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sacb0y

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About sacb0y

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  1. I think so, but to be honest because I don't get a definitive error, I can't be certain of the root cause. It's my guess these errors could be caused by some other conflict.
  2. I'm going to dig through and find out exactly which file is causing the conflict.
  3. Ok so updon deleting the Plastic SCM folder, Doozy works immediately, for some reason there's a serious conflict with my project and the errors aren't giving me much info on why. 😕 I do get this error (before i removed the asset), but thats about it. These are the errors doozy gave me before deleting plastic
  4. It would be this asset. https://assetstore.unity.com/packages/tools/visual-scripting/bolt-163802 I'm also having some kind of issue with Doozy UI's "Nody" window. That i only just noticed now but has started since I added the version control. https://assetstore.unity.com/packages/tools/gui/doozyui-complete-ui-management-system-138361
  5. PrecompiledAssemblyException: Multiple precompiled assemblies with the same name Antlr3.Runtime.dll included or the current platform. Only one assembly with the same name is allowed per platform. Assembly paths: Assets/Ludiq/Assemblies/Antlr3.Runtime.dll Assets/Plugins/PlasticSCM/Editor/PlasticLib/Antlr3.Runtime.dll UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.ValidateAndGetNameToPrecompiledAssembly (UnityEditor.Scripting.ScriptCompilation.PrecompiledAssembly[] precompiledAssemblies) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.ToScriptAssemblies (System.Collections.Generic.IDictionary`2[TKey,TValue] targetAssemblies, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+CompilationAssemblies assemblies, System.Collections.Generic.HashSet`1[T] runUpdaterAssemblies) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.GetAllScriptAssemblies (System.Collections.Generic.Dictionary`2[TKey,TValue] allSourceFiles, System.String projectDirectory, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+CompilationAssemblies assemblies, System.Collections.Generic.HashSet`1[T] runUpdaterAssemblies, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+TargetAssemblyType onlyIncludeType) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.GetAllScriptAssembliesOfType (UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+TargetAssemblyType type) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileCustomScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings scriptAssemblySettings, System.String tempBuildDirectory, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.BuildTargetGroup platformGroup, UnityEditor.BuildTarget platform) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileCustomScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.BuildTargetGroup platformGroup, UnityEditor.BuildTarget platform) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface+<>c__DisplayClass40_0.<CompileCustomScriptAssemblies>b__0 () (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.EmitExceptionAsError[T] (System.Func`1[TResult] func, T returnValue) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:CompileCustomScriptAssemblies(EditorScriptCompilationOptions, BuildTargetGroup, BuildTarget) This appears to be causing a critical error for me. But it was fine in Unity 2019.4.1, when I upgraded to Unity 2019.4.9 I had a problem like this before then, but i solved it but closing and reopening Unity hub. EDIT: I removed "editor" from the bolt version of the file, which seemed to fix the error but bolt seems to be fussing at me about it...
  6. hm, maybe i can work this out, thanks.
  7. I was wondering if there was some means to transfer from gitlab cloud to Plastic Cloud? Or would I need to just setup everything from scratch?
  8. Hi, i was wondering if there were nay updates on this? I had a discord webhook on gitlab but i'm considering fully switching to plastic cloud. A discord webhook would be very nice.
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