[Question] unity 4.7.1 error with ES2 while I build my proje

Easy Save 2 has been replaced by Easy Save 3, so is no longer supported.
sspsos74
Posts: 8
Joined: Fri Mar 25, 2016 4:09 am

[Question] unity 4.7.1 error with ES2 while I build my proje

Post by sspsos74 »

I have a question about errors with easy save 2 while i build my project...
I imported recent ver. 2.7.1p1 of easy save 2... and I didn't do nothing with it meaning I didn't use it yet.
But I just built my project for iOS.
(I tried to build with the set of striping level* : Stripe byte code , but when I set it to Stripe assemblies, it also makes errors)
And it made some errors like below :

<error 1>

Failed running /Applications/Unity 4.7.1f1/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed" -l none -c link -x "/Applications/Unity 4.7.1f1/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper/native_link.xml" -f "/Applications/Unity 4.7.1f1/Unity.app/Contents/Frameworks/il2cpp/LinkerDescriptors" -x "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "/DATABASE/Unity/VS-Fight/Assets/link.xml" -d "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/Assembly-UnityScript-firstpass.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/ES2.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/MoodkieSecurity.dll"

stdout;
Fatal error in Mono CIL Linker
System.Exception: Error processing method: 'System.Boolean ES2AutoSaveManager::ReadAutoSave(ES2Reader,ES2AutoSave)' in assembly: 'ES2.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve !!0 UnityEngine.Object::Instantiate(!!0)
at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.Process () [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.RunDriverWithErrorHandling (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
stderr:

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase)
UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String)
UnityEditorInternal.IL2CPPBuilder:StripAssemblies(IEnumerable`1, String)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEditor.HostView:OnGUI()


<error 2>
Error building Player: Exception: /Applications/Unity 4.7.1f1/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!




[When I set Striping Level* : Disabled]
<error>
Failed running /Applications/Unity 4.7.1f1/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed" -l none -c link -x "/Applications/Unity 4.7.1f1/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper/native_link.xml" -f "/Applications/Unity 4.7.1f1/Unity.app/Contents/Frameworks/il2cpp/LinkerDescriptors" -x "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "/DATABASE/Unity/VS-Fight/Assets/link.xml" -d "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/Assembly-UnityScript-firstpass.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/ES2.dll" -a "/DATABASE/Unity/VS-Fight/Temp/StagingArea/Data/Managed/MoodkieSecurity.dll"

stdout;
Fatal error in Mono CIL Linker
System.Exception: Error processing method: 'System.Boolean ES2AutoSaveManager::ReadAutoSave(ES2Reader,ES2AutoSave)' in assembly: 'ES2.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve !!0 UnityEngine.Object::Instantiate(!!0)
at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.Process () [0x00000] in <filename unknown>:0
at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.RunDriverWithErrorHandling (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
stderr:

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase)
UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String)
UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1)
UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String)
UnityEditorInternal.IL2CPPBuilder:StripAssemblies(IEnumerable`1, String)
UnityEditorInternal.IL2CPPBuilder:Run()
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry)
UnityEditor.HostView:OnGUI()





I've tried to fix my self and I've searched it on google, but I couldn't any solution for this.
So I'm posting it here
Thanks in advance
User avatar
Joel
Moodkie Staff
Posts: 4824
Joined: Wed Nov 07, 2012 10:32 pm

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by Joel »

Hi there,

There's a fix for a bug in iOS which may be related to this in an upcoming version. If you send me your invoice number, purchase date and email address, I'll send this version over to you.

The error seems to be that Unity's Instantiate method is missing, which would suggest to me that the metadata is corrupt at Unity's end. The usual way to fix this is to delete the iOS build, restart your computer to clear any caches, and then hit Build again to rebuild the Xcode project from scratch.

Note that our offices are closed for the weekend, and also Monday for the Easter bank holiday, so I may not be able to respond until Tuesday morning.

All the best,
Joel
Joel @ Moodkie Interactive
Purchase Easy Save | Contact | Guides | Docs | Getting started
sspsos74
Posts: 8
Joined: Fri Mar 25, 2016 4:09 am

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by sspsos74 »

Hi Joel,

pretty thankful if there is a solution and future fix for this issue !
Alright then, I will send you an email that includes the INVOICE from asset store. the INVOICE will include purchase date and my email address.
I really hope new ver. fix this and I'm not really busy with this issue because it happens only when i build my project.
I can still work other parts of my project so just take your time and enjoy your holidays! :D

And I'm wondering one thing.
asset store inform me there is a new update of easy save 2.7.0p2 but when I try to update it, it's still 2.7.0p1...
maybe because I download it in Unity 4.x ?
So I'm wondering if you upload new version of easy save, will it be able to be downloaded in Unity 4.x ?

Thanks a lot !
User avatar
Joel
Moodkie Staff
Posts: 4824
Joined: Wed Nov 07, 2012 10:32 pm

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by Joel »

Hi there,

Unfortunately I've just looked at our release notes and it looks like the bug fix we issued only applies to Unity 5, as the bug isn't apparent in Unity 4.

The best way to proceed would be to make a simple test project which replicates the error, and upload it to something like WeTransfer so you can PM me the link. I've just tried with our Unity 4.7 test project and everything appears to be working fine, so it's likely to do with your configuration.

All the best,
Joel
Joel @ Moodkie Interactive
Purchase Easy Save | Contact | Guides | Docs | Getting started
sspsos74
Posts: 8
Joined: Fri Mar 25, 2016 4:09 am

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by sspsos74 »

Hi,

I sent you a private message with the basic project

Thanks a lot
User avatar
Joel
Moodkie Staff
Posts: 4824
Joined: Wed Nov 07, 2012 10:32 pm

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by Joel »

Thanks for getting the test project to me, much appreciated.

It appears that the Asset Store is sending you the Unity 5 version of the plugin instead of the Unity 4 version. This shouldn't however throw an error, and it appears to be a bug at Unity's end (as it can't seem to find their own Instantiate method).

I'll follow this up with the Asset Store to see if they know what's going on, and also send a bug report to Unity regarding the Instantiate error.

In the meantime, I'll email you the correct version of the plugin. Again, thanks for your patience!

All the best,
Joel
Joel @ Moodkie Interactive
Purchase Easy Save | Contact | Guides | Docs | Getting started
sspsos74
Posts: 8
Joined: Fri Mar 25, 2016 4:09 am

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by sspsos74 »

Hi Joel,
I'm happy to hear that you figured out what the error comes from.
I also appreciate your support.

Thanks a lot
Jinu
sspsos74
Posts: 8
Joined: Fri Mar 25, 2016 4:09 am

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by sspsos74 »

Hi, Mookie team

I've tried the easy save ver for unity 4 that you sent me through email.
I could build my project with that version of easy save 2
And my game can be played on my iPhone. (although I didn't use any easy save feature yet. I only imported easy save 2)

But unfortunately, it has another problems.
below 2 errors appear in Unity editor whenever I click something in hierarchy panel.

ReflectionTypeLoadException: The classes in the module cannot be loaded.
System.Reflection.Assembly.GetTypes () (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/Assembly.cs:371)
UnityEditor.Events.InterceptedEventsPreview.GetEventsInfo (UnityEngine.GameObject gameObject) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEditor.UI/UI/InterceptedEventsPreview.cs:162)
UnityEditor.Events.InterceptedEventsPreview.Initialize (UnityEngine.Object[] targets) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEditor.UI/UI/InterceptedEventsPreview.cs:61)
UnityEditor.InspectorWindow.GetPreviewsForType (UnityEditor.Editor editor) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:286)
UnityEditor.InspectorWindow.CreatePreviewables () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:254)
UnityEditor.InspectorWindow.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:316)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)


ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/artifacts/EditorGenerated/GUILayoutUtility.cs:513)
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) (at C:/buildslave/unity/build/artifacts/EditorGenerated/GUILayoutUtility.cs:208)
UnityEditor.EditorGUILayout.BeginVerticalScrollView (Vector2 scrollPosition, Boolean alwaysShowVertical, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:5997)
UnityEditor.EditorGUILayout.BeginVerticalScrollView (Vector2 scrollPosition, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:5991)
UnityEditor.InspectorWindow.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:324)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

Thanks
User avatar
Joel
Moodkie Staff
Posts: 4824
Joined: Wed Nov 07, 2012 10:32 pm

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by Joel »

Hi there,

By hierarchy panel do you mean the Windows/Easy Save/Auto Save/Hierarchy panel, or do you mean Unity's scene hierarchy panel?

You shouldn't be able to access the former in Unity 4, and we don't appear to be getting any errors regarding the scene hierarchy panel. If you could upload your project to something like WeTransfer and PM me the link, that'll help me reproduce the error.

All the best,
Joel
Joel @ Moodkie Interactive
Purchase Easy Save | Contact | Guides | Docs | Getting started
sspsos74
Posts: 8
Joined: Fri Mar 25, 2016 4:09 am

Re: [Question] unity 4.7.1 error with ES2 while I build my p

Post by sspsos74 »

Hi,

I sent my simple project that still shows the errors.

as you talked me, I can't see Windows/Easy Save/Auto Save/Hierarchy panel.
I mean Unity's scene hierarchy panel. (Windows/Hierarchy (CTRL+4))
meaning, if i select any object, the errors appear.

Thanks for your support always.
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