I could use this DLL without problems in projects outside Unity. PlayerController.FixedUpdate () (at Assets/Scripts/PlayerController.cs:63) PlayerController.ReadInputAndMove () (at Assets/Scripts/PlayerController.cs:123) PlayerController.BuildAIData () (at Assets/Scripts/PlayerController.cs:224) (System.IO.Stream serializationStream) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/.Binary/BinaryFormatter.cs:136) (System.IO.Stream serializationStream, .HeaderHandler handler) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/.Binary/BinaryFormatter.cs:179) (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, .Header& headers) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/.Binary/ObjectReader.cs:110) (System.IO.BinaryReader reader) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/.Binary/ObjectReader.cs:142) System.IO.BinaryReader.ReadByte () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/BinaryReader.cs:293) I can serialize this using the methods provided by the DLL but when I try to deserialize it back, I get the following problem:ĮndOfStreamException: Failed to read past end of stream. I have an object created in a DLL that doesn't use any Unity objects or references.
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