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This is my first unity project and I am developing flappybird game ...this error occurred when I tried adding my C# script as a component to the project ..also it saying [cant add script component 'TapCon' because the script class cannot be found.Make sure that there are no compiler errors and that the name and class name match.] I have tried everything i can think of ..please help
error:Win32Exception: ApplicationName='C:\Program Files\Unity\Editor\Data\Tools\RoslynScripts\unity_csc.bat', CommandLine='/noconfig @Temp/UnityTempFile-3c94849d3f2a3634db8f919ca3284b55', CurrentDirectory='', Native error= Access is denied.
System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at :0) System.Diagnostics.Process.Start () (at :0)
Does you script and the class in the script have the same name?
Answer by wewewu · Jun 13, 2020 at 02:57 PM
You class name seems to be TapControl and the script name is TapCon. They should be same.
@wewewu I am really sorry but after sending the first screenshot I tried different things to make it work and changing the name was one of it but believe me the script and class name is same and still the same error.
I really appreciate you reply me back because the error seems to be silly ...also there's this error I get sometimes
Win32Exception: ApplicationName='C:\Program Files\Unity\Editor\Data\Tools\RoslynScripts\unity_csc.bat', CommandLine='/noconfig @Temp/UnityTempFile-d5725ffcf9c76a4418aaf6e1376c038c', CurrentDirectory='', Native error= Access is denied.
System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at :0) System.Diagnostics.Process.Start () (at :0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at :0) UnityEditor.Utils.Program.Start () (at :0) UnityEditor.Scripting.Compilers.$$anonymous$$icrosoftCSharpCompiler.StartCompiler () (at :0) UnityEditor.Scripting.Compilers.ScriptCompilerBase.BeginCompiling () (at :0) UnityEditor.Scripting.ScriptCompilation.CompilationTask.QueuePendingAssemblies () (at :0) UnityEditor.Scripting.ScriptCompilation.CompilationTask.Poll () (at :0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.ScriptAssembly[] scriptAssemblies, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings scriptAssemblySettings, System.String tempBuildDirectory, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.Scripting.ScriptCompilation.CompilationTaskOptions compilationTaskOptions, UnityEditor.Scripting.ScriptCompilation.EditorCompilation+CompileScriptAssembliesOptions compileScriptAssembliesOptions) (at :0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScripts (UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings scriptAssemblySettings, System.String tempBuildDirectory, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.Scripting.ScriptCompilation.CompilationTaskOptions compilationTaskOptions, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+TargetAssembly[]& notCompiledTargetAssemblies, System.String[]& notCompiledScripts) (at :0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileScripts (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.BuildTargetGroup platformGroup, UnityEditor.BuildTarget platform, UnityEditor.Scripting.ScriptCompilation.CompilationTaskOptions compilationTaskOptions) (at :0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface+<>c_DisplayClass39_0.b_0 () (at :0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.EmitExceptionAsError[T] (System.Func`1[TResult] func, T returnValue) (at :0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:CompileScripts(EditorScriptCompilationOptions, BuildTargetGroup, BuildTarget) $$anonymous$$aybe they are related??
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