Windows Phone - Seriailzation Problem

Greetings,

We are trying to deploy a game on Windows Phone, but our team occured a bug on which we cannot find a solution. After building and installing the game, the game starts just fine, but some of the scripts are getting

A script behaviour has a different serialization layout when loading. (Read 24 bytes but expected 32 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?

The most important script in which it occurs:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class ListAdapter : MonoBehaviour {
    [System.Serializable]
    public enum Fills{ level,levelGroups,upgrades,balls,shops,other,friends};
    private float height;
    public somethingInfo[] infos;
    public Fills fillsType = Fills.level;
    public bool clearOnShow = false;
    [System.NonSerialized]
    private GameObject content;
    public void OnEnable()
    {
    
        content = transform.FindChild("ScrollRect/Content").gameObject;
    
        rePaint ();

    }
    float ratio = 4.11f;
    public double rectHeight;
    public void Start()
    {
        // rePaint();

    }
    public float getHeight()
    {
        return height;
    }
    ArrayList infosList = new ArrayList ();
    public void rePaint()
    {
  
        if (infos == null) {
            switch (fillsType) {
            case Fills.level:
                infos = BallGame.getInstance ().levels.ToArray();
                    ratio = 4.11f;
                break;
            case Fills.upgrades:
                infos = BallGame.getInstance ().upgrades;
                    ratio = 4.11f;
                    break;
            case Fills.balls:
                infos = BallGame.getInstance ().balls;
                    ratio = 4.11f;
                    break;
            case Fills.shops:
                infos = BallGame.getInstance ().shops;
                    ratio = 4.11f;
                    break;
            case Fills.levelGroups:
                infos = BallGame.getInstance().levelGroups;
                    ratio = 4.11f;
                    break;
            case Fills.friends:
                    ratio = 7.56f;
                    // infos = BallGame.getInstance().levelGroups;
                    return;
                break;
                default:
                break;
            }
        }
      
        //content.GetComponent<RectTransform>().offsetMin = new Vector2(0, content.GetComponent<RectTransform>().offsetMin.y);
        //content.GetComponent<RectTransform>().offsetMax = new Vector2(0, content.GetComponent<RectTransform>().offsetMax.y);

        /// POCZATEK COPYPSTY
        ///


        Debug.Log("list start" + gameObject.name);

        GameObject scrollView = content.gameObject;
        RectTransform ScrollViewRT = scrollView.GetComponent<RectTransform>();
        //    rectHeight  = (scrollView.GetComponent<RectTransform>().rect.width-200) /4.11 * infos.Length;
        rectHeight = (scrollView.GetComponent<RectTransform>().rect.width) / ratio * infos.Length;
        //double a=(rectHeight/Screen.height-1)*0.6;
      
        double a = (rectHeight / (scrollView.GetComponent<RectTransform>().rect.height/ scrollView.GetComponent<RectTransform>().anchorMax.y));
        Debug.Log("dupa  " + scrollView.GetComponent<RectTransform>().rect.width + " " + scrollView.GetComponent<RectTransform>().rect.height + " " + rectHeight + " " + a);
        scrollView.GetComponent<RectTransform>().anchorMax = new Vector2(1f, (float)a);
        Debug.Log("RECT_WIDTH = " + GetComponentInChildren<RectTransform>().rect.width);
        Debug.Log("INFOS_LENGTH = " + infos.Length);
        Debug.Log("RECT_HEIGHT = " + scrollView.GetComponent<RectTransform>().rect.height);
        height = scrollView.GetComponent<RectTransform>().rect.height;
      

        //scrollView.GetComponent<RectTransform>().anchorMin = new Vector2(1f, scrollView.GetComponent<RectTransform>().rect.height);
        //ScrollViewRT.rect.height = rectHeight;

        ///KONIEC KOPYPASTY

        if (clearOnShow && infos.Length > 0)
          
          
        foreach(GameObject o in infosList)
        {
              
            Destroy(o);
                Debug.Log("Kochanie usunąłem dzieciaki");
        }
    
        for (int i=0;i<infos.Length;i++)
        {
            Debug.LogError("rePaint 5 "+i);
            if (!infos[i].hidden)
            {
                //GameObject scrollView = content.gameObject; // przez copypaste nastepny wiersz zamieniony za ten
                scrollView = content.gameObject;
                Debug.Log ("enableing"+i);
                if(infos[i].hasView()&&!clearOnShow)
                    infos[i].getView();
                else
                {
                    if (clearOnShow)
                        infos[i].setView(null);
                GameObject levelInfo=infos[i].getView();
                  
                levelInfo.transform.position=scrollView.transform.position;
                levelInfo.transform.rotation=scrollView.transform.rotation;
                //levelInfo.transform.rotation=Quaternion.identity;
                levelInfo.transform.SetParent( scrollView.transform);

                levelInfo.GetComponent<RectTransform>().localScale=new Vector3(1f,1,1);
            //        Vector3 pos=levelInfo.GetComponent<RectTransform>().anchoredPosition3D;
            //        pos.y=200-i*100;
                //    levelInfo.GetComponent<RectTransform>().anchoredPosition3D=pos;
            //    levelInfo.GetComponent<RectTransform>().rotation=Quaternion.Euler(Vector3.zero);
                infosList.Add (levelInfo);
                }
            }




      
        }
        //content.GetComponent<RectTransform>().localPosition = new Vector3 (0,0,0);
        // content.GetComponent<RectOffset>().right = 0;

        //content.GetComponent<RectTransform>().rect.set(top, left, width, height);

        /// USTAWIENIE CONTENTU NA SRODEK// DALEJ NIE DZIALA - widocznie jest przesuwany gdzies dalej
        ///
        Debug.LogError("rePaint end");

    }
}

We debugged it for a while and the problem is which “Gameobject content” if we comment this very line, the serialization problems ends, but the scripts does not work without it of course. We tried to make it private, non-serializable, serializable and many many more.

We googled the problem, tried numerous solutions which didn’t work in our case and now we seek for help here.

Any advices will be appreciated!

Any chance you could submit a bug repro with a small repro project so we could take a closer look?

From Visual Studio:

[LIST=1]
[*]'Deep Blue.exe' (CoreCLR: DefaultDomain): Loaded 'C:\windows\system32\mscorlib.ni.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\Deep Blue.ni.EXE'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\WinMetadata\Windows.winmd'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\Data\SharedData\PhoneTools\AppxLayouts\28725b27-43ed-44ae-812c-693d532ace79VS.Release_ARM.gosciu\UnityPlayer.winmd'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.RUNTIME.INTEROPSERVICES.WINDOWSRUNTIME.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\System.Runtime.WindowsRuntime.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\Data\SharedData\PhoneTools\AppxLayouts\28725b27-43ed-44ae-812c-693d532ace79VS.Release_ARM.gosciu\WinRTBridge.winmd'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\Data\SharedData\PhoneTools\AppxLayouts\28725b27-43ed-44ae-812c-693d532ace79VS.Release_ARM.gosciu\BridgeInterface.winmd'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\UnityEngine.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.COLLECTIONS.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.RUNTIME.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\Apple.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\Assembly-CSharp-firstpass.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\UnityEngine.Purchasing.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\Assembly-CSharp.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\UnityEngine.UI.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\Assembly-UnityScript.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\Boo.Lang.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\Stores.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\winrt.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\UnityEngine.Networking.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.CORE.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.XML.LINQ.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.XML.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\UnityEngine.Analytics.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\WinRTLegacy.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.REFLECTION.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]Module information:
[*] Built with Compiler Ver '180030723'
[*] Built from '5.3/release' branch
[*] Version is '5.3.2f1 (e87ab445ead0)'
[*] Release build
[*] Application type 'XAML'
[*] Used 'PhoneSDK 8.1'
[*]

[*]PlayerConnection initialized from C:/Data/SharedData/PhoneTools/AppxLayouts/28725b27-43ed-44ae-812c-693d532ace79VS.Release_ARM.gosciu/Data (debug = 0)
[*]

[*]PlayerConnection initialized network socket : 0.0.0.0 55054
[*]

[*]Multi-casting "[IP] 127.0.0.1 [Port] 55054 [Flags] 2 [Guid] 3549622619 [EditorId] 4294967295 [Version] 1048832 [Id] MetroPlayerARM(Windows-Phone) [Debug] 0" to [225.0.0.222:54997]...
[*]

[*]GfxDevice: creating device client; threaded=1
[*]

[*]Disabling Low Latency presentation API.
[*]

[*]Direct3D:
[*]

[*]    Version:  Direct3D 11.0 [level 9.3]
[*]

[*]    Renderer: Qualcomm Adreno 305 (WDDM v1.2) (ID=0x30303330)
[*]

[*]    Vendor:   Qualcomm
[*]

[*]    VRAM:     453 MB
[*]

[*]Warning: There are known driver bugs related to shadowmaps on 'Qualcomm Adreno 305 (WDDM v1.2)', shadows will be disabled.
[*]

[*]Initialize engine version: 5.3.2f1 (e87ab445ead0)
[*]

[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\UnityEngineProxy.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\data\ProgramData\Microsoft\Windows\AppRepository\Packages\28725b27-43ed-44ae-812c-693d532ace79_1.0.0.0_arm__3fank87ymccs8\NI\UnityScript.Lang.ni.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.IO.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.RUNTIME.INTEROPSERVICES.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]WARNING: Shader
[*]Unsupported: 'Hidden/Internal-DeferredShading' - Pass '' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/Internal-DeferredShading' - Setting to default shader.
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/Internal-DeferredReflections' - Pass '' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/Internal-DeferredReflections' - Setting to default shader.
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/Internal-PrePassLighting' - Pass '' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/Internal-PrePassLighting' - Setting to default shader.
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/CubeBlur' - Pass '' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/CubeCopy' - Pass '' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Hidden/CubeBlend' - Pass '' has no vertex shader
[*]

[*]Disabling independent input source.
[*]

[*]Logical Screen DPI is 134.40.
[*]

[*]UnloadTime: 5.190814 ms
[*]

[*]Game was created
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The referenced script on this Behaviour (Game Object 'Point light') is missing!
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp Line: 1655)
[*]

[*]

[*]The referenced script on this Behaviour (Game Object 'Point light') is missing!
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp Line: 1655)
[*]

[*]

[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\en-US\mscorlib.debug.resources.dll'. Module was built without symbols.
[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]WARNING: Shader
[*]Unsupported: 'Standard' - Pass 'FORWARD' has no vertex shader
[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at notEnoughHolder.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]WARNING: Shader
[*]Unsupported: 'Standard' - Pass 'FORWARD_DELTA' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Standard' - Pass 'SHADOWCASTER' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Standard' - All passes removed
[*]

[*]A script behaviour (probably notEnoughHolder?) has a different serialization layout when loading. (Read 32 bytes but expected 128 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]WARNING: Shader
[*]Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'FORWARD' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'FORWARD' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'PREPASS' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'PREPASS' has no vertex shader
[*]

[*]WARNING: Shader
[*]Unsupported: 'Legacy Shaders/Bumped Specular' - All passes removed
[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at newBuyHolder.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably newBuyHolder?) has a different serialization layout when loading. (Read 32 bytes but expected 96 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at unlockHolder.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably unlockHolder?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]InvalidOperationException: Instances of abstract classes cannot be created.
[*]   at ListAdapter.Unity_Deserialize(Int32 depth)
[*]   at UnityEngine.Internal.Types.$UnityType1837.$Invoke0(Int64 instance, Int64* args)
[*]   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
[*](Filename: <Unknown> Line: 0)
[*]

[*]

[*]A script behaviour (probably ListAdapter?) has a different serialization layout when loading. (Read 32 bytes but expected 48 bytes)
[*]Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Serialize/SerializedFile.cpp Line: 1682)
[*]

[*]

[*]Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
[*]

[*]UnloadTime: 7.020888 ms
[*]

[*]modifs somehow null in Basic core
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]Prefabrykaty/kulki/kulka_apperance/kulka apperence 1
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]UI enabled
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
[*]

[*]

[*]Unloading 26 unused Assets to reduce memory usage. Loaded Objects now: 3532. Operation took 52.746372 ms.
[*]

[*]System memory in use: 63.6 MB.
[*]

[*]bla1 1
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]cristals save 10000
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]flash
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]cristals save 10000
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]cristals save 10000
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The referenced script on this Behaviour (Game Object '<null>') is missing!
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp Line: 1655)
[*]

[*]

[*]The referenced script on this Behaviour (Game Object 'Point light') is missing!
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp Line: 1655)
[*]

[*]

[*]The referenced script on this Behaviour (Game Object 'Point light') is missing!
[*]

[*](Filename: C:/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp Line: 1655)
[*]

[*]

[*]1 1 0 1 -1
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]2 2 0 1 -2
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]'Deep Blue.exe' (CoreCLR: .): Loaded 'C:\windows\system32\SYSTEM.THREADING.NI.DLL'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]2 2 0 1 -2
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]3 3 0 1 -3
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]3 3 0 1 -3
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]3 4 3 -1 0
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]end tour
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0x2c0 has exited with code 0 (0x0).
[*]trying kilking plyaer nowFalse BaseObject: NotAvailableDuringDebugging
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]on enable panel manager
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]on enable panel manager
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]UI Disabled
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0x7f0 has exited with code 0 (0x0).
[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0xb28 has exited with code 0 (0x0).
[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0x97c has exited with code 0 (0x0).
[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0x62c has exited with code 0 (0x0).
[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0xffc has exited with code 0 (0x0).
[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0xb60 has exited with code 0 (0x0).
[*]UnibillWin8:Exception loading listing information:Exception from HRESULT: 0x805A2014
[*]

[*](Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 40)
[*]

[*]

[*]The thread 0xe8c has exited with code 0 (0x0).

And in game console we see this:

[/LIST]

So can we have a bug report?

What do you mean by bug report, where is it displayed?

Here’s how to do it:

https://fogbugz.unity3d.com/default.asp?774217_olskin66tjtbfnid

Thanks, we’ll look into it.

It doesn’t seem like you attached a repro project to the bug report?

Huh it’s kinda strange. I’m quite sure I did, also the bug report was being sent for like 30 minutes so it had to be quite heavy as the project would be. Well then I’m gonna make another bug report.

https://fogbugz.unity3d.com/default.asp?774815_i4djlklsn0mng1qh

Let me know if it’s fine now

Nope, still no attachments. I’ll PM you.