Hi all,
I’m porting my game from a webplayer to Flash using the 3.5 Developer Preview. Although i’ve got it to play perfectly in the editor, and building correctly, i have still got serious issues running the flash file in a browser.
Anyway, this is how it should look ( 3.5 webplayer required )
http://davidgoemans.com/Sweeper3D/NaCl/WebPlayer.html
or an old version at: sweeper3d.davidgoemans.com without 3.5
And this is how it does look with Flash export:
http://davidgoemans.com/Sweeper3D/Flash/index.html
I’m getting no error output, and my game is still broken.
Any ideas? The flash build i’ve uploaded can be debugged, so please feel free to have a look and send me any feedback
Thanks!
I get the following in the flashlog.txt:
Player: init engine
MolehillGfxDevice:OpenGL (Direct blitting)
Level: 0
Invoke error : ReferenceError: Error #1069: Property length not found on System.CLIArray and there is no default value.
with :
Stack : ReferenceError: Error #1069: Property length not found on System.CLIArray and there is no default value.
at UnityEngine.Serialization::SerializedStateWriter/WriteArray()
at UnityEngine.Serialization::SerializedStateWriter/WriteList()
at global::Tile/Serialize()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\Tile.as:424]
at UnityEngine.Serialization::ActionScriptDeserializer$/Serialize()
at com.unity::UnityNative$/Ext_SerializeMonoBehaviour()
at com.unity::UnityNative$/_ZN13MonoBehaviour23VirtualRedirectTransferER19StreamedBinaryWriteILb0EE()
at com.unity::UnityNative$/_ZL15CloneObjectImplP6ObjectR10vector_mapIllSt4lessIlE13stl_allocatorISt4pairIllEL18MemLabelIdentifier93ELi4EEE()
at com.unity::UnityNative$/Object_CUSTOM_Internal_CloneSingle()
at UnityEngine::_Object$/Object_Internal_CloneSingle_Object()
at UnityEngine::_Object$/Object_Instantiate_Object()
at global::Cube/Cube_CreateGame()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\Cube.as:177]
at global::Cube/Cube_StartGame_State()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\Cube.as:166]
at global::GameStateManager/GameStateManager_startGame_Object()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\GameStateManager.as:366]
at global::GuiHelper/GuiHelper_DrawButton_Rect_Texture2DArray_ButtonClick_Object_String_Vector2()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\GuiHelper.as:132]
at global::GuiHelper/GuiHelper_DrawButton_Rect_Texture2DArray_ButtonClick_Object_String()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\GuiHelper.as:148]
at global::GuiHelper/GuiHelper_DrawButton_Rect_ButtonClick_Object_String()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\GuiHelper.as:118]
at global::GameStateManager/GameStateManager_ShowMenu()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\GameStateManager.as:850]
at global::GameStateManager/GameStateManager_OnGUI()[C:\Users\david\Dropbox\Projects\Sweeper3d\Unity\Unity\Temp\StagingArea\Data\ConvertedDotNetCode\global\GameStateManager.as:596]
at com.unity::UnityNative$/Ext_Flash_InvokeMethodOnObject()
at com.unity::UnityNative$/_ZN13MonoBehaviour5DoGUIER10InputEventbbbi()
at com.unity::UnityNative$/_ZN10GUIManager10DoGUIEventER10InputEventb()
at com.unity::UnityNative$/_Z10PlayerLoopbb()
at com.unity::UnityNative$/NativeExt_PlayerLoop()
at com.unity::UnityContentInternal/playerLoop()
at com.unity::UnityContent/onEnterFrame()
Memory not freed: 1280b
1:824b (SerializationTemp): ./Runtime/Allocator/STLAllocator.h (l54)
1:144b (SerializationTemp): ./Runtime/Allocator/STLAllocator.h (l54)
1:312b (IOTemp): ./Runtime/Utilities/dynamic_array.h (l275)
I don’t know what this all means, however, the callstack includes your GameStateManager, Cube and Tile code. (The .as files are the actionscript versions of your game script.) You could try opening these as files and look at the lines where there errors are reported. By comparing with your game code you might be able to locate script code that cause these problems. It might be a bug at the support guys have said, then-again, you might be able to find a workaround, perhaps by re-writing some script code.
This question is old, but since it haven’t been answered, I would like to point anyone interested here: http://answers.unity3d.com/answers/473168/view.html
It might solve your problem.