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Network View and Networking script crash
I have a project and up unitil 1 hour i could play in the editor and as a build but know unity crashes if i press play in the editor and the standalone if i use that
anyone know a solution? i use 4.1.f because 4.2 crashes my whole computer its not just my pc because i sended the file to a friend (he uses mac) and his mac told him the file was broken or unfinished.
here is the networking script: #pragma strict var gameName:String = "Network_Testing_Dinges";
 var loadedanlevel : boolean;
 private var refreshing:boolean;
 private var hostData:HostData[];
 var madeaserver : boolean = false;
 private var btnX:float;
 private var btnY:float;
 private var btnW:float;
 private var btnH:float;
 var supportedNetworkLevels : String[] = [ "mylevel" ];
 var disconnectedLevel : String = "loader";
 private var lastLevelPrefix = 0;
  
 function Awake ()
 {
     // Network level loading is done in a separate channel.
     DontDestroyOnLoad(this);
     networkView.group = 1;
     Application.LoadLevel(disconnectedLevel);
 }
 function Start()
 { 
     btnX = Screen.width * 0.05;
     btnY = Screen.width * 0.05;
     btnW = Screen.width * 0.2;
     btnH = Screen.width * 0.2;
 }
  
 function startServer()
 {
     Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
     MasterServer.RegisterHost(gameName, "Network Testing Name", "This is Network Testing Dinges");
     madeaserver = true;
 }
  
 function refreshHostList()
 {
     MasterServer.RequestHostList(gameName);
     refreshing = true;
 }
  
 function Update()
 {
     if(refreshing)
     {
        if(MasterServer.PollHostList().Length > 0)
        {
          refreshing = false;
          Debug.Log(MasterServer.PollHostList().Length);
          hostData = MasterServer.PollHostList();
        } 
     }
 }
 // Messages
 function OnServerInitialized()
 {
     Debug.Log("Server initialized!");
 }
  
 function OnConnectedToServer() 
 {
     Debug.Log("Connected To Server!");
 
 }
  
 function OnMasterServerEvent(mse: MasterServerEvent) 
 {
     if (mse == MasterServerEvent.RegistrationSucceeded) 
     {
         Debug.Log("Registered Server");
     }
 }
  
 // GUI
 function OnGUI()
 {
     if(!Network.isClient && !Network.isServer)
     {
        if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server"))
        {
          Debug.Log("Starting Server");
          startServer();
        }
  
        if(GUI.Button(Rect(btnX, btnY *1.2 + btnH, btnW, btnH), "Refresh Hosts"))
        {
          Debug.Log("Refreshing");
          refreshHostList();
        }
  
        if(hostData)
        { 
          for(var i:int = 0; i <hostData.length; ++i)
          {
           if(GUI.Button(Rect(btnX * 1.5 + btnW, btnY * 1.2 + (btnH * i), btnW * 3, btnH * 0.5), hostData[i].gameName))
           {
               Network.Connect(hostData[i]);
           }
          }
        }
     }
     if (madeaserver == true && loadedanlevel == false)
     {
         GUILayout.BeginArea(Rect(0, Screen.height - 30, Screen.width, 30));
         GUILayout.BeginHorizontal();
 
         for (var level in supportedNetworkLevels)
         {
             if (GUILayout.Button(level))
             {
                 Network.RemoveRPCsInGroup(0);
                 Network.RemoveRPCsInGroup(1);
                 networkView.RPC( "LoadLevel", RPCMode.AllBuffered, level, lastLevelPrefix + 1);
                 loadedanlevel = true;
             }
         }
         GUILayout.FlexibleSpace();
         GUILayout.EndHorizontal();
         GUILayout.EndArea();
     }
 }
just saw that only 1 scene makes the game crash(its the startup scene)
recreated the scene by hand itgoes well untill i add a network view
its getting more interested its ONLY when i have my network script AND network view attached
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