所以我的团结(2017.3.1f)突然不会将我的项目构建到webGL。
它以前做过,我只是对一个函数进行了更新,该函数将数字格式化为字符串,然后尝试构建更新。内置到独立桌面没有问题,内置到android绝对没问题,但是当我尝试构建到webGL时,它给了我以下错误(发布后)
我尝试在另一个项目上构建一个空白场景,并且没有问题。我还尝试将其中一个场景导入另一个新项目(在导入之前构建良好),但不在之后。
任何人都知道这是怎么回事吗?
任何帮助将不胜感激,因为我只是不明白错误在说什么。关于此错误和提及的文件(python.exe,emcc_arguments.resp,build.bc),我已经尽我最大的努力来搜索,但是到目前为止,这些解决方案都没有奏效。
谢谢
运行“ C:\ Program失败 Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten_Win \ python \ 2.7.5.3_64bit \ python.exe“ “ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ emcc“ @“ C:\ Users \ Zaine \ Desktop \ Projects \ Ember \ Assets .. \ Temp \ emcc_arguments.resp”
标准输出: stderr:警告:root:C:\ Users \ Zaine \ Desktop \ Projects \ Ember \ Temp \ StagingArea \ Data \ Native \ build.bc 无效的LLVM位代码错误:root:无输入文件,请注意输入 没有已知后缀的文件将被忽略,请确保您的输入文件 以以下之一结尾:('。c','。C','。i','。cpp','。cxx','。cc','。c ++', '.CPP','。CXX','。CC','。C ++','。ii','。m','。mi','。mm','。mii', '/dev/null'、'.bc'、'.o'、'.obj'、'.lo'、'.dylib'、'.so'、'.a'、'.ll', '.h','。hxx','。hpp','。hh','。H','。HXX','。HPP','。HH') UnityEngine.GUIUtility:processEvent(Int32,IntPtr)
异常:构建WebGL Player失败。 UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p)(在 /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48) UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (BuildPostProcessArgs参数,布尔wasmBuild,System.String sourceFiles,System.String sourceFilesHash)(在 /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:408) UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (BuildPostProcessArgs args)(在 /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:451) UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args)(在 /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:916) UnityEditor.PostprocessBuildPlayer.Postprocess(BuildTargetGroup targetGroup,BuildTarget目标,System.String installPath, System.String公司名称,System.String产品名称,Int32宽度, Int32高度,BuildOptions选项,UnityEditor.RuntimeClassRegistry usedClassRegistry,UnityEditor.BuildReporting.BuildReport报告)(在 C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272) UnityEngine.GUIUtility:processEvent(Int32,IntPtr)
播放器错误:3个错误
构建完成,结果为“失败” UnityEngine.GUIUtility:processEvent(Int32,IntPtr)
UnityEditor.BuildPlayerWindow + BuildMethodException:出现4个错误 UnityEditor.BuildPlayerWindow + DefaultBuildMethods.BuildPlayer (BuildPlayerOptions选项)中的[0x0020e] C:\ buildslave \ unity \ build \ Editor \ Mono \ BuildPlayerWindowBuildMethods.cs:181 在UnityEditor.BuildPlayerWindow.CallBuildMethods(布尔 askForBuildLocation,BuildOptions defaultBuildOptions)[0x00065]在 C:\ buildslave \ unity \ build \ Editor \ Mono \ BuildPlayerWindowBuildMethods.cs:88 UnityEngine.GUIUtility:processEvent(Int32,IntPtr)
更新:当我从webGL切换到另一个平台(独立台式机),然后又切换回webGL,然后再次尝试构建时,出现了稍微不同的错误。
运行“ C:\ Program失败 Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten_Win \ python \ 2.7.5.3_64bit \ python.exe“ “ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ emcc“ @“ C:\ Users \ Zaine \ Desktop \ TestBuilding \ Ember \ Assets .. \ Temp \ emcc_arguments.resp”
stdout:stderr:WARNING:root:-separate-asm在编译时效果最好 到HTML。否则,您必须自己加载“ .asm.js”文件 单独发出,并且必须在加载主'.js`文件之前这样做 将符号映射文件写入 C:\ Users \ Zaine \ Desktop \ TestBuilding \ Ember \ Temp \ StagingArea \ Data \ linkresult_asm \ build.js.symbols 追溯(最近一次通话):文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ emcc”, 第13行 emcc.run()文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ emcc.py”, 1972年运行 JSOptimizer.flush()文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ emcc.py”, 1868行,齐平 run_passes(chunks [0],标题,just_split = False,just_concat = False)文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ emcc.py”, 第1841行,在run_passes中 final = shared.Building.js_optimizer(最终,通过,debug_level> = 4,JSOptimizer.extra_info,just_split = just_split, just_concat = just_concat)文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ tools \ shared.py”, js_optimizer中的第1828行 ret = js_optimizer.run(文件名,通过,NODE_JS,调试,extra_info,just_split,just_concat)文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ tools \ js_optimizer.py“, 559行,正在运行 return temp_files.run_and_clean(lambda:run_on_js(文件名,传递,js_engine,source_map,extra_info,just_split,just_concat))
文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ tools \ tempfiles.py”, 第78行,在run_and_clean中 返回func()文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ tools \ js_optimizer.py”, 559行,在 return temp_files.run_and_clean(lambda:run_on_js(文件名,传递,js_engine,source_map,extra_info,just_split,just_concat))
文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten \ tools \ js_optimizer.py“, 第451行,在run_on_js中 文件名= pool.map(run_on_chunk,命令,chunksize = 1)文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten_Win \ python \ 2.7.5.3_64bit \ lib \ multiprocessing \ pool.py”, 地图中的第250行 返回self.map_async(func,可迭代,块大小).get()文件“ C:\ Program Files \ Unity \ Editor \ Data \ PlaybackEngines \ WebGLSupport \ BuildTools \ Emscripten_Win \ python \ 2.7.5.3_64bit \ lib \ multiprocessing \ pool.py”, 554行,在get中 提高self._value AssertionError:优化器中的错误(返回代码-1073740791):UnityEngine.GUIUtility:ProcessEvent(Int32,IntPtr)