7 days to die ioexception win32 io returned 112

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7 days to die ioexception win32 io returned 112

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7 days to die ioexception win32 io returned 112

Strange casting exception...Please help

December 31, 2016, 9:34 am

I have a static class that handles all of my network room data. The class normally works great but I am now getting a strange casting exception... Here is an example of a typical property getter and setter for this class public static bool remoteSeat1IsActive { get { Room room = PhotonNetwork.room; object[] seat1 = (object[])room.customProperties["seat1"]; return (bool)seat1[1]; } set { setRemoteSeat1IsActive(value); } } private static void setRemoteSeat1IsActive(bool value) { Room room = PhotonNetwork.room; //get seats hashtables Hashtable PlayerSeat1 = new Hashtable(); object[] seat1 = (object[])room.customProperties["seat1"]; object[] seat = { (bool)seat1[0], value, (string)seat1[2], (long)seat1[3], (int)seat1[4], (int)seat1[5], (int)seat1[6], (int)seat1[7] }; PlayerSeat1.Add("seat1", seat); room.SetCustomProperties(PlayerSeat1); } When from another class I call something like ... storage.remoteSeat1IsActive = true; it normally works... but now I am getting the following exception... InvalidCastException: Cannot cast from source type to destination type. Assets.BlackJack.Scripts.Game.Logic.storage.setRemoteSeat1IsSeated (Boolean value.... However I have checked both the source and destination types and they are both the same... If anyone knows why this might happen, it would be much appreciated... Best Regards, @NickThelen1


(C#) Stack overflow caused by unknown operation

November 22, 2016, 4:53 am

Hi. My editor keeps crashing because of a stack overflow. The error message is as follows: ![alt text][1] [1]: /storage/temp/82643-unityso.png I can't seem to find an infinite loop in my code and i'm stumped as I can't find an answer anywhere. The error message can not be expanded as far as I know. When double clicking the messages two objects are highlighted in my hirarchy and these are the scripts asociated with them (ignore the dutch comments); using UnityEngine; using System.Collections; using UnityStandardAssets._2D; public class Weapon : MonoBehaviour { // De schade die het wapen toebrengt public int Damage; // Pak de Bullet emitter public GameObject Bullet_Emitter; // Pak de bullet uit public GameObject Bullet; // Snelheid van de kogel public float Bullet_Forward_Force; // Hoeveelheid kogels private int bulletAmount; // Positie om te schieten private Vector3 positionLeft; // Positie om te schieten private Vector3 positionRight; // Positie bepaling private bool facingLeft = false; // Enemy ?? private Enemy enemy = new Enemy(); // Methode om te het aantal kogels op het scherm te verminderen met 1 wanneer er een kogel vernietigd wordt void bulletAmountMinusOne() { bulletAmount -= 1; } //De kogel vernietigen wanneer deze een enemy raakt en schade toebrengen //void OnTriggerEnter(Collider other) //{ // if (other.gameObject.tag == "Enemy") // Destroy(other.gameObject); // Debug.Log("Hit"); //} //void OnCollision2DEnter(Collision col) //{ // if (col.gameObject.tag == "Enemy") // { // Destroy(this.transform); // enemy.DamageEnemy(Damage); // } //} // Use this for initialization void Start() { } // Update is called once per frame void Update() { if (Input.GetKey(KeyCode.LeftArrow)) // Hier checken voor input is niet ideaal maar wist niet hoe anders { facingLeft = true; } if (Input.GetKey(KeyCode.RightArrow)) { facingLeft = false; } if (Input.GetKeyDown("p") && bulletAmount (); if (facingLeft == true) { // De snelheid van de kogel toevoegen aan de sneldheid van de rigidbody temporary_RigidBody.AddForce(positionLeft * Bullet_Forward_Force); } else { temporary_RigidBody.AddForce(positionRight * Bullet_Forward_Force); } // De kogel vernietigen Invoke("bulletAmountMinusOne", 2); Destroy(Temporary_Bullet_Handler, 2.0f); } } And using UnityEngine; using System.Collections; public class Enemy : MonoBehaviour { Weapon weapon = new Weapon(); [System.Serializable] public class EnemyStats { public int Health = 100; public int DamageOnHit = 20; // Variabel? } public EnemyStats enemyStats = new EnemyStats(); public Player player = new Player(); public void DamageEnemy(int damage) { enemyStats.Health -= damage; if (enemyStats.Health ().name + "For"); // Destroy(other.gameObject); //} } It seems no matter what I comment out the overflow keeps happening and crashing my editor. So my question is is there a fatal error in the code, or is there a possibility of the set up in the editor causing the overflow? If additional information is needed I'll provide it. Thanks in advance.

Web player hosting with Dropbox

January 1, 2017, 11:20 am

Out of all the questions I've read about web player hosting with dropbox, all of them have been posted a minimum of a year ago, and they all say you need to have a public folder. Unfortunetley for free users (like me) there is no public folder option, although you have to manually link your html and unity3d files. I specifically used [this question][1] since it was the most recent. It tells you to get the link ID for both files and copy it into the html code. I did this, and again reuploaded both files just to be safe, but i always get the dropbox 404 error. Am i doing something wrong here or could anyone share their method? (If you have one) [1]: http://answers.unity3d.com/questions/857181/how-to-upload-a-web-game-to-dropbox-without-errors.html

error solution

January 1, 2017, 11:27 am

Hi, Im absolute beginner, Trying to setup a simple google vr scene. when Im trying to play the scebe these 2 errors pops up : Assets/GoogleVR/Legacy/Scripts/Internal/VRDevices/GvrDevice.cs(90,10): warning CS0618: `UnityEngine.GL.IssuePluginEvent(int)' is obsolete: `IssuePluginEvent(eventID) is deprecated. Use IssuePluginEvent(callback, eventID) instead.' Assets/GoogleVR/Scripts/Video/GvrVideoPlayerTexture.cs(595,7): error CS1622: Cannot return a value from iterators. Use the yield return statement to return a value, or yield break to end the iteration anyone ? thanks.

Problem with the LOD system

January 2, 2017, 12:27 am

Hi, i'm working on a open world game, it have the trees in separated object i'm dont using the tree terrain tool, so each tree have LOD group for optimize, and also the map have a lot of the details on the map like rocks or sticks also with lod groups. But when i play in some zones on the map, a error appears in the console, the error is --> group

Obsolete API updating can't work, errors not fixed

January 4, 2017, 3:19 am

Hi, I download a project, for sculpt at runtime, the script seems to be obsolete but the API updating can't work because the code presents some errors. It's java and I don't have enough experience to see the errors. If someone can look at it and tell me what's wrong, thank you ![alt text][1] // This script is placed in public domain. The author takes no responsibility for any possible harm. var scale = 1.0; var speed = 1.0; var recalculateNormals = false; private var baseVertices : Vector3[]; private var noise : Perlin; function Start () { noise = new Perlin (); } function Update () { var mesh : Mesh = GetComponent(MeshFilter).mesh; if (baseVertices == null) baseVertices = mesh.vertices; var vertices = new Vector3[baseVertices.Length]; var timex = Time.time * speed + 0.1365143; var timey = Time.time * speed + 1.21688; var timez = Time.time * speed + 2.5564; for (var i=0;i

success && actual == (UInt64)size

January 4, 2017, 7:49 am

Hey, So I have recently purchased a realistic environment pack from the asset store and am attempting to download it however I have several errors that appear as the download reaches 98%, anybody know what is causing these errors? **ERRORS:** success && actual == (UInt64)size IOException: Win32 IO returned 112. Path: C:\Users\User\AppData\Roaming\Unity\Asset Store-5.x\Patryk Zatylny\3D ModelsEnvironments\Realistic Nature Environment.unitypackage System.IO.FileStream.WriteInternal (System.Byte[] src, Int32 offset, Int32 count) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:678) System.IO.FileStream.Write (System.Byte[] array, Int32 offset, Int32 count) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:662) UnityEditor.AssetStoreUtils.DecryptFile (System.String inputFile, System.String outputFile, System.String keyIV) (at C:/buildslave/unity/build/artifacts/generated/common/editor/AssetStoreUtilsBindings.gen.cs:88)

error CS0019: Operator `-' cannot be applied to operands of type `System.DateTime' and `string'

January 5, 2017, 1:56 pm

What the heck does this mean: error CS0019: Operator `-' cannot be applied to operands of type `System.DateTime' and `string' I'm trying to use it like this: public static string GetDaysPassedQ01() { LoadInformation.LoadStartDateQ01 (); Debug.Log(StartDateQ01); today = System.DateTime.Now; System.DateTime compareDate = today; //.AddDays(0); System.TimeSpan difference; difference = compareDate - today; difference = compareDate - StartDateQ01; //difference = today - startDate; Debug.Log("Days Passed: " + difference.Days); return difference.Days.ToString(); } NOTE: The **Debug.Log(StartDateQ01);** shows this: 01/05/2017 14:04:48 UnityEngine.Debug:Log(Object)


How to fix error CS0103 Cannot implicitly covert type 'bool' to 'string'

January 5, 2017, 6:03 pm

I have a question about Unity. I have written a script but it doesn't work. I'm trying to allow the player to enter a name and on pressing Enter the text will change and show "Hello +PlayerName" I have no idea how to fix the error error CS0103 The name `Submit' does not exist in the current context. Please explain string PlayerName = "Player1"; string Submit = false; void Update() { if(Input.GetKeyDown("enter")) { Submit = true; } } void OnGUI () { if (Submit) { GUI.Label (Rect (10, 10, 100, 30), "Hello " + PlayerName); } else { GUI.Label (Rect (10, 10, 100, 30), "Enter Name:"); PlayerName = GUI.TextField (Rect (90, 10, 200, 25), PlayerName, 40); } } }

Assets/Standard Assets/Detonator/System/DetonatorBurstEmitter.cs(66,53): error CS0246: The type or namespace name `EllipsoidParticleEmitter' could not be found. Are you missing a using directive or an assembly reference?

January 10, 2017, 3:11 am

Hi all i'm noob in unity 3d and i get this error Assets/Standard Assets/Detonator/System/DetonatorBurstEmitter.cs(66,53): error CS0246: The type or namespace name `EllipsoidParticleEmitter' could not be found. Are you missing a using directive or an assembly reference? my DetonatorBurstEmitter.cs using UnityEngine; using System.Collections; /* DetonatorBurstEmitter is an interface for DetonatorComponents to use to create particles - Handles common tasks for Detonator... almost every DetonatorComponent uses this for particles - Builds the gameobject with emitter, animator, renderer - Everything incoming is automatically scaled by size, timeScale, color - Enable oneShot functionality You probably don't want to use this directly... though you certainly can. */ public class DetonatorBurstEmitter : DetonatorComponent { private ParticleEmitter _particleEmitter; private ParticleRenderer _particleRenderer; private ParticleAnimator _particleAnimator; private float _baseDamping = 0.1300004f; private float _baseSize = 1f; private Color _baseColor = Color.white; public float damping = 1f; public float startRadius = 1f; public float maxScreenSize = 2f; public bool explodeOnAwake = false; public bool oneShot = true; public float sizeVariation = 0f; public float particleSize = 1f; public float count = 1; public float sizeGrow = 20f; public bool exponentialGrowth = true; public float durationVariation = 0f; public bool useWorldSpace = true; public float upwardsBias = 0f; public float angularVelocity = 20f; public bool randomRotation = true; public ParticleRenderMode renderMode; //TODO make this based on some var /* _sparksRenderer.particleRenderMode = ParticleRenderMode.Stretch; _sparksRenderer.lengthScale = 0f; _sparksRenderer.velocityScale = 0.7f; */ public bool useExplicitColorAnimation = false; public Color[] colorAnimation = new Color[5]; private bool _delayedExplosionStarted = false; private float _explodeDelay; public Material material; //unused override public void Init() { print ("UNUSED"); } public void Awake() { _particleEmitter = (gameObject.AddComponent

()) as ParticleEmitter; _particleRenderer = (gameObject.AddComponent()) as ParticleRenderer; _particleAnimator = (gameObject.AddComponent()) as ParticleAnimator; _particleEmitter.hideFlags = HideFlags.HideAndDontSave; _particleRenderer.hideFlags = HideFlags.HideAndDontSave; _particleAnimator.hideFlags = HideFlags.HideAndDontSave; _particleAnimator.damping = _baseDamping; _particleEmitter.emit = false; _particleRenderer.maxParticleSize = maxScreenSize; _particleRenderer.material = material; _particleRenderer.material.color = Color.white; //workaround for this not being settable elsewhere _particleAnimator.sizeGrow = sizeGrow; if (explodeOnAwake) { Explode(); } } private float _emitTime; private float speed = 3.0f; private float initFraction = 0.1f; static float epsilon = 0.01f; void Update () { //do exponential particle scaling once emitted if (exponentialGrowth) { float elapsed = Time.time - _emitTime; float oldSize = SizeFunction(elapsed - epsilon); float newSize = SizeFunction(elapsed); float growth = ((newSize / oldSize) - 1) / epsilon; _particleAnimator.sizeGrow = growth; } else { _particleAnimator.sizeGrow = sizeGrow; } //delayed explosion if (_delayedExplosionStarted) { _explodeDelay = (_explodeDelay - Time.deltaTime); if (_explodeDelay

Assertion failed on expression: 'ptr->GetHideFlags () == m_RequiredHideFlags' UnityEditor.DockArea:OnGUI()

January 10, 2017, 10:20 am

Assertion failed on expression: 'ptr->GetHideFlags () == m_RequiredHideFlags' UnityEditor.DockArea:OnGUI() Got that error on 5.5.0f3, it lets me play the game and clear it, but i get it again...

OnEnable called by disabled object

January 11, 2017, 7:12 pm

I just run into the problem, that it seeems the function OnEnable() is called by not enabled objects what causing my script to crash. Here is the code that produces the following error: *NullReferenceException: Object reference not set to an instance of an object* Code: void OnEnable() { CalculatePositions(); print("CalculatePositions() by OnEnable: " + transform.parent.parent.name); //ERROR HERE } It seems, the error is produced by accessing the name of the parent.parent of the code holding object. The parent.parent exists as you can see in following picture: ![alt text][1] But is not active (like the object that produces the error message). Could it be, that the OnEnable() function is called when instantiate an inactive object, causing this problem? If so, how can I work around that? [1]: /storage/temp/85766-onenableproblem.jpg

Error message Version can't be blank

January 12, 2017, 4:10 am

I can't install Unity. I tried manual activation several times and every time I got error message "Error message: Version can't be blank". How can I solve it? Please check the screen shot I've attached. ![alt text][1] [1]: /storage/temp/85770-capture.png Thank you!

I need some help fixing some code

January 12, 2017, 1:03 pm

With this code i am working with and it says there is an error in line 26, symbol 17 and in line 28 symbol 1. can anyone tell what errors if any there are and how to fix them. using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Runtime.Serialization.Formatters.Binary; using System.IO; public static class SaveLoad { public static List

savedGames = new List (); public static void save() { savedgames.Add (Game.current); BinaryFormatter bf = new BinaryFormatter (); FileStream file = File.Create (Application.persistentDataPath + "/savedGames.gd"); bf.Serialize (file, SaveLoad.ASP); file.Close (); } public static void Load() { if(File.Exist(Application.persistentDataPath + "/savedGames.gd")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open (Application.persistentDataPath + "/savedGames.gd", Filemode.Open); SaveLoad.ASP = (List)bf.Deserialize(file); file.Close () } } }

Error!!! NullReferenceException: Object reference not set to an instance of an object

January 13, 2017, 3:05 am

Hello everybody! I want to instantiate a button which it change a path. I create this script: using UnityEngine; using System.Collections; using UnityEngine.UI; using System.IO; using VRStandardAssets.Utils; public class ButtonSelector : MonoBehaviour { [SerializeField] private VRInteractiveItem m_VRInteractiveitem; void OnEnable() { m_VRInteractiveitem.OnClick += CambiaPath; } void OnDisable() { m_VRInteractiveitem.OnClick -= CambiaPath; } //Cambia il path del textureloader public void CambiaPath() { TextureLoader txtloader = (TextureLoader)this.GetComponent (typeof(TextureLoader)); Debug.Log(txtloader.mLocalStorageDirPath); txtloader.mLocalStorageDirPath = txtloader.GetOrigin() + "\\" + this.GetComponentInChildren

().text + "\\"; txtloader.InizioFoto (); } } The problem is when i click the button there is a error written above. what's wrong?


Assets/SteamVR/Scripts/SteamVR_Status.cs(31,17): error CS0117: `SteamVR_Utils' does not contain a definition for `Event'

January 14, 2017, 4:31 am

1) Assets/SteamVR/Scripts/SteamVR_Status.cs(31,17): error CS0117: `SteamVR_Utils' does not contain a definition for `Event' 2) Assets/SteamVR/Scripts/SteamVR_Status.cs(36,17): error CS0117: `SteamVR_Utils' does not contain a definition for `Event'

OperationCanceledException: Failed to prepare target build directory. Is a built game instance running?

January 15, 2017, 8:40 am

This error keeps popping up more and more often when making a standalone build on Windows. There is **no other game instance running** according to task manager. Any idea? OperationCanceledException: Failed to prepare target build directory. Is a built game instance running? UnityEditor.WindowsStandalone.WindowsDesktopStandalonePostProcessor.DeleteDestination () (at C:/buildslave/unity/build/PlatformDependent/WinPlayer/Extensions/Managed/WindowsDesktopStandalonePostProcessor.cs:82) DesktopStandalonePostProcessor.CopyStagingAreaIntoDestination () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:225) DesktopStandalonePostProcessor.PostProcess () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/DesktopStandalonePostProcessor.cs:25)

Member cannot be accessed with an instance reference; qualify it with a type name instead

January 16, 2017, 5:45 am

I was in the middle of programming a block puzzle, when the block entered a trigger it's position was set to the triggers position and a door opened. So far everything worked, but I wanted to lock the block's position to the trigger so I tried to freeze the Rigidbody constraints but I got an error that said: "Member 'RigidbodyConstraints2D.FreezePositionX' cannot be accessed with an instance reference; qualify it with a type name instead" Here's the code: void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Box") { other.transform.position = transform.position; Door.SetActive(false); other.GetComponent

().FreezePositionX = true; } }

Problem : Assets/Standard Assets/Image Effects (Pro Only)/DepthOfFieldScatter.js(93,82): BCE0019: 'IndirectArguments' is not a member of 'UnityEngine.ComputeBufferType'.

January 16, 2017, 6:51 am

![alt text][1] [1]: /storage/temp/85965-screenshot-53.png

An object reference is required to access non-static member `UnityEngine.Animation.Play()'

January 17, 2017, 12:03 am

Hello im getting this error An object reference is required to access non-static member `UnityEngine.Animation.Play()' there is my code public class BottleControl : MonoBehaviour { Rigidbody rb; bool touched = false; Vector3 curPos; // Use this for initialization void Start () { rb = GetComponent

(); } // Update is called once per frame void Update () { if (Input.touchCount > 1 && touched == false) touched = true; else touched = false; if (touched || Input.GetMouseButtonDown(0)) { curPos = transform.position; if (curPos.y