How to fix "Deserialization attempt feailure" for bound graph?

FlowCanvas Forums Support How to fix "Deserialization attempt feailure" for bound graph?

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  • #2836
    sanec9999
    Participant

      Hello.

      I’ve been using flow canvas for scripting my levels logic for a while, but in recent time i started working with it heavely and creating a lot of custom nodes. I dont know is its somehow connected or not, but this error now starts appearing almost after every Unity startup for any scene which was opened on prevous Unity session.

      Is there any way to manually repair graph to fix this error? Unity restarting does nothing. 

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      #2839
      sanec9999
      Participant

        There is also an error in the console: [attachment file=”CoxW2fFh0z.png”]

         

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        #2843
        Gavalakis
        Keymaster

          Hello there and sorry for the late reply.
          This is the first time I’ve been reported this issue regarding CyclicReferenceManager Mismatch Enter/Exit.
          Do all your graphs show this Deserialization Error?
          Are there any other errors at all in the console when you open Unity/Scene or otherwise? (very important)
          Are any of your custom nodes do anything tricky or anything with serialization?
          Is sending the project to be a possibility? If so I would be able to help you much faster and would be great!

          Please let me know.
          Thank you.

          #2845
          sanec9999
          Participant

            Hello! I’ve managed to fix this error by deleting and re-importing Canvas Core folder.
            I also turned off Unity’s auto asset refresh after every code change, because sometimes it causes Deserialization attempt feailure when I were saving something unfinished or just saving something for lot of times in few minutes.

            #2846
            sanec9999
            Participant

              Hello. It’s me again.

              The error started to appear and now all bound graphs are broken again.

              [quote quote=2843]Do all your graphs show this Deserialization Error?[/quote]

              Yes. Deserialization Error sometimes stop poping when i do “Refresh” and then “Re-validate graph”. But sometimes it doesn’t.

              [quote quote=2843]Are there any other errors at all in the console when you open Unity/Scene or otherwise? (very important)[/quote]
              Yes. Here there is one besides “Mismatch Enter/Exit”: https://pastebin.com/S7gakMDa

              [quote quote=2843]Are any of your custom nodes do anything tricky or anything with serialization?[/quote]
              I’m not sure, that they are. I’m no expirienced programmer, so my custom nodes are made alike examples at flow canvas documentation and nothing more.

              [quote quote=2843]Is sending the project to be a possibility? If so I would be able to help you much faster and would be great![/quote]
              No, it isn’t, because there are ~11 GB of stuff and i’m keeping it only on my HDD with just local repo.

               

              #2847
              sanec9999
              Participant

                Yeah, it seems like there is firstly this error on Unity startup, which follows by Deserialization Error in every flow controller.

                Here is full Error text: https://pastebin.com/B1F6qkxr

                #2848
                sanec9999
                Participant

                  Hello again. I’ve findout that this error also affects the build. The game crashes when builded completely, but in dev build there is this CyclicReferenceManager Mismatch Enter/Exit error too appears in log.

                  #2849
                  sanec9999
                  Participant

                    I’ve managed to upload project on my Google Drive and now can share it, if needed to fix these errors.

                    #2851
                    Gavalakis
                    Keymaster

                      Hello again and thank you,
                      I have replied to your discord PM. Let us continue our discussion there 🙂
                      Thanks!

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