Search Issue Tracker
Fixed in 5.4.0
Votes
1
Found in
5.4.0b5
Issue ID
769052
Regression
Yes
Errors appear in Console on importing Character standard asset
Reproducible on: Version 5.4.0b4, Version 5.4.0b5, 5.4.0b21.
Not reproducible: Version 5.4.0a6, Version 5.3.2f1
1. Go menu Assets -> Import Package -> Characters
2. Click Import button in ‘Import Unity Package’ dialog
3. Review Console
Actual result:
2 errors appear in Console:
PlayerSettings Validation: Requested build target group (15) doesn't exist; #define symbols for scripting won't be added.
UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:SetEnabled(String, Boolean, Boolean) (at Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:132)
UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:.cctor() (at Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:21)
UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[])
PlayerSettings Validation: Requested build target group (15) doesn't exist; #define symbols for scripting won't be added.
UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:SetEnabled(String, Boolean, Boolean) (at Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:132)
UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:.cctor() (at Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:22)
UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[])
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
evandespault
Jan 13, 2018 00:52
In case anyone is wondering, the change that Voxel-Busters is suggesting needs to be made in their file VoxelBusters/NativePlugins/Scripts/NP/NPSettings.cs.
Alexander-Seeck
Feb 27, 2017 08:48
PlayerSettings Validation: Requested build target group (16) doesn't exist:
Seems to be BlackBerry
bhash
Oct 14, 2016 05:44
PlayerSettings Validation: Requested build target group (16) doesn't exist; #define symbols for scripting won't be added.
UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:SetEnabled(String, Boolean, Boolean) (at Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:138)
UnityStandardAssets.CrossPlatformInput.Inspector.CrossPlatformInitialize:Disable() (at Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs:65)
how to solved this problem
Voxel-Busters
Jul 30, 2016 08:04
Fix:
This happens because from 5.4 BuildTargetGroup.WP8 is obsolete. Just change it to BuildTargetGroup.WSA instead.
Cheers,
Cross Platform Native Plugins,
VB Team,