menu
 

在 Audiokinetic 社区问答论坛上,用户可对 Wwise 和 Strata 相关问题进行提问和解答。如需从 Audiokinetic 技术支持团队获取答复,请务必使用技术支持申请单页面。

0 投票
I'm getting an error trying to run a Switch build from Unity. I can build okay but when the game runs it crashes immediately with the below error. Does anyone know how to get around this?

 

UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AkBasePathGetter:GetPlatformName()
AkBasePathGetter:GetPlatformBasePath()
AkBasePathGetter:GetSoundbankBasePath()
AkInitializer:Initialize()
AkInitializer:Awake()

(Filename: .\Runtime/Export/Debug.bindings.h Line: 43)

****** FS ERROR INFORMATION ******
Error: Error occurred at GetEntryType().
nn::fs::ResultNotMounted: Error: Specified mount name is not found.
More infomation may be provided by enabling 'FS Access Log Mode' at 'DevMenu: Debug'.

AbortObserver called: -----------
`Failed: %s
 Module: %d
 Description: %d
 InnerValue: 0x%08x`
------------
D:\home\teamcity\work\sdk\Programs\Chris\Sources\Libraries\fs\fsa\fs_UserFileSystem.cpp:138, function GetEntryType, condition nn::Result::IsSuccess()
UserException handler is called at pid=161
==============================================================================
 BREAK 命令を検出しました (ExceptionType=0x0104)
 ( pc: 0x000000427d7586a4, InstructionCode: 0xe7ffdefe )
==============================================================================
分类:General Discussion | 用户: Cameron R. (120 分)

2 个回答

0 投票
Are you using MegaShape for Spline managing or Mega-something?
用户: P M. (220 分)
0 投票
I found it!
It's the stadard saving system.
Removi it ​​and substitute with the nintendo save system.
(you can find the sample  in the SDK installation's folder: Nintendo-> NintendoSDK-> UnityForNintendoSwitch->Samples->NintendoSDKPlugin->FsSaveData)

If you want to test my words, disable all the script that save data. Build and test!
用户: P M. (220 分)
...