Hi,
We’re having a serious issue here… We’ve just recently ported our project into unity 4, and at first look (and after a few tweaks), everything appeared to work fine.
However, on a standalone build, the game breaks down after a series of “The File […]level7 is corrupted! Remove it and launch unity again!” errors.
We’ve looked around, and found several other threads and questions from people having the same issue, but none of them have any definitive conclusions.
The project is much too large to be attached to a bug report, so I’m at a loss here… If this issue can’t be fixed, we’ll be forever stuck on unity 3.
Any help would be immensely appreciated.
Thanks in advance,
Cheers
Well, after a lot of brainbashing, we’ve managed to pin the issue down on a single script. It’s our Orbit class, which is serializable (and doesn’t subclass anything).
Something must be going wrong during the build-making process that breaks the serialization on that class. If I comment out the [Serializable] attribute, the build loads without corruption errors (although things break down in a very nasty way because the orbits are now all uninitialized, and they really don’t like their default values).
But at least this is some good data on the issue. I’m positive now that this is a bug with the serialization or the build-making, and hopefully we’ll be able to work around it.
I’ll post more news as they come.
Cheers
Solved it!
Turns out there were two Orbit scripts in the project. Our own Orbit.cs class, and another Orbit.js class, which came in an addon package, and I never knew was there until now.
Apparently unity3 was ok with compiling classes with the same name on different languages. Now, it seems that this causes some linkage confusion or something, which leads to corrupted scene assets.
Well, at least we were able to find it. 
Cheers
Hi
I may have the same issue as you had. Do you have any trick how to quickly find the script (Orbit in your case)?
it seems that it is not the same problem as you had, afterall.