,57): warning CS0414: The private field `ComplexArray._workspaceFLocked’ is assigned but its value is never used

(Filename: Assets/Plugins/Exocortex_FFT/ComplexArray.cs Line: 90)

Assets/Plugins/Exocortex_FFT/Fourier.cs(423,49): warning CS0414: The private field `Fourier._bufferFLocked’ is assigned but its value is never used

(Filename: Assets/Plugins/Exocortex_FFT/Fourier.cs Line: 423)

Assets/Plugins/Exocortex_FFT/Fourier.cs(498,57): warning CS0414: The private field `Fourier._bufferCFLocked’ is assigned but its value is never used

(Filename: Assets/Plugins/Exocortex_FFT/Fourier.cs Line: 498)

Assets/Plugins/Exocortex_FFT/Fourier.cs(576,57): warning CS0414: The private field `Fourier._bufferCLocked’ is assigned but its value is never used

(Filename: Assets/Plugins/Exocortex_FFT/Fourier.cs Line: 576)

— Finished compile Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll
— starting compile Library/ScriptAssemblies/Assembly-CSharp.dll, for buildtarget 5
— starting compile Library/ScriptAssemblies/Assembly-UnityScript.dll, for buildtarget 5
— Finished compile Library/ScriptAssemblies/Assembly-CSharp.dll
— Finished compile Library/ScriptAssemblies/Assembly-UnityScript.dll
— starting compile Library/ScriptAssemblies/Assembly-CSharp-Editor.dll, for buildtarget 5
— Finished compile Library/ScriptAssemblies/Assembly-CSharp-Editor.dll
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Non platform assembly: data-0E9607D8 (this message is harmless)
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Platform assembly: C:Program FilesUnityEditorDataMonolibmono2.0I18N.dll (this message is harmless)
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Platform assembly: C:Program FilesUnityEditorDataMonolibmono2.0Boo.Lang.dll (this message is harmless)
Mono: successfully reloaded assembly
Updating library/editorbuildsettings.asset — GUID: 0000000000000000b000000000000000…
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Updating assets/gui/background/background.psd — GUID: fd12c757b33bf17418d2d7413dacba11…
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Unloading 1413 Unused Serialized files (Serialized files now loaded: 1 / Dirty serialized files: 1)
<I> Initializing (RawInput).

<RI> Input initialized.

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Platform assembly: C:Program FilesUnityEditorDataMonolibmono2.0UnityScript.Lang.dll (this message is harmless)
Mono: successfully reloaded assembly

Unloading 676 unused Assets to reduce memory usage. Loaded Objects now: 2971.
System memory in use: 203.4 MB.
Unloading 67 Unused Serialized files (Serialized files now loaded: 2 / Dirty serialized files: 2)
Some objects were not cleaned up when closing the scene

(Filename: C:/BuildAgent/work/f724c1acfee760b6/Runtime/Misc/SaveAndLoadHelper.cpp Line: 178)

Unloading 321 unused Assets to reduce memory usage. Loaded Objects now: 3367.
System memory in use: 218.8 MB.
Unloading 14 Unused Serialized files (Serialized files now loaded: 2 / Dirty serialized files: 2)
Updating assets/scenes/level_021.unity — GUID: a0b534a3b74d70f4cb2f4c92eed570de…
done: hash — c715dfcc506de02799eb8a55ca9c6452
Cleaning up leaked objects in scene since no game object, component or manager is referencing them
Mesh has been leaked 35 times.
UnityEditor.AssetDatabase:OpenAsset(Int32, Int32)
UnityEditor.AssetDatabase:OpenAsset(Int32) (at C:BuildAgentworkf724c1acfee760b6EditorMonoGeneratedEditorAssetDatabase.cs:106)
UnityEditor.BaseProjectWindow:HierarchyView() (at C:BuildAgentworkf724c1acfee760b6EditorMonoProjectWindowProjectWindow.cs:739)
UnityEditor.BaseProjectWindow:OnGUI() (at C:BuildAgentworkf724c1acfee760b6EditorMonoProjectWindowProjectWindow.cs:446)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
UnityEditor.HostView:Invoke(String, Object) (at C:BuildAgentworkf724c1acfee760b6EditorMonoGUIDockArea.cs:213)
UnityEditor.HostView:Invoke(String) (at C:BuildAgentworkf724c1acfee760b6EditorMonoGUIDockArea.cs:206)
UnityEditor.DockArea:OnGUI() (at C:BuildAgentworkf724c1acfee760b6EditorMonoGUIDockArea.cs:635)

[C:/BuildAgent/work/f724c1acfee760b6/Editor/Src/BuildPipeline/BuildSerialization.cpp line 273]
(Filename: C:/BuildAgent/work/f724c1acfee760b6/Editor/MonoGenerated/Editor/AssetDatabase.cs Line: 106)

Updating assets/scenes/level_021.unity — GUID: a0b534a3b74d70f4cb2f4c92eed570de…
done: hash — a75423564d208937fc4ee3b788f4c041

Unloading 506 unused Assets to reduce memory usage. Loaded Objects now: 2688.
System memory in use: 210.5 MB.
Unloading 15 Unused Serialized files (Serialized files now loaded: 2 / Dirty serialized files: 2)

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