项目中unity遇到的错误解决(为自己)2017

项目中unity遇到的错误解决(为自己)2017

https://blog.csdn.net/game_jqd/article/details/80993832

 

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KeyguardManager keyguardManager = (KeyguardManager)getSystemService(Activity.KEYGUARD_SERVICE);
KeyguardManager.KeyguardLock lock = keyguardManager.newKeyguardLock(KEYGUARD_SERVICE);
lock.disableKeyguard(); //关闭系统锁屏
   <uses-permission android:name="android.permission.DISABLE_KEYGUARD"/>

//

Camer的Allow MSAA和一些粒子的FrameDebug的检测下,有可能花屏的处理

 

UnityEditor.AsyncHTTPClient:Done(State, Int32) 

Thisusually happens when there is a problem with Unity's Asset server.

You cantemporray disable that error by going to:

Edit --> Preferences... --> thendisable Show Asset Store search hits.

 

 

lock (DataLocker)

{

    List<int> lst = null;

    inta = lst.Count;

}

在UDP接收,不会抛出异常,但是逻辑不对,需要自己手动trycatch

 

//PrefabEvolution 插件的EvolvePrefab 脚本引用错误

Prefab asset script is missing. Prefab has areference to prefab asset, that must have attached PrefabScript. AssetGUID:8db184356d91efe4880310c0dae82ff1,AssetPath:Assets/Art/Enviroment/DemoScene/Build/Prefabs/B_jisi_building11_c.prefabPrefabPath:Assets/Resources/ArtResources/Scene/LostIsland.unity

UnityEngine.Debug:LogErrorFormat(Object,String, Object[])

Debug:LogErrorFormat(Object, String,Object[]) (at Assets/Scripts/Utils/Debug.cs:52)

PrefabEvolution.PEPrefabScriptExt:CheckPrefab(PEPrefabScript)(at Assets/PrefabEvolution/Sources/Editor/PEPrefabScriptExt.cs:53)

PrefabEvolution.PEPrefabScriptExt:OnValidate(PEPrefabScript)(at Assets/PrefabEvolution/Sources/Editor/PEPrefabScriptExt.cs:21)

PrefabEvolution.PEPrefabScript:OnValidate()(at Assets/PrefabEvolution/Sources/PEPrefabScript.cs:68)

UnityEditor.DockArea:OnGUI()

//解决方法:把场景里EvolvePrefab引用删除,工程里EvolvePrefab引用也对应删除。否则两边不匹配场景里有,工程里没有就在PrefabEvolution的OnValidate 检查出错。

 

Script attached to 'prefab_Name' inscene '' is missing or no valid script is attached.

UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[],String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)

UnityEditor.BuildPipeline:BuildPlayerInternal(String[],String, String, BuildTargetGroup, BuildTarget, BuildOptions) (atC:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:310)

UnityEditor.BuildPipeline:BuildPlayer(String[],String, String, BuildTargetGroup, BuildTarget, BuildOptions) (atC:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:244)

UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)(atC:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:207)

UnityEditor.BuildPipeline:BuildPlayer(String[],String, BuildTarget, BuildOptions) (atC:\buildslave\unity\build\artifacts\generated\common\editor\BuildPipelineBindings.gen.cs:201)

BuildEditor:GenericBuild(String[], String,BuildTargetGroup, BuildTarget, BuildOptions) (atAssets\Editor\BuildEditor.cs:632)

BuildEditor:PCBuild(Boolean,String) (at Assets\Editor\BuildEditor.cs:503)

 

 

 

 

 

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