lgsvl / simulator

A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles
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Cannot load/read assets in Unity (Import FBX Errors) - Only empty world #484

Closed RamoramaInteractive closed 4 years ago

RamoramaInteractive commented 4 years ago

According to https://www.lgsvlsimulator.com/docs/assets/#check-asset-consistency the main repository does not contain any models, so you have to download the assets and add them into the folders within the 'external' folder. After I did it and opened Unity, didn't see any modells and I get many errors, that Unity has problems to read the files.

unityproblemlgsvlsimulator

I also clicked on "simulator > check..." and I received following errors.

Checking...
ERROR: File '/Assets/Scripts/Editor/OdrSpiral.cs' does not have correct copyright header
ERROR: File '/Assets/Scripts/Editor/OpenDRIVE_1.4H.cs' does not have correct copyright header
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/Shaders/EnvironmentSimulation.shadergraph'
Done!

I have no idea, what is wrong with the Shaders or with Unity. How can I fix these problems to see the 3D world environment?

martins-mozeiko commented 4 years ago

Please check if you have Git LFS installed. If any of those files in Console errors have tiny sizes (few hundred bytes), then git repository was cloned without Git LFS being available. Install git lfs first, before cloning, or fix repository afterwards by fetching & checking out lfs files: git lfs fetch && git lfs checkout

We use Git LFS for large file storage to save space when cloning git repository - it allows to download files only what are necessary in checkout, not they whole history.

RamoramaInteractive commented 4 years ago

@martins-mozeiko I did it, but I receive new errors:

unitylgsvl

martins-mozeiko commented 4 years ago

These are not real errors. Press Clear button and they will go away. Unity likes to complain with errors about some of its internal workings. But these errors are harmless. Everything else still works.

RamoramaInteractive commented 4 years ago

@martins-mozeiko

I've added the environment and the vehicle into the external asset folder and built this project. After starting the simulator I can't neither select a map nor the vehicle.

I can't even download the asset. :(

error1 error2

martins-mozeiko commented 4 years ago

The error during asset bundle build happens because you do not have Linux support installed for your Unity. When we build asset bundles we are creating them platform independent - that means it includes parts that are needed for running on Linux, and parts running on Windows. You need to run Unity installer again and enable Linux support. After that the build should succeed.

RamoramaInteractive commented 4 years ago

@martins-mozeiko: I reinstalled Unity 2019 1.10f1 and checked "Linux Support". I still receive the same error. :'(

If I check the simulator I receive the same errors.

ERROR: File 'DampnessGeneratorSubGraph.shadersubgraph' with '.shadersubgraph' extension is not allowed inside '/Assets/Shaders'
ERROR: File 'EmissionSubGraph.shadersubgraph' with '.shadersubgraph' extension is not allowed inside '/Assets/Shaders'
ERROR: File 'IntensitySubGraph.shadersubgraph' with '.shadersubgraph' extension is not allowed inside '/Assets/Shaders'
ERROR: File 'RainDripGenerator.shadersubgraph' with '.shadersubgraph' extension is not allowed inside '/Assets/Shaders'
ERROR: File 'RainDropGenerator.shadersubgraph' with '.shadersubgraph' extension is not allowed inside '/Assets/Shaders'
ERROR: File '/Assets/Scripts/Editor/OdrSpiral.cs' does not have correct copyright header
ERROR: File '/Assets/Scripts/Editor/OpenDRIVE_1.4H.cs' does not have correct copyright header
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Jaguar2015XE.prefab'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Jaguar2015XEModel.fbx'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEBody.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEGlass.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEHeadLightLowCookie.png'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEIndicatorLeft.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEIndicatorReverse.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEIndicatorRight.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEInterior.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XELightBrake.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XELightHead.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEMetalRough.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEMetalSmooth.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEMirror.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEPlasticRough.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEPlasticSmooth.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETire.mat'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireAlbedo.png'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireEmissive.png'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireMask.png'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireNormal.png'
ERROR: Asset '/Assets/External/Environments/CubeTown/CubeTown.unity' depends on '/Assets/Shaders/EnvironmentSimulation02.shadergraph'
Done!

Update: My output of "npm install":

D:\simulator\WebUI>npm install
npm WARN optional SKIPPING OPTIONAL DEPENDENCY: fsevents@1.2.7 (node_modules\@enact\cli\node_modules\fsevents):
npm WARN notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for fsevents@1.2.7: wanted {"os":"darwin","arch":"any"} (current: {"os":"win32","arch":"x64"})

audited 885770 packages in 8.154s
found 15997 vulnerabilities (1 moderate, 15995 high, 1 critical)
  run `npm audit fix` to fix them, or `npm audit` for details
RamoramaInteractive commented 4 years ago

I also compiled the unity project and I can't even select the external Assets I've loaded.

martins-mozeiko commented 4 years ago

These are very different errors. It seems you have saved CubeTown map with vehicle inside of it. While this is OK to do while you are developing something inside Unity, you should not have any EGO vehicles on the map when you are building it. We build maps and vehicles completely separately. And vehcicles are dynamically added to map when simulation starts.

That's why Check is showing these errors. That said - it does not prevent build. If bundle build fails, that means there is some different error. It is hard to predict what error could happen. Please provide full output from console log when build fails.

Note that you do not need to rebuild map or vehicle bundles if you are not modifying them. You can get prebuilt asset bundles from our https://content.lgsvlsimulator.com/ website.

npm output does not matter much here. If you are able to open Web interface in browser and it shows up, that means npm build has succeeded and you don't need to do, until time when you'll pull new version from github.

RamoramaInteractive commented 4 years ago

@martins-mozeiko Yes, I've downloaded the Asset Bundles, but the problem still goes on.

Sure, here is the full console output:


1. System.Windows.Forms.dll assembly is referenced by user code, but is not supported on StandaloneWindows64 platform. Various failures might follow.
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
Simulator.Editor.Build:RunPlayerBuild(BuildTarget, String, Boolean) (at Assets/Scripts/Editor/Build.cs:647)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:202)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

2. Player build succeeded!
UnityEngine.Debug:Log(Object)
Simulator.Editor.Build:RunPlayerBuild(BuildTarget, String, Boolean) (at Assets/Scripts/Editor/Build.cs:661)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:202)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

3.  Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementHeight.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

4. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

5. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignalTrafficVerticalEmissive.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

6. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementNormal.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

7.  Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BlackSquare.jpg".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

8. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingEmission.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

9. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingsNormal.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

10. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignalTrafficVerticalAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

11. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignTrafficStopAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

12. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/MetalDiffuse.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

13. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/HazardStripesAlbedo.jpg".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

14. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/MetalNormal.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

15. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingsAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

16. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementIntensity.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:363)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

17. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementHeight.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

18. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

19. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignalTrafficVerticalEmissive.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

20. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementNormal.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

21. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BlackSquare.jpg".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

22. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingEmission.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

23. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingsNormal.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

24. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignalTrafficVerticalAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

25. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignTrafficStopAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

26. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/MetalDiffuse.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

27. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/HazardStripesAlbedo.jpg".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

28. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/MetalNormal.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

29. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingsAlbedo.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

30. Unrecognized assets cannot be included in AssetBundles: "Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementIntensity.png".
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

31. Could not create asset from Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireAlbedo.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

32. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingsAlbedo.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

33. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingEmission.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

34. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BuildingsNormal.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

35. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/BlackSquare.jpg: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

36. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementAlbedo.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

37. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignalTrafficVerticalAlbedo.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

38. Could not create asset from Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireEmissive.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

39.  Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/MetalDiffuse.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

40. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignalTrafficVerticalEmissive.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

41. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementHeight.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

42. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/SignTrafficStopAlbedo.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

43. Could not create asset from Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireNormal.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

44. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/HazardStripesAlbedo.jpg: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

45. Could not create asset from Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XETireMask.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

46. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/MetalNormal.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

47. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementNormal.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

48. Could not create asset from Assets/External/Environments/CubeTown/Models/CubeTown/Materials/PavementIntensity.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

49. Could not create asset from Assets/External/Vehicles/Jaguar2015XE/Models/Materials/Jaguar2015XEHeadLightLowCookie.png: File could not be read
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
Simulator.Editor.Build:RunAssetBundleBuild(String, List`1, List`1) (at Assets/Scripts/Editor/Build.cs:375)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:210)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

50. FileNotFoundException: Could not find file "C:\Users\Ramón Wilhelm\Desktop\Build\AssetBundles\9f239caa-f361-4d45-a1b0-6087fae4c275_environment_textures"
System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <7d97106330684add86d080ecf65bfe69>:0)
System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) (at <7d97106330684add86d080ecf65bfe69>:0)
(wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
System.IO.File.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) (at <7d97106330684add86d080ecf65bfe69>:0)
ICSharpCode.SharpZipLib.Zip.StaticDiskDataSource.GetSource () (at <d353c160b0bc4f95b4c40118f95da2f8>:0)
ICSharpCode.SharpZipLib.Zip.ZipFile+ZipUpdate.GetSource () (at <d353c160b0bc4f95b4c40118f95da2f8>:0)
ICSharpCode.SharpZipLib.Zip.ZipFile.AddEntry (ICSharpCode.SharpZipLib.Zip.ZipFile workFile, ICSharpCode.SharpZipLib.Zip.ZipFile+ZipUpdate update) (at <d353c160b0bc4f95b4c40118f95da2f8>:0)
ICSharpCode.SharpZipLib.Zip.ZipFile.RunUpdates () (at <d353c160b0bc4f95b4c40118f95da2f8>:0)
ICSharpCode.SharpZipLib.Zip.ZipFile.CommitUpdate () (at <d353c160b0bc4f95b4c40118f95da2f8>:0)
Simulator.Editor.Build.RunAssetBundleBuild (System.String folder, System.Collections.Generic.List`1[T] environments, System.Collections.Generic.List`1[T] vehicles) (at Assets/Scripts/Editor/Build.cs:391)
Simulator.Editor.Build.OnGUI () (at Assets/Scripts/Editor/Build.cs:210)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7d97106330684add86d080ecf65bfe69>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <7d97106330684add86d080ecf65bfe69>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <7d97106330684add86d080ecf65bfe69>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:340)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:334)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:295)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:464)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:444)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:93)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
martins-mozeiko commented 4 years ago

Something is wrong with all files that have Could not create asset from error message. My guess would be on wrong git lfs checkout. Either Git LFS was not installed correctly, or you installed it only after you did "git clone" command - which means files are not updated.

Verify that these files are correctly checked out - the size should be >300 bytes. Or you can simply try opening .png images to see if they are actually images.

Yes, I've downloaded the Asset Bundles, but the problem still goes on.

If you downloaded bundles, why are you building cube town and/or vehicle?

RamoramaInteractive commented 4 years ago

@martins-mozeiko I've installed Git LFS. In my drive D:/ I opened Git Bash and I typed in git lfs install and I received the output Git LFS initialized. Then I cloned the repo: git clone --single-branch https://github.com/lgsvl/simulator.git

Although I had done exactly what the instruction says, I've still receive some errors.

If you downloaded bundles, why are you building cube town and/or vehicle?

I thought I need it because I can't install the map and vehicle via the Web User Interface. My error.

I can build the simulator now, but I still receive some errors. Here is the new console's output:

Rebuilding Library because the asset database could not be found!

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

System.Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.high-definition/Editor/DefaultScene/DefaultSceneRoot.prefab Null returned.
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.Load (System.String path, System.Type type, System.Boolean builtin) [0x00036] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:129 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.SetAndLoadIfNull (System.Object container, System.Reflection.FieldInfo info, System.String path, System.Boolean builtin) [0x0000c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:139 
  at UnityEngine.Experimental.Rendering.HDPipeline.ResourceReloader.ReloadAllNullIn (System.Object container) [0x00076] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipelineResources\ResourceReloader.cs:38 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.UpgradeResourcesIfNeeded () [0x0009c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:400 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline..ctor (UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset asset) [0x0033c] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipeline.cs:262 
  at UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipelineAsset.CreatePipeline () [0x00004] in D:\sim\simulator\Packages\com.unity.render-pipelines.high-definition\Runtime\RenderPipeline\HDRenderPipelineAsset.cs:35 
UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)

Removed 2 Unity Editor default new scene objects that will conflict with LGSVL Simulator
UnityEngine.Debug:Log(Object)
SimulatorManagerEditor:NewSceneCreated(Scene, NewSceneSetup, NewSceneMode) (at Assets/Scripts/Editor/SimulatorManagerEditor.cs:39)
UnityEditor.SceneManagement.EditorSceneManager:Internal_NewSceneCreated(Scene, NewSceneSetup, NewSceneMode)

Added required MapHolder, MapOrigin and SpawnInfo objects for LGSVL Simulation.  Please set MapOrigin and spawn location
UnityEngine.Debug:Log(Object)
SimulatorManagerEditor:NewSceneCreated(Scene, NewSceneSetup, NewSceneMode) (at Assets/Scripts/Editor/SimulatorManagerEditor.cs:54)
UnityEditor.SceneManagement.EditorSceneManager:Internal_NewSceneCreated(Scene, NewSceneSetup, NewSceneMode)

WebUI build is completed
UnityEngine.Debug:Log(Object)
Simulator.Editor.BuildWebUI:Build() (at Assets/Scripts/Editor/BuildWebUI.cs:60)

System.Windows.Forms.dll assembly is referenced by user code, but is not supported on StandaloneWindows64 platform. Various failures might follow.
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
Simulator.Editor.Build:RunPlayerBuild(BuildTarget, String, Boolean) (at Assets/Scripts/Editor/Build.cs:647)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:202)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Shader warning in 'Shader Graphs/Clouds': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 1218 (on d3d11)

Compiling Fragment program with UNITY_PASS_SHADOWCASTER LOD_FADE_CROSSFADE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/Clouds': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 2788 (on d3d11)

Compiling Fragment program with LOD_FADE_CROSSFADE DECALS_3RT SHADOW_LOW
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/Clouds': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 3605 (on d3d11)

Compiling Fragment program with LOD_FADE_CROSSFADE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/Clouds': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 4405 (on d3d11)

Compiling Fragment program with LOD_FADE_CROSSFADE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/Clouds': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 5205 (on d3d11)

Compiling Fragment program with LOD_FADE_CROSSFADE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/Clouds': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at Assets/Shaders/DepthPass.hlsl(46) (on d3d11)

Compiling Fragment program with LOD_FADE_CROSSFADE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Player build succeeded!
UnityEngine.Debug:Log(Object)
Simulator.Editor.Build:RunPlayerBuild(BuildTarget, String, Boolean) (at Assets/Scripts/Editor/Build.cs:661)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:202)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

WebUI build is completed
UnityEngine.Debug:Log(Object)
Simulator.Editor.BuildWebUI:Build() (at Assets/Scripts/Editor/BuildWebUI.cs:60)

System.Windows.Forms.dll assembly is referenced by user code, but is not supported on StandaloneWindows64 platform. Various failures might follow.
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
Simulator.Editor.Build:RunPlayerBuild(BuildTarget, String, Boolean) (at Assets/Scripts/Editor/Build.cs:647)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:202)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Player build succeeded!
UnityEngine.Debug:Log(Object)
Simulator.Editor.Build:RunPlayerBuild(BuildTarget, String, Boolean) (at Assets/Scripts/Editor/Build.cs:661)
Simulator.Editor.Build:OnGUI() (at Assets/Scripts/Editor/Build.cs:202)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Library\PackageCache\com.unity.inputsystem@0.2.10-preview\InputSystem\Plugins\PlayerInput\PlayerInput.cs(399,27): warning CS0109: The member 'PlayerInput.camera' does not hide an accessible member. The new keyword is not required.

Library\PackageCache\com.unity.inputsystem@0.2.10-preview\InputSystem\Plugins\PlayerInput\PlayerInput.cs(399,27): warning CS0109: The member 'PlayerInput.camera' does not hide an accessible member. The new keyword is not required.

Shader warning in 'HDRP/Lit': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at Assets/Shaders/DepthPass.hlsl(46) (on d3d11)

Compiling Fragment program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/EnvironmentSimulation02': floating point division by zero at line 3394 (on d3d11)

Compiling Fragment program with WRITE_NORMAL_BUFFER
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/EnvironmentSimulation02': floating point division by zero at line 5254 (on d3d11)

Compiling Fragment program with DECALS_3RT
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/EnvironmentSimulation02': floating point division by zero at line 7119 (on d3d11)

Compiling Fragment program with UNITY_PASS_MOTIONVECTORS INSTANCING_ON WRITE_NORMAL_BUFFER
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/EnvironmentSimulation02': floating point division by zero at line 8981 (on d3d11)

Compiling Fragment program with DIRLIGHTMAP_COMBINED DECALS_3RT SHADOW_LOW USE_FPTL_LIGHTLIST
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'Shader Graphs/EnvironmentSimulation02': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at Assets/Shaders/DepthPass.hlsl(46) (on d3d11)

Compiling Fragment program with INSTANCING_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Shader warning in 'HDRP/Decal': implicit truncation of vector type at Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl(28) (on d3d11)

Compiling Vertex program with _EMISSIVEMAP _ALBEDOCONTRIBUTION
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
martins-mozeiko commented 4 years ago

There are no real errors here. This kind of output is expected for successful build.

As for building bundles - you need to do that only when you are creating new or modifying existing map/vehicle.

If all you want to do is to run existing map & vehicle, there is nothing to build.

1) Launch Loader scene, that can open WebUI. Or just simply run binary executable downloaded from Releases tab on GitHub (no need to open Unity at all).

2) Get map & vehicle AssetBundle URL from https://content.lgsvlsimulator.com/ (just copy to clipboard, don't download)

3) Open in WebUI maps and vehicles section and create new map/vehicle by pasting URL you copied. https://www.lgsvlsimulator.com/docs/maps-tab/#how-to-add-a-map Now simulator will download binary assets and you'll be able to create simulation.

If you want to modify map/vehicle, only then you need to go through Simulator -> Build menu item.

RamoramaInteractive commented 4 years ago

@martins-mozeiko Thank you very much. Now I'm able to manage the simulator in Unity.