I'm part of a 5 person team working on a game project and each of us owns a copy of Unity 5 Pro. We're using Perforce integration for source control and have had several assets (like the Tag Manager and prefabs) give us the following error: 'Invalid serialized file header.' We can't identify what exactly the problem is and unfortunately there isn't much discussion about it online anywhere. Associate producer. Recently, we changed our asset serialization mode from 'Force Text' to 'Mixed', but we don't know if that's causing the issue.

Unable to open project from a scene.unity file. It's like it's telling me that I've selected an invalid file. Infer from the serialized property names. Unity Account You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Weird “invalid serialized file header” Bug December 1, 2015 I’ve recently fallen into a particular routine (this always happens right before a big convention, and PSX is right around the corner).

Changelog • 2008 Mar 14 - Bugfix, where in some cases the encode-to-text-characters step would produce out of range results. Interface change, now has to yield the download before creating mesh. • 2006 Aug 23 - Initial version Source code All the source code is included in the provided Unity Package above. This is only for easy-browsing purposes.

Helpful Unity3D Links Related Subreddits Tutorials *Some content may require a registered account or paid subscription Misc. Resources CSS created by Sean O'Dowd, Maintained and updated by Reddit Logo created by from! I dont think this is the case for me, it also happens if I try and export a package. I get these errors in the log then a crash Fatal error while reading file.

The Import New Asset dialogbox is still open with the scene.unity selected. It's like it's telling me that I've selected an invalid file. So I guess this is wrong? How do I open this tutorial project? I'm using unity 5.3.2 This is the folder structure the new Unity project that it created for me: C: Users me Documents Unity Scenes tutorial/ Assets/ Library/ ProjectSettings/ I unzipped the tutorial files in C: Users me Documents Unity Scenes voxeltut3/ Materials/ tiles.mat tiles.mat.meta Block.cs BlockAir.cs BlockGrass.cs scene.unity. (other files). Let's assume your Unity project is in: C: Users me Documents Unity Projects My Voxel Project (If you don't already have a project, start by opening Unity and clicking '+ New' when it asks which project you want to open) Now, copy the contents of the tutorial to: C Users me Documents Unity Projects My Voxel Project Assets You can create additional subfolders below Assets if you want to further organize your files, but all 'asset' files you want built into your game need to be somewhere in this folder.

Rules and Wiki Please refer to our Wiki before posting! And be sure to flair your post appropriately. Chat Rooms Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there. Helpful Unity3D Links Related Subreddits Tutorials *Some content may require a registered account or paid subscription Misc. Resources CSS created by Sean O'Dowd, Maintained and updated by Reddit Logo created by from! I dont think this is the case for me, it also happens if I try and export a package.

The objet he created is supposed to have a script attached, but it says Missing (Mono Script). When I run the project, I get all sorts of errors like The variable chunkPrefab of World has not been assigned.

I then went through the project and used the command line: p4 edit -t binary '//depot//Assets/./*.meta' p4 edit -t binary '//depot//Assets/./*.mat' This creates file type changes for all of the.meta and.mat files in your Assets subfolders. At this point I submitted the default change list and synchronized the other machines and it loaded properly without the errors. I won't guarantee this resolves the issue for you, but hopefully this helps you out or at least gives you a path to start looking further along.

Invalid Serialized File Header Unity

B) Open Unity, create a new project called tutorial c) File -> Open Scene -> navigate to Unity Scenes/voxeltut3/scene.unity d) Click Open It opens. But then I don't see any of the tutorial's files in my project. There's none of the c# scripts, no art, no prefabs. It's just the original empty project that I created. I also tried importing it as a new package: e) Assets -> Import New Asset. -> select Unity Scenes/voxeltut3/scene.unity f) Click Import And nothing happens.

Invalid Serialized File Header Unity

Contents • • • • • • • • • • Description Note: You should probably use now. It produces much smaller file sizes! A set of scrtipts for saving/loading meshes to a simple binary format. Possible use case is saving them to files, uploading them somewhere and then using WWW interface to download meshes dynamically.

• AB's voice is now slightly louder. • Added a pulsing light to the generator in the dream sequence to help the player find the generator easier. • Fixed some issues with the fence in the dream sequence where the player could walk thru it.

Header is invalid!

The tutorial I'm following has provided its project files, and I'm trying to open them in Unity. You can also go to the and scroll down to download. I can't figure out how to do it.

I have been advised to check out the LogCat file, but realistically I am a complete noob and after trying to decipher the error messages for hours I am at my wit's end. All apps I have tried to deploy instantly Crash All devices I have tested, crash the app (Galaxy S3, S2 and my Huawei) I am running a Macbook Pro, have downloaded the Eclipse SDK and also the Java JDK, as well as installing ALL of the SDK versions available. Any help would be greatly appreciated as I am completely stumped:(. E/Unity (13928): Invalid serialized file version. File: '/data/app/com.BlueBeanie.HungryBarns-1.apk/assets/bin/Data/mainData'.

The package contains an example scene; where one mesh is saved to file and the other is downloaded. Usage • MeshSerializer.js is an utility class to do the actual mesh serialization. Has comments inside.

A slight accuracy reduction, but a 25% space savings (a trick used by 64KB demo coders a lot:)). When this script was originally written (Unity 1.5.0), one limitation of WWW interface is that it only supported textual data. So this package encodes binary format into a 2-characters-per-byte textual format. This restriction was lifted in a later Unity release, so nowadays the encoding is not actually necessary.