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Question by benwrightdesign · May 12, 2020 at 08:19 PM · errorwindowslogoutput

output_log SpacialMappingRenderer errors, despite not using it?

Hey,

So I've been working on a 2D space game. I'm trying to fix a few bugs after building and while I'm looking at the log, it's filled with errors to do with a SpacialMappingRenderer. This isn't something I've ever used and I'm not sure what it does, if there's a way to fix these bugs etc or if I should just ignore them as it's not affecting anything game-side (I don't think).

Here's my output log:

 > Initialize engine version: 2018.2.14f1 (3262fb3b0716)
 GfxDevice: creating device client; threaded=1
 Direct3D:
     Version:  Direct3D 11.0 [level 11.0]
     Renderer: NVIDIA GeForce GT 750M (ID=0xfe4)
     Vendor:   
     VRAM:     2009 MB
     Driver:   24.21.13.9882
 Begin MonoManager ReloadAssembly
 - Completed reload, in  0.410 seconds
 <RI> Initializing input.
 
 <RI> Input initialized.
 
 <RI> Initialized touch support.
 
 The referenced script (UnityEngine.XR.WSA.SpatialMappingRenderer) on this Behaviour is missing!
  
 (Filename:  Line: 1575)
 
 The referenced script on this Behaviour (Game Object 'SHIP') is missing!
  
 (Filename:  Line: 1775)
 
 A script behaviour (probably UnityEngine.XR.WSA.SpatialMappingRenderer?) has a different serialization layout when loading. (Read 32 bytes but expected 108 bytes)
 Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
  
 (Filename:  Line: 1966)
 
 UnloadTime: 8.424300 ms
 Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
 UnloadTime: 6.730900 ms
 
 Unloading 20 unused Assets to reduce memory usage. Loaded Objects now: 2838.
 Total: 4.879600 ms (FindLiveObjects: 1.329500 ms CreateObjectMapping: 0.068800 ms MarkObjects: 2.526400 ms  DeleteObjects: 0.953500 ms)
 
 The referenced script (UnityEngine.XR.WSA.SpatialMappingRenderer) on this Behaviour is missing!
  
 (Filename:  Line: 1575)
 
 The referenced script on this Behaviour (Game Object 'SHIP') is missing!
  
 (Filename:  Line: 1775)
 
 A script behaviour (probably UnityEngine.XR.WSA.SpatialMappingRenderer?) has a different serialization layout when loading. (Read 32 bytes but expected 108 bytes)
 Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
  
 (Filename:  Line: 1966)
 
 Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
 UnloadTime: 14.741900 ms
 
 Unloading 123 unused Assets to reduce memory usage. Loaded Objects now: 392.
 Total: 9.359500 ms (FindLiveObjects: 1.501800 ms CreateObjectMapping: 0.038600 ms MarkObjects: 0.532000 ms  DeleteObjects: 7.285800 ms)
 
 Setting up 4 worker threads for Enlighten.
   Thread -> id: 46f8 -> priority: 1 
   Thread -> id: 3ef4 -> priority: 1 
   Thread -> id: 300c -> priority: 1 
   Thread -> id: 34d4 -> priority: 1 
 
 

Also, I'm noticing the SHIP error that's coming up where a reference/cast is missing. I'm not getting that error in Editor and I'm not getting any visual issues in the build that I can see.

Firstly, anybody know what the SpacialMappingRenderer deal is and why it'd be coming up and if there's a way to fix?

Secondly, how I can find out which SHIP reference may be broken and why? As it's all working before I build.

Thanks in advance :)

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