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System.OverflowException: Value was either too large or too small for an Int32. #135

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tr00p3r opened this issue Jul 29, 2018 · 4 comments

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@tr00p3r
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tr00p3r commented Jul 29, 2018

Version 1.2.79.0

Receiving this error on build:

System.OverflowException: Value was either too large or too small for an Int32.
at System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00057] in :0
at System.Int32.Parse (System.String s) [0x00007] in :0
at GooglePlayServices.AndroidAbis.EnumValueObjectToInt (System.Object enumValueObject) [0x0000b] in :0
at GooglePlayServices.AndroidAbis.get_Current () [0x0003d] in :0
at GooglePlayServices.PlayServicesResolver.PollAndroidAbis () [0x00000] in :0
at Google.RunOnMainThread+c__AnonStorey0.<>m__0 () [0x0003e] in <4c978eed421044389e8d16d44177c497>:0
at Google.RunOnMainThread.ExecuteNext () [0x0003d] in <4c978eed421044389e8d16d44177c497>:0
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Google.RunOnMainThread:ExecuteNext()
Google.RunOnMainThread:ExecuteAll()
Google.RunOnMainThread:Run(Action, Boolean)
Google.RunOnMainThread:AddOnUpdateCallback(CallbackFunction)
Google.RunOnMainThread:add_OnUpdate(CallbackFunction)
GooglePlayServices.PlayServicesResolver:.cctor()
Firebase.Editor.GenerateXmlFromGoogleServicesJson:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(MonoCMethod, Object, Object[], Exception&)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
System.RuntimeType:CreateInstanceMono(Boolean)
System.RuntimeType:CreateInstanceSlow(Boolean, Boolean, Boolean, StackCrawlMark&)
System.RuntimeType:CreateInstanceDefaultCtor(Boolean, Boolean, Boolean, StackCrawlMark&)
System.Activator:CreateInstance(Type, Boolean)
System.Activator:CreateInstance(Type)
UnityEditor.AssetPostprocessingInternal:GetTextureProcessorVersions() (at C:\buildslave\unity\build\Editor\Mono\AssetPostprocessor.cs:452)
UnityEditor.AssetDatabase:Refresh(ImportAssetOptions)
UnityEditor.AssetDatabase:Refresh() (at C:\buildslave\unity\build\artifacts\generated\bindings_old\common\Editor\AssetDatabaseBindings.gen.cs:302)
GooglePlayGames.Editor.GPGSUpgrader:.cctor() (at Assets\GooglePlayGames\Editor\GPGSUpgrader.cs:114)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
UnityEditor.EditorAssemblies:ProcessEditorInitializeOnLoad(Type) (at C:\buildslave\unity\build\Editor\Mono\EditorAssemblies.cs:93)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes() (at C:\buildslave\unity\build\Editor\Mono\EditorAssemblies.cs:131)

These are the settings I set before I build:

PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARMv7;
EditorUserBuildSettings.androidBuildType = AndroidBuildType.Debug;
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
PlayerSettings.Android.useAPKExpansionFiles = true;
PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel17;

@stewartmiles
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@tr00p3r what Unity version are you using?

We have to deal with parsing ABIs differently based upon Unity version in https://github.com/googlesamples/unity-jar-resolver/blob/master/source/PlayServicesResolver/src/AndroidAbis.cs

@tr00p3r
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tr00p3r commented Jul 31, 2018

2018.2.0f2

@buihuuloc
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I have the same problem with Unity 2018.2.1

@stewartmiles
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Fixed by d6d7b6b

@googlesamples googlesamples locked and limited conversation to collaborators Nov 2, 2019
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