unity出现无提示错误这个错误怎么回事

On Windows Store Apps Microsoft .NET is used instead of Mono. There is a special .NET version for this platform, which is not entirely compatible with Mono.
In particular some data types are missing and some other classes don&t have certain methods, that the same classes do have in Mono.
To make porting existing games to Windows Store Apps easier, some of the missing .NET types are provided by Unity. In addition some extension methods and replacement types were added to make migration easier.
Types, provided by Unity include:
System.Collections.ArrayList
System.Collections.Hashtable
System.Collections.Queue
System.Collections.SortedList
System.Collections.Stack
System.Collections.Specialized.HybridDictionary
System.Collections.Specialized.ListDictionary
System.Collections.Specialized.NameValueCollection
System.Collections.Specialized.OrderedDictionary
System.Collections.Specialized.StringCollection
System.IO.Directory
System.IO.File
System.IO.FileStream
System.Xml.XmlDocument
System.Xml.XmlTextReader
System.Xml.XmlTextWriter
In addition to these a namespace WinRTLegacy is added to provide additional classes and extention methods. Among there are:
Extention methods Close() for most System.IO classes (alternatively you can use Dispose(), which is available on both Mono and .NET for Windows Store Apps)
WinRTLegacy.TypeExtensions has methods GetConstructor(), GetMethod(), GetProperty() for System.Type
WinRTLegacy.IO.StreamReader class, that is compatible with Mono System.IO.StreamReader
WinRTLegacy.IO.StreamWriter class, that is compatible with Mono System.IO.StreamWriter
WinRTLegacy.Xml.XmlReader class, that is compatible with Mono System.Xml.XmlReader
WinRTLegacy.Xml.XmlWriter class, that is compatible with Mono System.Xml.XmlWriter
The simplest way to use the replacement classes from WinRTLegacy is via using directive:
#if NETFX_CORE
using XmlReader = WinRTLegacy.Xml.XmlR
using XmlReader = System.Xml.XmlR
参考网址:
阅读(...) 评论()为什么总是出现这个错误,经常的【unity3d吧】_百度贴吧
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为什么总是出现这个错误,经常的收藏
保存文件的时候,打开工程更新的时候,经常,需要Try Again,很无语,请问怎么解决呢,谢谢啊
正版授权奇迹MU页游,奇迹重生!原汁原味还原奇迹,十年轮回!
我也是 导入资源包时候就出现,是不是包文件损坏
cancle就可以了~
登录百度帐号推荐应用c#-急!unity导入vuforia包后出现CS1061错误,求大神帮忙看看!
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急!unity导入vuforia包后出现CS1061错误,求大神帮忙看看!Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs(94,43):
急!unity导入vuforia包后出现CS1061错误,求大神帮忙看看!
Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs(94,43): error CS1061: Type object' does not contain a definition forApplyCorrectedProjectionMatrix' and no extension method ApplyCorrectedProjectionMatrix' of typeobject' could be found (are you missing a using directive or an assembly reference?)
贴出你的代码,很可能是你忘记调用方法加上括号了,方法名写错了,或者你的类型用错了。
解决方案二:
using UnityE
public class VRIntegrationHelper : MonoBehaviour
private static Matrix4x4 mLeftCameraMatrixO
private static Matrix4x4 mRightCameraMatrixO
private static Camera mLeftC
private static Camera mRightC
private static HideExcessAreaAbstractBehaviour mLeftExcessAreaB
private static HideExcessAreaAbstractBehaviour mRightExcessAreaB
private static Rect mLeftCameraPixelR
private static Rect mRightCameraPixelR
private static bool mLeftCameraDataAcquired =
private static bool mRightCameraDataAcquired =
public bool IsL
public Transform TrackableP
void Awake()
GetComponent&Camera&().fieldOfView = 90f;
void Start()
VuforiaBehaviour.Instance.RegisterVuforiaStartedCallback(OnVuforiaStarted);//报错
void OnVuforiaStarted()
mLeftCamera = DigitalEyewearBehaviour.Instance.PrimaryC
mRightCamera = DigitalEyewearBehaviour.Instance.SecondaryC
mLeftExcessAreaBehaviour = mLeftCamera.GetComponent&HideExcessAreaAbstractBehaviour&();
mRightExcessAreaBehaviour = mRightCamera.GetComponent&HideExcessAreaAbstractBehaviour&();
void LateUpdate()
// to this only once per frame, not for both cameras
if (IsLeft)
if (mLeftCameraDataAcquired && mRightCameraDataAcquired)
// make sure the central anchor point is set to the latest head tracking pose:
DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localRotation = mLeftCamera.transform.localR
DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localPosition = mLeftCamera.transform.localP
// temporarily set the primary and secondary cameras to their offset position and set the pixelrect they will have for rendering
Vector3 localPosLeftCam = mLeftCamera.transform.localP
Rect leftCamPixelRect = mLeftCamera.pixelR
Vector3 leftCamOffset = mLeftCamera.transform.right.normalized * mLeftCamera.stereoSeparation * -0.5f;
mLeftCamera.transform.position = mLeftCamera.transform.position + leftCamO
mLeftCamera.pixelRect = mLeftCameraPixelR
Vector3 localPosRightCam = mRightCamera.transform.localP
Rect rightCamPixelRect = mRightCamera.pixelR
Vector3 rightCamOffset = mRightCamera.transform.right.normalized * mRightCamera.stereoSeparation * 0.5f;
mRightCamera.transform.position = mRightCamera.transform.position + rightCamO
mRightCamera.pixelRect = mRightCameraPixelR
BackgroundPlaneBehaviour bgPlane = mLeftCamera.GetComponentInChildren&BackgroundPlaneBehaviour&();
bgPlane.BackgroundOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.
mLeftExcessAreaBehaviour.PlaneOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.
mRightExcessAreaBehaviour.PlaneOffset = mRightCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.
if (TrackableParent != null)
TrackableParent.localPosition = Vector3.
// update Vuforia explicitly
VuforiaBehaviour.Instance.UpdateState(false, true);//报错
if (TrackableParent != null)
TrackableParent.position += bgPlane.BackgroundO
// set the projection matrices for skewing
VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mLeftCameraMatrixOriginal, true);//报错
VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mRightCameraMatrixOriginal, false);//报错
#if !(UNITY_5_2 || UNITY_5_1 || UNITY_5_0) // UNITY_5_3 and above
// read back the projection matrices set by Vuforia and set them to the stereo cameras
// not sure if the matrices would automatically propagate between the left and right, so setting it explicitly twice
mLeftCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix);
mRightCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix);
// reset the left camera
mLeftCamera.transform.localPosition = localPosLeftC
mLeftCamera.pixelRect = leftCamPixelR
// reset the position of the right camera
mRightCamera.transform.localPosition = localPosRightC
mRightCamera.pixelRect = rightCamPixelR
// OnPreRender is called once per camera each frame
void OnPreRender()
// on pre render is where projection matrix and pixel rect are set up correctly (for each camera individually)
// so we use this to acquire this data.
if (IsLeft && !mLeftCameraDataAcquired)
mLeftCameraMatrixOriginal = mLeftCamera.projectionM
mLeftCameraPixelRect = mLeftCamera.pixelR
mLeftCameraDataAcquired =
else if (!mRightCameraDataAcquired)
mRightCameraMatrixOriginal = mRightCamera.projectionM
mRightCameraPixelRect = mRightCamera.pixelR
mRightCameraDataAcquired =
//inatance后面老报错,我没有添加实例么??还是没有传递什么参数??报CS1061的错误。。。。。
解决方案三:
是你的插件包所需的unity版本,跟你现有的导入插件的unity版本不匹配吧。
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