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Question by Chrivium · Sep 22, 2017 at 12:18 PM · uibuild-errorbuildplayer

UnauthorizedAccessException | I Need Help Here.

Hello, So I've Been Getting Into Game Development Alot, And I Got Bored & Decided To Make My Own Block Game Where You Dodge Other Blocks, I Have Alot Of Scripts But I'm No Professional So I Don't 100% Know If It Has To Do With A Script Or My PC Being Stupid.

Error: UnauthorizedAccessException: Access to the path "Temp\StagingArea\Block Runner.exe" or "C:\Users\Codex\Desktop\Block Runner.exe" is denied. System.IO.File.Copy (System.String sourceFileName, System.String destFileName, Boolean overwrite) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:124)

Second Error: UnityEditor.BuildPlayerWindow+BuildMethodException: Build failed with errors. at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x001b9] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:162

I Appreciate Any Help Given!

Scripts (Alot):

LevelComplete: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class LevelComplete : MonoBehaviour { public void LoadNextLevel() { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } }

EndTrigger:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class EndTrigger : MonoBehaviour { public PlayerMovement movement; public GameManager gameManager; void OnTriggerEnter() { gameManager.CompleteLevel(); }

}

PlayerMovement: using UnityEngine;

public class PlayerMovement : MonoBehaviour { public Rigidbody rb; public float forwardForce = 2000f; //Movement Speed public float sidewaysForce = 500f;

 // Update is called once per frame
 void FixedUpdate ()
 {
     //Add a Forward Force (Movement Speed)
     rb.AddForce(0, 0, forwardForce * Time.deltaTime);
     if ( Input.GetKey("d"))
     {
         rb.AddForce(sidewaysForce * Time.deltaTime, 0, 0);
     } 
     if (Input.GetKey("a"))
     {
         rb.AddForce(-sidewaysForce * Time.deltaTime, 0, 0);
     }
     if (rb.position.y < -1f)
     {
         FindObjectOfType<GameManager>().EndGame();
     }
 }

}

PlayerCollision:

using UnityEngine;

public class PlayerCollision : MonoBehaviour { public PlayerMovement movement; void OnCollisionEnter (Collision collisionInfo) { if (collisionInfo.collider.tag == "Obstacle") { //What Happens When You Hit An Obstacle. movement.enabled = false; FindObjectOfType().EndGame(); } } }

GameManager:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class GameManager : MonoBehaviour { bool gameHasEnded = false; public float restartDelay = 1f; public GameObject completeLevelUI; public void CompleteLevel() { completeLevelUI.SetActive(true); } public void EndGame() { if (gameHasEnded == false) { gameHasEnded = true; Debug.Log("GAME OVER"); Invoke("Restart", restartDelay); } } void Restart() { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } }

Score:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class Score : MonoBehaviour { public Transform player; public Text scoreText; // Update is called once per frame void Update () { scoreText.text = player.position.z.ToString("0");

 }

}

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