I wanted to know if i could move my Unity 202 project over to Unity 6, so I duplicated it, added the dup to the Unity hub and changed it’s version to and then opened the project.
I’ve done this a number of time when moving up from versions and so I always expect to get a bunch of script errors I need to fix, usually because of API that have changed, moved, etc.
This time, I got 300 or so errors in importing my graphics, all complaining about the processed bytes being different than the file size. For example:
Assets/Materials/checker-ball.png’ Amount of processed bytes ‘5076’ does not match file size ‘39787’
I’ve searched around for this error message and just can’t seem to find a reference for it. What I end up with is essentially a bunch of graphics in my asset folder that I can’t click on (I assume the failure to import them means they are not there, but the filenames remain)
I’m at a bit of a loss to figure out how to resolve this - anyone seen this before and can tell me what it means/how to resolve?
I’ve ran into a couple of these messages in recent Unity 6 versions. Can’t say they were harmful, I ignored them, seemed more like a bug.
You could try the following:
- pick a working file in the original project that causes this issue
- drop it into a new, empty Unity 6 project (without the .meta file)
- does the error occur there as well? If so, please report this as a bug.
Best practice is to delete the Library folder before opening the project in the new editor version. Did you try doing that?
Thanks for those suggestions - I didn’t know about the removal of the library folder, so I tried all of those. I got down to the point where I could open a new unity 6 project, drag in a single .png file that I used in the original project and recreate the error. So either it’s a bug, or somehow everyone of my files for graphics are all weird and strange in someway - so I’ve gone ahead and opened a bug.
These PNGs aren’t by any chance saved with Inkscape?
There are some tools that somehow create PNGs that work fine for everyday use but somehow break in game engines. Inkscape was just the last tool I recall that used to create such problematic PNGs. Can’t hurt to try open the PNG in any other program and just save it again (or as jpg) to rule out this being some sort of compatibility issue.