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Weird error preventing my builds from running

A topic by Wolfie created Feb 28, 2021 Views: 790 Replies: 16
Viewing posts 1 to 5
(1 edit)

every time I do a build it crashes and in WebGL it crashes with a RuntimeError: memory access out of bounds and stops loading.

Submitted

Try windows build first, then webgl, to have a backup build for your game if it keeps crashing when building to webgl.

i tried that a while ago, i have heaps of broken builds

Reimporting didn't work either

Submitted

Sorry bro, can't really help you that much. I can only give you a suggestion, although it's up to you if you want to.

  • If you know StackOverflow or UnityForums, you can search or ask there. I recommend this before doing anything else.
  • Try to reinvent the game to another game project, not the best solution.

I have game project before that was re-imported to another Unity Version (newer than back to older). The project too was corrupted.

Update:  The game still wont open.

Here is the output:

Unhandled exception. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

 ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Dev\UNITY\Dont live\Library\ScriptAssemblies\Assembly-CSharp.dll'.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Mono.Cecil.ModuleDefinition.GetFileStream(String fileName, FileMode mode, FileAccess access, FileShare share)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Mono.Cecil.AssemblyDefinition.ReadAssembly(String fileName, ReaderParameters parameters)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at TypeDbJsonGenerator.Program.<>c__DisplayClass4_0.<Read>b__1(String x)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Linq.Enumerable.WhereSelectArrayIterator`2.ToList()
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at TypeDbJsonGenerator.Program.Read(String[] pathToAssembly, String[] searchDirs)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at TypeDbJsonGenerator.Program.Main(String[] args)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   --- End of inner exception stack trace ---
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Program.Main(String[] args)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Unhandled exception. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

 ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Dev\UNITY\Dont live\Library\PlayerScriptAssemblies\Assembly-CSharp.dll'.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Mono.Cecil.ModuleDefinition.GetFileStream(String fileName, FileMode mode, FileAccess access, FileShare share)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Mono.Cecil.AssemblyDefinition.ReadAssembly(String fileName, ReaderParameters parameters)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at TypeDbJsonGenerator.Program.<>c__DisplayClass4_0.<Read>b__1(String x)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Linq.Enumerable.WhereSelectArrayIterator`2.ToList()
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at TypeDbJsonGenerator.Program.Read(String[] pathToAssembly, String[] searchDirs)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at TypeDbJsonGenerator.Program.Main(String[] args)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   --- End of inner exception stack trace ---
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

   at Program.Main(String[] args)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Build completed with a result of 'Succeeded' in 24 seconds (24367 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Hey man,I am getting the same error.Where you able to fix it ?

nope, i ended up not publishing it.

(1 edit)

Damn that sucks,I am working on a project and stuck on the same problem.

Submitted

Are you trying to load a file or resource with an Absolute Path?

no, but I did update to 2020

Submitted

it's hard without looking at the project in questions. The errors lead me to believe something isn't set up right with the GUIutilty.processEvent file. Looks like it's trying to get a file and can't find it. I'm not sure how your using the library tho

I deleted it several times, stack overflow is not helping

Submitted

 Whats the script that's trying to use it? And why? Also, try making a new project. Build and export, see if you get the same error, if so, try re installing unity. Slowly remove game objects from scene until error goes away. I'm not sure how else I can help at this stage.

(1 edit)

none, i went through all of them

updating didn't work