every time I do a build it crashes and in WebGL it crashes with a RuntimeError: memory access out of bounds and stops loading.
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.
I have game project before that was re-imported to another Unity Version (newer than back to older). The project too was corrupted.
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&)