marty
unread,Nov 12, 2023, 2:05:03 AM11/12/23Sign in to reply to author
Sign in to forward
You do not have permission to delete messages in this group
Either email addresses are anonymous for this group or you need the view member email addresses permission to view the original message
to 宴ユーザーグループ
・宴のバージョン:3.12.8
・Unityのバージョン:2021.3.11f1、2021.3.32f1
・OSバージョン:MacOS Ventura 13.4.1 (c)
・Unityの習熟度:初心者、「Unity&宴 ノベルゲーム開発入門」の本とpdfを2周目完了。「もっと早く教えてほしかった!Unity C#入門」を学習済み。Addressables、UnityCCDなどを勉強中。
宴アセットのみで制作中です。
Unityの新規プロジェクトを作って、importしたばかりの宴のデフォルトSampleシーンをそのまま再生すると、下記のエラーが出るようになりました(Unityのバージョンを変えても出る)。
(以前はコンソールには「Utage Ver 3.12.7 Start!」という白いビックリマークだけのメッセージが表示されていました)
どうすればこれらのエラーメッセージを解消できるかお分かりでしょうか?
==========
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.ProfilerWindow.SaveViewSettings () (at /Users/bokken/build/output/unity/unity/Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:679)
UnityEditor.ProfilerWindow.OnDisable () (at /Users/bokken/build/output/unity/unity/Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:368)
==========
IConnectionState was not Disposed! Please make sure to call Dispose in OnDisable of the EditorWindow in which it was used.
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
#3 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
#4 (Mono JIT Code) [DebugLogHandler.cs:10] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
#5 (Mono JIT Code) [Logger.cs:61] UnityEngine.Logger:Log (UnityEngine.LogType,object)
#6 (Mono JIT Code) [Debug.bindings.cs:130] UnityEngine.Debug:LogError (object)
#7 (Mono JIT Code) [AttachToPlayerGUI.cs:377] UnityEditor.Networking.PlayerConnection.GeneralConnectionState:Finalize ()
#8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_virtual_void__this__ (object,intptr,intptr,intptr)
#9 mono_gc_run_finalize
#10 finalizer_thread
#11 start_wrapper_internal
#12 start_wrapper
#13 GC_inner_start_routine
#14 GC_start_routine
#15 _pthread_start
#16 thread_start
==========
[Adaptive Performance] No Provider was configured for use. Make sure you added at least one Provider in the Adaptive Performance Settings.
==========
Utage Ver 3.12.8 Start!
==========
Please add Layer name [ UI2 ]
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
#3 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
#4 (Mono JIT Code) [DebugLogHandler.cs:10] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
#5 (Mono JIT Code) [Logger.cs:61] UnityEngine.Logger:Log (UnityEngine.LogType,object)
#6 (Mono JIT Code) [Debug.bindings.cs:192] UnityEngine.Debug:LogWarning (object)
#7 (Mono JIT Code) [AdvGraphicLayerDefault.cs:55] Utage.AdvGraphicLayerDefault:Init (Utage.AdvLayerSettingData)
#8 (Mono JIT Code) [AdvGraphicGroup.cs:47] Utage.AdvGraphicGroup:.ctor (Utage.AdvLayerSettingData/LayerType,Utage.AdvLayerSetting,Utage.AdvGraphicManager)
#9 (Mono JIT Code) [AdvGraphicManager.cs:215] Utage.AdvGraphicManager:BootInit (Utage.AdvEngine,Utage.AdvLayerSetting)
#10 (Mono JIT Code) [AdvEngine.cs:565] Utage.AdvEngine/<CoBootInit>d__120:MoveNext ()
#11 (Mono JIT Code) [Coroutines.cs:17] UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
#12 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr)
#13 mono_jit_runtime_invoke
#14 do_runtime_invoke
#15 mono_runtime_invoke
#16 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#17 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#18 Coroutine::InvokeMoveNext(ScriptingExceptionPtr*)
#19 Coroutine::Run(bool*)
#20 MonoBehaviour::TryCreateAndRunCoroutine(ScriptingObjectPtr, ScriptingMethodPtr, Coroutine**)
#21 Coroutine::HandleIEnumerableCurrentReturnValue(ScriptingObjectPtr)
#22 Coroutine::ProcessCoroutineCurrent()
#23 Coroutine::Run(bool*)
#24 DelayedCallManager::Update(int)
#25 InitPlayerLoopCallbacks()::UpdateScriptRunDelayedDynamicFrameRateRegistrator::Forward()
#26 ExecutePlayerLoop(NativePlayerLoopSystem*)
#27 ExecutePlayerLoop(NativePlayerLoopSystem*)
#28 PlayerLoop()
#29 EditorPlayerLoop::Execute()
#30 PlayerLoopController::InternalUpdateScene(bool, bool)
#31 PlayerLoopController::EnterPlayMode()
#32 PlayerLoopController::SetIsPlaying(bool)
#33 Application::TickTimer()
#34 -[EditorApplication TickTimer]
#35 __NSFireTimer
#36 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
#37 __CFRunLoopDoTimer
#38 __CFRunLoopDoTimers
#39 __CFRunLoopRun
#40 CFRunLoopRunSpecific
#41 RunCurrentEventLoopInMode
#42 ReceiveNextEventCommon
#43 _BlockUntilNextEventMatchingListInModeWithFilter
#44 _DPSNextEvent
#45 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#46 -[NSApplication run]
#47 NSApplicationMain
#48 EditorMain(int, char const**)
#49 main
#50 start
==========