Downgraded from 2019 3.0 to 2.17

Didn’t realize until now that v3 is beta and I was unable to build android il2cpp.

So I downgraded the project to 2.17 and it builds now.

However, I am getting the following errors:
Missing Profiler.EndSample (BeginSample and EndSample count must match): Texture.AcquireTextureUploadMemory
Previous 5 samples:
AsyncUploadManager.ScheduleAsyncCommands
Gfx.CreateTexture
Gfx.CreateTextureThreaded
Texture.AcquireTextureUploadMemory
AsyncUploadManager.AsyncResourceUpload
In the scope:
Texture.AcquireTextureUploadMemory
AsyncUploadManager.AsyncResourceUpload
AsyncUploadManager.AsyncResourceUploadBlocking
Texture.WaitForAsyncUpload
Render Thread

Never seen this before, what is this? The game runs fine and I dont notice any issue but this error worries me. As I see it pretty often after the downgrade.

Try deleting your Library folder, Unity will recreate it, might be something cached that is no longer compatible.

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Nope, that didnt do anything.

Errors still here.

Downgrading isn’t something that Unity projects support. Some things might work, but the upgrade process is one-way, and can be destructive. Your best bet is just to revert to an earlier version before you upgraded.

1 Like

Unfortunately I do not have an earlier version to revert to.

This was a new project started right at 2019 3.0 without realizing it was a beta build. Tried building to phone today and couldn’t do it (2019 3.x is bugged)?

Well, depending on how big your project is, it may be easier to create a new project under 2019.2, and copy your scripts and assets over to it. Since you don’t have any kind of backup for your project, I’ll assume it’s a a pretty small / new project, so hopefully that’s not a lot of work.

Otherwise, check out the beta forums, and maybe someone there could assist with the android build issue, unless it’s a known problem right now. They just released RC 5 of 2019.3, so maybe it’s already fixed in the latest 2019.3 build.

https://forum.unity.com/forums/2019-3-beta.337/

Fixed the problem. Turns out to be an editor problem with NDK.
Unity Hub’s NDK module is faulty.