Errors after opening Block Breaker Game

Hello all, I decided to take a break (no pun intended) from the block breaker game to ramp up my C# skills. I left the game in a functional state, but now that I am returning to it, there are a ton of errors that display upon opening. I may have opened the game in another version of Unity, as I have upgraded a few times. However, I have opened this game in several versions to try and resolve the errors and have had no luck. As a side note, it won’t even open in version 2020.2.1f1. When I click to upgrade the project, it just opened in 2019.4.20f1. It can also open up in 2019.4.17f1. The full errors are the following.

Library\PackageCache\com.unity.2d.common@4.0.3\Editor\InternalBridge\TexturePlatformSettings\TexturePlatformSettings.cs(132,9): error CS0246: The type or namespace name ‘BaseTextureImportPlatformSettings’ could not be found (are you missing a using directive or an assembly reference?)

Library\PackageCache\com.unity.2d.common@4.0.3\Editor\InternalBridge\TexturePlatformSettings\TexturePlatformSettings.cs(39,126): error CS0246: The type or namespace name ‘BaseTextureImportPlatformSettings’ could not be found (are you missing a using directive or an assembly reference?)

Library\PackageCache\com.unity.2d.common@4.0.3\Editor\InternalBridge\TexturePlatformSettings\TexturePlatformSettings.cs(30,9): error CS0246: The type or namespace name ‘TextureImportPlatformSettingsData’ could not be found (are you missing a using directive or an assembly reference?)

Library\PackageCache\com.unity.2d.common@4.0.3\Editor\InternalBridge\TexturePlatformSettings\TexturePlatformSettings.cs(32,14): error CS0246: The type or namespace name ‘BaseTextureImportPlatformSettings’ could not be found (are you missing a using directive or an assembly reference?)

Library\PackageCache\com.unity.textmeshpro@3.0.1\Scripts\Editor\TMP_PackageUtilities.cs(453,84): error CS0103: The name ‘VersionControlSettings’ does not exist in the current context

SerializationException: Unable to find assembly ‘UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.

System.Runtime.Serialization.Formatters.Binary.BinaryAssemblyInfo.GetAssembly () (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.ObjectReader.GetType (System.Runtime.Serialization.Formatters.Binary.BinaryAssemblyInfo assemblyInfo, System.String name) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.ObjectMap…ctor (System.String objectName, System.String memberNames, System.Runtime.Serialization.Formatters.Binary.BinaryTypeEnum binaryTypeEnumA, System.Object typeInformationA, System.Int32 memberAssemIds, System.Runtime.Serialization.Formatters.Binary.ObjectReader objectReader, System.Int32 objectId, System.Runtime.Serialization.Formatters.Binary.BinaryAssemblyInfo assemblyInfo, System.Runtime.Serialization.Formatters.Binary.SizedArray assemIdToAssemblyTable) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.ObjectMap.Create (System.String name, System.String memberNames, System.Runtime.Serialization.Formatters.Binary.BinaryTypeEnum binaryTypeEnumA, System.Object typeInformationA, System.Int32 memberAssemIds, System.Runtime.Serialization.Formatters.Binary.ObjectReader objectReader, System.Int32 objectId, System.Runtime.Serialization.Formatters.Binary.BinaryAssemblyInfo assemblyInfo, System.Runtime.Serialization.Formatters.Binary.SizedArray assemIdToAssemblyTable) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.__BinaryParser.ReadObjectWithMapTyped (System.Runtime.Serialization.Formatters.Binary.BinaryObjectWithMapTyped record) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.__BinaryParser.ReadObjectWithMapTyped (System.Runtime.Serialization.Formatters.Binary.BinaryHeaderEnum binaryHeaderEnum) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.__BinaryParser.Run () (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.ObjectReader.Deserialize (System.Runtime.Remoting.Messaging.HeaderHandler handler, System.Runtime.Serialization.Formatters.Binary.__BinaryParser serParser, System.Boolean fCheck, System.Boolean isCrossAppDomain, System.Runtime.Remoting.Messaging.IMethodCallMessage methodCallMessage) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler, System.Boolean fCheck, System.Boolean isCrossAppDomain, System.Runtime.Remoting.Messaging.IMethodCallMessage methodCallMessage) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler, System.Boolean fCheck, System.Runtime.Remoting.Messaging.IMethodCallMessage methodCallMessage) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler, System.Boolean fCheck) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) (at <9577ac7a62ef43179789031239ba8798>:0)

System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) (at <9577ac7a62ef43179789031239ba8798>:0)

UnityEditor.Scripting.APIUpdater.AssemblyDependencyGraph.LoadFrom (System.IO.Stream stream) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)

UnityEditorInternal.APIUpdating.APIUpdaterManager.ReadOrCreateAssemblyDependencyGraph (System.String assemblyDependencyGraphFilePath) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)

UnityEditorInternal.APIUpdating.APIUpdaterManager.UpdateDependencyGraph (System.Collections.Generic.IEnumerable`1[T] addedAssemblyPaths) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)

UnityEditorInternal.APIUpdating.APIUpdaterManager.ProcessImportedAssemblies (System.String assemblies) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)

Library\PackageCache\com.unity.2d.common@4.0.3\Runtime\InternalBridge\InternalEngineBridge.cs(36,48): error CS0117: ‘SpriteRendererDataAccessExtensions’ does not contain a definition for ‘SetBatchDeformableBufferAndLocalAABBArray’

Unexpected node type.

Does anybody have any ideas on how I should resolve these? Thanks in advance!

Hi Jackie,

Have you already tried to restart Unity and Visual Studio?

Importing a project into different versions of Unity is generally not recommended unless there is a good reason such as a bug which prevents you from developing your project.

If restarting did not fix the issue, close Unity and delete the Library folder in your project folder. Then launch Unity. It might take a couple of minutes as Unity recreates the Library folder. If it opens its empty default scene, open your scene in your Assets folder.

Did this help?

1 Like

Hi Nina, thanks for your suggestions. Restarting Unity and Visual Studio didn’t work. I had tried that several times. Deleting the library folder in my project file has caused many more errors to pop up. There are now about 60 errors that seem to be related to the original errors I posted about, but they have multiplied.

Here is an example of one:

Library\PackageCache\com.unity.2d.common@4.0.3\Editor\TextureGenerator\TextureGeneratorHelper.cs(227,65): error CS0246: The type or namespace name ‘TextureGenerationSettings’ could not be found (are you missing a using directive or an assembly reference?)

According to the errors there are some files missing, this could be caused by moving a folder to another location, deleting files without realizing (often those hidden meta files Unity creates) and of course, changing versions or moving, deleting packages in the wrong way.

Try reseting your packages by going to Help / Reset Packages to defaults.

If that doesn’t work, try this weird solution:

  • Create a new Unity Project.
  • Close Unity.
  • Drag the Assets folder from your “damaged” project to the new one, only the assets folder.
  • Open the new project and see if it works.
  • You’ll probably lose some of your work with these, but it should work just fine.
1 Like

Boom, nailed it! Resetting the packages worked. I will avoid changing versions of Unity in future projects. Thanks so much!

1 Like

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.

Privacy & Terms