unityplayer.dll有没有 32位的,或者说怎么在32位缺少系统dll文件怎么办上加载unityplayer

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Unity3D研究院之使用C#语言建立本地数据库(二十三)
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评论: 0|原作者: MOMO
摘要: 原文:http://forum.unity3d.com/threads/28500-SQLite-Class-Easier-Database-Stuff原始文章主要是使用JavaScript语言建立本地数据库以前在开发中一直使用IOS源生的数据库,通过传递消息的形式在与Unity3D中进行交 ...
原文:http://forum.unity3d.com/threads/28500-SQLite-Class-Easier-Database-Stuff原始文章主要是使用JavaScript语言建立本地数据库以前在开发中一直使用IOS源生的数据库,通过传递消息的形式在与Unity3D中进行交互。本文我在详细说说如何使用C#语言来在MAC 操作系统下创建Unity本地数据库,我是C#控哇咔咔~~~& & & 首先你需要得到Mono.Data.Sqlite.dll 文件 与System.Data.dll文件。如果你在Mac 操作系统下使用Unity那么很悲剧,找不到这两个文件,至少我没能找到。后来我在Windows下的Unity安装路径中找到了它。为了方便大家我将这两个文件上传至网盘中,如果没有这两个文件的朋友请下载。下载地址:.zip文件下载完毕后直接解压,然后将Mono.Data.Sqlite.dll 文件 与System.Data.dll文件放在Unity工程中的Assets文件夹中。如下图所示,两个文件已经放置在Project视图当中。&&Ok ,我们编写C#脚本,原始文章没有Unity数据库更新与删除的方法,我在这里加上更新与删除的方法,方便大家开发时使用。因为其实Unity中更新与删除数据库也是个比较重要的功能。注意:下面脚本不要绑定在任何游戏对象身上,大家无需把它当作脚本可以当作一个工具类来使用。&[代码]java代码:using UnityE
using System.C
using Mono.Data.S
public class DbAccess
private SqliteConnection dbC
private SqliteCommand dbC
private SqliteDataR
public DbAccess (string connectionString)
OpenDB (connectionString);
public DbAccess ()
public void OpenDB (string connectionString)
dbConnection = new SqliteConnection (connectionString);
dbConnection.Open ();
Debug.Log ("Connected to db");
catch(Exception e)
string temp1 = e.ToString();
Debug.Log(temp1);
public void CloseSqlConnection ()
if (dbCommand != null) {
dbCommand.Dispose ();
dbCommand =
if (reader != null) {
reader.Dispose ();
if (dbConnection != null) {
dbConnection.Close ();
dbConnection =
Debug.Log ("Disconnected from db.");
public SqliteDataReader ExecuteQuery (string sqlQuery)
dbCommand = dbConnection.CreateCommand ();
dbCommand.CommandText = sqlQ
reader = dbCommand.ExecuteReader ();
public SqliteDataReader ReadFullTable (string tableName)
string query = "SELECT * FROM " + tableN
return ExecuteQuery (query);
public SqliteDataReader InsertInto (string tableName, string[] values)
string query = "INSERT INTO " + tableName + " VALUES (" + values[0];
for (int i = 1; i & values.L ++i) {
query += ", " + values[i];
query += ")";
return ExecuteQuery (query);
public SqliteDataReader UpdateInto (string tableName, string []cols,string []colsvalues,string selectkey,string selectvalue)
string query = "UPDATE "+tableName+" SET "+cols[0]+" = "+colsvalues[0];
for (int i = 1; i & colsvalues.L ++i) {
query += ", " +cols[i]+" ="+ colsvalues[i];
query += " WHERE "+selectkey+" = "+selectvalue+" ";
return ExecuteQuery (query);
public SqliteDataReader Delete(string tableName,string []cols,string []colsvalues)
string query = "DELETE FROM "+tableName + " WHERE " +cols[0] +" = " + colsvalues[0];
for (int i = 1; i & colsvalues.L ++i) {
query += " or " +cols[i]+" = "+ colsvalues[i];
Debug.Log(query);
return ExecuteQuery (query);
public SqliteDataReader InsertIntoSpecific (string tableName, string[] cols, string[] values)
if (cols.Length != values.Length) {
throw new SqliteException ("columns.Length != values.Length");
string query = "INSERT INTO " + tableName + "(" + cols[0];
for (int i = 1; i & cols.L ++i) {
query += ", " + cols[i];
query += ") VALUES (" + values[0];
for (int i = 1; i & values.L ++i) {
query += ", " + values[i];
query += ")";
return ExecuteQuery (query);
public SqliteDataReader DeleteContents (string tableName)
string query = "DELETE FROM " + tableN
return ExecuteQuery (query);
public SqliteDataReader CreateTable (string name, string[] col, string[] colType)
if (col.Length != colType.Length) {
throw new SqliteException ("columns.Length != colType.Length");
string query = "CREATE TABLE " + name + " (" + col[0] + " " + colType[0];
for (int i = 1; i & col.L ++i) {
query += ", " + col[i] + " " + colType[i];
query += ")";
return ExecuteQuery (query);
public SqliteDataReader SelectWhere (string tableName, string[] items, string[] col, string[] operation, string[] values)
if (col.Length != operation.Length ?? operation.Length != values.Length) {
throw new SqliteException ("col.Length != operation.Length != values.Length");
string query = "SELECT " + items[0];
for (int i = 1; i & items.L ++i) {
query += ", " + items[i];
query += " FROM " + tableName + " WHERE " + col[0] + operation[0] + "'" + values[0] + "' ";
for (int i = 1; i & col.L ++i) {
query += " AND " + col[i] + operation[i] + "'" + values[0] + "' ";
return ExecuteQuery (query);
}首先是创建本地数据库,我们创建C#脚本Test.cs直接绑定在摄像机中。[代码]java代码:using UnityE
using System.C
public class Test : MonoBehaviour
void Start ()
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//创建数据库表,与字段
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//关闭对象
db.CloseSqlConnection();
}&运行游戏后,数据库对象会自动生成在项目的根目录中。查看数据库的软件我使用的是Navicat Premium,如果没有请大家下载,然后继续。如下图所示,数据库文件xuanyusong.db已经生成在项目的根目录中,接着我使用Navicat Premium软件将这个数据库打开。数据库的表名为momo 打开表后字段包含name、 &qq &、email、 &blog。都是我们在代码中创建的。&(点击查看大图)&OK,我们继续。首先是插入数据,记得将编码修改成UTF-16 不然中文会乱码。[代码]java代码:using UnityE
using System.C
public class Test : MonoBehaviour
void Start ()
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.InsertInto("momo", new string[]{ "'宣雨松'","''","''","'www.xuanyusong.com'"
db.CloseSqlConnection();
}接着是更新数据。UpdateInto是我新写的方法,接受更新多条数据。[代码]java代码:using UnityE
using System.C
public class Test : MonoBehaviour
void Start ()
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
db.UpdateInto("momo",new string[]{"name","qq"},new string[]{"'xuanyusong'","''"}, "email", "''"
db.CloseSqlConnection();
}然后是删除数据DELETE也是我封装的方法。[代码]java代码:using UnityE
using System.C
public class Test : MonoBehaviour
void Start ()
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'雨松MOMO'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'哇咔咔'","''","''","'www.xuanyusong.com'"
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"''","''"}
db.CloseSqlConnection();
}最后是查找数据。[代码]java代码:using UnityE
using System.C
using Mono.Data.S
public class Test : MonoBehaviour
void Start ()
//创建数据库名称为xuanyusong.db
DbAccess db = new DbAccess("data source=xuanyusong.db");
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'雨松MOMO'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'哇咔咔'","''","''","'www.xuanyusong.com'"
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"''","''"}
SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{""});
while (sqReader.Read())
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("name")) + sqReader.GetString(sqReader.GetOrdinal("email")));
db.CloseSqlConnection();
}注解1:这里的结构非常像安卓的数据库指针,然后while循环把每一条数据都取出来。 sqReader.Gerordinal()方法就是拿到对应列名称的数据。如下图所示,经过一些列的添加与删除的操作最后数据库的内容如下。&&& & & & &如下图所示,我使用Log也将数据库name 与 email的字段打印了出来。最后我在强调一点,我们在OnStart方法中db.CreateTable创建数据库表,如果重复创建系统会抛出错误。避免这个情况请保证你的数据库表只会被创建一次。祝大家学习愉快嘎嘎嘎~~~&留言中看到有朋友说报错,那么MOMO将我的工程打包,提供下在地址Unity 使用SQLite本地数据库的下载地址如下:&&如下图所示,请先在PlaySettings中修改Api Compatibility Level 改成.NET 2.0,如果不修改会报错注意:Error building Player: Extracting referenced dlls failed.&无论你编译任何平台都请修改一下这里, 留言中有朋友在编译PC平台中 因为没有修改这里导致无法编译成功。。IOS平台SQLite的使用:&& & & & &然后需要修改Test.cs的脚本,在修改一下数据库保存的路径,我们将数据库放在沙盒当中。这样IOS中才可以读取数据库。[代码]java代码:using UnityE
using System.C
using Mono.Data.S
public class Test : MonoBehaviour
void Start ()
//数据库文件储存地址
string appDBPath = Application.persistentDataPath + "/xuanyusong.db";
DbAccess db = new DbAccess(@"Data Source=" + appDBPath);
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'雨松MOMO'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'哇咔咔'","''","''","'www.xuanyusong.com'"
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"''","''"}
using (SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{""}))
while (sqReader.Read())
//目前中文无法显示
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("name")));
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("email")));
sqReader.Close();
db.CloseSqlConnection();
}&下面开始打包成IOS版本,直接运行如下图所示,已经在XCODE的控制台中将字符串信息打印出来。目前我不知道如何读取中文,但是可以确定的是中文信息已经写入数据库中。不信大家可以打开沙盒看看。&Android平台SQLite的使用:&Android与IOS在使用SQLite数据库时有点区别,Android需要将第三方DLL放在Plugins当中。脚本也需要修改一下,先看看Test.cs的改动。[代码]java代码:using UnityE
using System.C
using Mono.Data.S
public class Test : MonoBehaviour
void Start ()
//数据库文件储存地址
string appDBPath = Application.persistentDataPath
+ "/xuanyusong.db";
//注意!!!!!!!这行代码的改动
DbAccess db = new DbAccess("URI=file:" + appDBPath);
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'雨松MOMO'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'哇咔咔'","''","''","'www.xuanyusong.com'"
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"''","''"}
using (SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{""}))
while (sqReader.Read())
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("name")));
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("email")));
sqReader.Close();
db.CloseSqlConnection();
void Update()
if (Input.GetKeyDown(KeyCode.Escape) ??Input.GetKeyDown(KeyCode.Home) )
Application.Quit();
}如下图所示,Player Settings 请和我保持一致。值得庆幸的是在Android下读取数据库时正常的显示了中文。如下图所示,运行打包后的程序后在Eclipse的后台已经能看到数据库显示的中文与英文,呵呵。由于工程中需要一些DLL,所以我将工程的下载地址放出,请大家下载。MAC平台下的使用:&请先下载原始版本&我们只需在原始版本之上进行修改即可。&修改Test.cs文件 &,请注意我在代码中标注的内容。[代码]java代码:using UnityE
using System.C
using Mono.Data.S
public class Test : MonoBehaviour
string name =
string email =
string appDBPath =
void Start ()
//////////--------
//请注意!!!!!!!
//这里的修改
appDBPath = Application.dataPath + "/xuanyusong.db";
DbAccess db = new DbAccess(@"Data Source=" + appDBPath);
//////////--------
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'雨松MOMO'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'哇咔咔'","''","''","'www.xuanyusong.com'"
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"''","''"}
SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{""});
while (sqReader.Read())
Debug.Log(sqReader.GetString(sqReader.GetOrdinal("name")) + sqReader.GetString(sqReader.GetOrdinal("email")));
name = sqReader.GetString(sqReader.GetOrdinal("name"));
email = sqReader.GetString(sqReader.GetOrdinal("email"));
db.CloseSqlConnection();
void OnGUI()
///为了让大家看的更清楚 我将数据库取出的内容显示在屏幕中
if(name != null)
GUILayout.Label("XXXXXXXXXXXXX" + name);
if (email!= null)
GUILayout.Label("XXXXXXXXXXXXX" + email);
if(appDBPath != null)
GUILayout.Label("数据库的路径" + appDBPath);
}生成工程后,运行生成的mac程序,我们可以看到 数据已经取出来了。&Windows平台SQLite的使用:&Windows平台下与Mac平台有点区别,废了老半天来找到问题所在。MOMO感谢在博客后面留言的朋友,因为没有你们的留言我也不会去研究MAC &Windows下如何使用 呵呵。&进入正题,还是先修改Test.cs文件[代码]java代码:using System.C
using Mono.Data.S
//using Mono.Data.SqliteC
public class Test : MonoBehaviour
string path =
void Start ()
//数据库文件储存地址
//注意这里的修改!!!!!!!!!!!!!!
string appDBPath = Application.dataPath
+ "/xuanyusong.db";
//--------------------------
DbAccess db = new DbAccess(@"Data Source=" + appDBPath);
path = appDBP
//请注意 插入字符串是 已经要加上'宣雨松' 不然会报错
db.CreateTable("momo",new string[]{"name","qq","email","blog"}, new string[]{"text","text","text","text"});
//我在数据库中连续插入三条数据
db.InsertInto("momo", new string[]{ "'宣雨松'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'雨松MOMO'","''","''","'www.xuanyusong.com'"
db.InsertInto("momo", new string[]{ "'哇咔咔'","''","''","'www.xuanyusong.com'"
//然后在删掉两条数据
db.Delete("momo",new string[]{"email","email"}, new string[]{"''","''"}
using (SqliteDataReader sqReader = db.SelectWhere("momo",new string[]{"name","email"},new string[]{"qq"},new string[]{"="},new string[]{""}))
while (sqReader.Read())
//目前中文无法显示
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("name")));
Debug.Log("xuanyusong" + sqReader.GetString(sqReader.GetOrdinal("email")));
name = sqReader.GetString(sqReader.GetOrdinal("name"));
email = sqReader.GetString(sqReader.GetOrdinal("email"));
sqReader.Close();
db.CloseSqlConnection();
void OnGUI()
if(name != null)
GUILayout.Label(name);
if(email != null)
GUILayout.Label(email);
if(path != null)
GUILayout.Label(path);
}如下图所示打开Unity然后我们需要下载sqlite3.dll文件,接着将dll都放入Plugins文件夹中。不用担心 稍后我会把真个工程的下载地址贴出来其中包括所有的dll 。最后直接打包成Windows平台工程。双击运行.exe文件,如下图所示数据库的数据以及路径MOMO已经打印在屏幕当中啦。哇咔咔~ 然后xuanyusong.db文件就放在ddd_Date文件夹中,我已经用红圈标注出来了。ddd就是工程的名称,ddd_Date该文件夹是自动生成的。(点击图片查看大图)最后这个工程的下载地址,包括所有DLL以及代码MOMO感谢大家的支持。&下载地址:&
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过往热门资讯,优质博文与源码汇集于此,徜徉其中,总会有所收获...11:46 提问
64位Unity3D编辑器下 无法加载sqlite3.dll
Failed to load 'Assets/Plugins/sqlite3.dll', expected 64 bit architecture (IMAGE_FILE_MACHINE_AMD64), but was IMAGE_FILE_MACHINE_I386.
Mono.Data.Sqlite.SQLite3:Open(String, SQLiteOpenFlagsEnum, Int32, Boolean)
Mono.Data.Sqlite.SQLite3:Open(String, SQLiteOpenFlagsEnum, Int32, Boolean)
Mono.Data.Sqlite.SqliteConnection:Open()
DbAccess:OpenDB(String) (at Assets/script/DbAccess.cs:39)
DbAccess:.ctor(String) (at Assets/script/DbAccess.cs:24)
Test:Start() (at Assets/script/Test.cs:32)
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你要用sqlite3 64位的DLL
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Unity 5.5x external dll issue on build after updade from 5.3.x
Hello Everyone and thank you for your time. I'm facing an issue building (win x86) a specific project on Unity 5.5.0f3
Last Year using Unity 5.2.x I made some code for a project related for visually impaired persons. At that time I found a very interesting integration made by DaG_II
He used the external DLL Interop.SpeechLib.dll to make a unity project that can interact with windows SAPI 5.x
So I took his idea, I made better samples code about how to interact with windows SAPI and I shared the code and the build (made by Unity 5.2.x)
Now, after Unity 5.4.0 release, the code keeps run, and so the dll but trying to build unity suddenly stop whit this error:
ReflectionTypeLoadException: The classes in the module cannot be loaded System.Reflection.Assembly.GetTypes () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371) UnityEditor.AttributeHelper+c_Iterator31[System.Collections.Generic.IEnumerable1[UnityEditorInternal.PluginDesc]].MoveNext () (at C:/buildslave/unity/build/Editor/Mono/AttributeHelper.cs:277) UnityEditor.PluginImporter+c_Iterator0.MoveNext () (at C:/buildslave/unity/build/Editor/Mono/PluginImporter.cs:41) DesktopStandalonePostProcessor.CopyNativePlugins () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:116) DesktopStandalonePostProcessor.SetupStagingArea () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:145) DesktopStandalonePostProcessor.PostProcess () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:23) UnityEditor.WindowsStandalone.WindowsDesktopStandalonePostProcessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/WinPlayer/Extensions/Managed/WindowsDesktopStandalonePostProcessor.cs:118) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:176) UnityEditor.HostView:OnGUI()
The issue is related to the sapi dll, I awaited until unity 5.5 was released but it still not working, and I have not enought experience to figured out.
Thank you for any suggestion
Packing sprites: SpritePacker failed to get types from Interop.SpeechLib, Version=5.4.0.0, Culture=neutral, PublicKeyToken=null. Error: The classes in the module cannot be loaded. UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEditor.Sprites.Packer:RegenerateList() (at C:\buildslave\unity\build\Editor\Mono\Sprites\SpritePacker.cs:74) UnityEditor.Sprites.Packer:GetSelectedPolicyId() (at C:\buildslave\unity\build\Editor\Mono\Sprites\SpritePacker.cs:102) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTarget, BuildOptions, Boolean) UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions, Boolean) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:464) UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:321) UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:1364) UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:1291) UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:887) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:249) UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:242) UnityEditor.HostView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:76)
(Filename: /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)
Grouping sprites using the selected SpritePackerPolicy. - Packing 0 atlases. - Packing completed. Opening scene 'Temp/__Backupscenes/0.backup' Load scene 'Temp/__Backupscenes/0.backup' time: 0.038916 ms Unloading 7 Unused Serialized files (Serialized files now loaded: 0) System memory in use before: 38.3 MB. System memory in use after: 38.4 MB.
See this .
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