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Why won't unity recognize my Android SDK API level?

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I have the latest version of the Android SDK installed and listed this in the Android SDK section under preferences. However, when I try and create my build it claims that I don't have an SDK of high enough API level. It offers to update mine but gives me an error whenever it tries to. It seems to think my API level is zero for some reason. It gives me this warning: "Failed getting available Android API levels. Make sure your android sdk tools version is 25 or higher and you have internet connection. System.Threading.ThreadHelper:ThreadStart()". I tried a billion things but nothing is working. Please help!

Shader Graph not showing when included in build?

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I've made a few shaders in Unity3D using Shader Graph (really liking it), however when I build to 'PC, Mac & Linux Standalone' the shaders are missing. Would anyone know the reasoning for this?

Build Problems Please help

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I'm trying to build my PC app This what I get:> ArgumentException: The Assembly Mono.WebBrowser is referenced by System.Windows.Forms ('Assets/StandaloneFileBrowser/Plugins/System.Windows.Forms.dll'). But the dll is not allowed to be included or could not be found.>UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, >UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:150)>UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, >UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:156)>UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:190)>UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) ***** And this ***** UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00234] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:96 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) *** What does it mean?

Error building android : No toolchains found in the NDK toolchains folder for ABI

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CommandInvokationFailure: Gradle build failed. C:\Program Files\Java\jdk1.8.0_202\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2018.2.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.2.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleDebug" stderr[ FAILURE: Build failed with an exception. * What went wrong: A problem occurred configuring root project 'gradleOut'.> No toolchains found in the NDK toolchains folder for ABI with prefix: mips64el-linux-android * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. * Get more help at https://help.gradle.org BUILD FAILED in 55s ] stdout[ Starting a Gradle Daemon, 1 stopped Daemon could not be reused, use --status for details ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error) UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress) Rethrow as GradleInvokationException: Gradle build failed UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress) UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:187 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:94 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) I ask for help in solving these problems

Problem with resolution and scaling in the build.

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Hi. I have a problem with the scaling in the build. When I run my "game" in Unity remote app, everything is okay. But when I make a build and run the app on the mobile device, the scene scaling is messed up. The weird thing about it is that every other scene such as menu etc. are running okay with no scaling problems. I have the same settings on all of the scenes. Onlythis one doesn't work properly. ---------- Here are the screens: 1st one is in the Unity Remote app. The 2nd one the build itself. ---------- Does anybody know how to fix this?

Old build present after building to a new folder on desktop.

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Hi Fellow Adventurers... I have completed a game that runs fine with no apparent errors in scenes that I can see and runs in unity great. Now I want to build iteratively test and debug. I think it was working correctly up to a few days ago. I did not that normally I use the ‘build settings’ window however I did at one-point hit ‘build and run’ I am wondering if this is what is causing the issue. Things I have tried over the past few days without any luck: (Building for PC for 64bit) although have tried the trick of switching architecture to 86 and vice versa to see if it builds correctly (it does force recompilation of scripts however no dice!). 1. Have tried changing build settings to UWP. 2. Have tried restart Unity after clearing Temp file (no luck) 3. Have tried removing the obj folder in project root to get it to build a clean build (didn’t work). 4. Have tried to restart hardward. 5. have also tried moving scripts in folders, at present however most scripts are at root of assets with some in a 'scripts' folder. All moving these did was crash the project when trying to run. Have also tried deleting the Library and Obj folder in combinations (leading to destruction of the project). So either; 1. What I have tried is not correctly done. 2. There is an error somewhere that I do not know causing the issue. 3. There is some bug somewhere (which I hope there is a workaround somewhere). Any help or advice or even repeating the things that I have tried previously is worth going over again. N.B. have noticed that there is an error on one enemy object where the animation will not stop on death by player in the old build, whereas inside unity it is fine. It appears it is sharing another animator and getting confused between the transition bools used in the different prefabs (they are however unique in the prefabs folder). However I think that this is fixable if I can get the build to a later increment. Again any help is gratefully appreciated. J

il2cpp build no response on mac

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When I build Android on my mac with IL2CPP, the system show that there is not enough memory. I watch the activity monitor. There are 4 clang++ processes, each occupying over 20GB memory. Then there is no response. My mac has 8GB. RAM. ---------- - unity ver: unity 2018.3.12f1 - mac: macbook pro 2015 early i5 2.7GHz / 8GB DDR3

Problem with resolution and scaling in the build.

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Hi. I have a problem with the scaling in the build. When I run my "game" in Unity remote app, everything is okay. But when I make a build and run the app on the mobile device, the scene scaling is messed up. The weird thing about it is that every other scene such as menu etc. are running okay with no scaling problems. I have the same settings on all of the scenes. Onlythis one doesn't work properly. ---------- Here are the screens: 1st one is the build itself. The 2nd one in the Unity Remote app. I am also sharing the sprite inspector. ---------- Does anybody know how to fix this?

Script attached to 'PlayerWithAuthPrefab' in scene '' is missing or no valid script is attached error when making android build

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I'm making an android game. Whenever I try to build the build succeeds but I get some errors ![alt text][1] [1]: /storage/temp/136742-screenshot-54.png I'm not sure where these prefabs are even located. I did delete some prefabs but these are different. I tried running the build and the scene loads but I'm unable to control anything. I tried to build a different scene and everything works fine on that one (including controls). The scripts are the same. The prefabs and assets are also the same. I'm not sure where the problem is.

Singleton working in editor, but not in build

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Howdy friends, I've been working on a game for college recently, and decided to implement a singleton to control the music throughout. In the editor, it works just fine with the right music playing at the right time. When I build and run, however, it always seems to be one track behind e.g on the main menu it plays the splash screen theme, then if you went into the settings menu the main menu theme would play, then going back to the main menu would have the settings music played. [Here's a link to my MusicPlayer script if needed](https://gist.github.com/SetumupJoe/b4fc303ae995711132ba7c1562f1c687) I have a feeling it could be to do with Unity's own splash screen confusing things, as this is the only real difference I can see between the build version and the editor, but this has had me stumped for a while now. Any help would be very much appreciated! Let me know if there's anything else I can provide to help you help me. :D Cheers.

How do I download Linux & Mac Build Support?

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Normally, when I haven't downloaded Build Support for a specific Platform, there's a ,,Download" or ,,Buy License" Button, like this: ![alt text][1] But when I want to download Linux & Mac Support, there's no Download Button: ![alt text][2] [1]: /storage/temp/136979-unbenannt.png [2]: /storage/temp/136980-unbenannt2.png

Floor Collision not working in VR build

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So in our VR game, you need to throw the ball at objects and if you miss, the ball hits the floor and respawns. This works perfectly in the unit editor and in the menu screen of our build, but In the levels itself it is bugged. Any Ideas why this my be?

When playing builded version of game the cameras only captures part of scene.

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When I play my game in unity the camera can see the whole scene. But when I build the game and play the build version, the camera cuts off the sides of the scene. Note that it is a 2D game! Any help would be great! Thanks (:

Getting Error wheni build and run my game, please someone help

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**error is "couldn't swtich to requested monitor resolutuon swtiching to 1080x1920 failed trying lower one swtiching to 1080x1920 failed trying lower one All resolution swtiches failed DX 11 could not switch resolution (1080x1920 fs=1 hz=0)"** Can't post picture of error but i i am posting my player settings another wierd thing if this error stays open for sometime not very long like few seconds 15 to 20 my pc hangs not completly mouse moves but can't select anyting i have tried both windowd mode and full screen i am on windows 10 unity version 2019.1.0f2 core i7-2820qm GPU:- Quadro 2000M with latest drivers 3.90 [1]: /storage/temp/137194-annotation-2019-04-28-142803.png

Prefab instance overrides and builds

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I have a complex character from the asset store that I would like to heavily modify, but I don't want all the removed components to be included in builds. I also want to maintain the prefab link, for future updates. Will removing a component from a prefab instance in the hierarchy also remove it from builds?

Gradle error while building on Android

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Hi, as I was trying to build my project I got these errors. ![alt text][1] [1]: /storage/temp/137285-untitled-1.jpg I solved a gradle error before, on another project, by downgrading the JDK to version 8, but in this project that's not enough to fix the errors. Setting the Build System to Internal instead of Gradle doesn't work either, I get another error, something that has to do with it not being able to convert to dex-format. Anyone have any ideas on how I could solve these issues and build my project?

Unity Xbox UWP Support

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When I try running the my Unity UWP build to Xbox I get this error "ExecutionEngineException: Attempting to call method MsgPack.Serialization.SerialiationContext::GetSerializer for which no ahead of time(AOT) code was generated" I have added my Player Settings![alt text][1] [1]: /storage/temp/137314-project-settings.png

Game build often crashes when switching scenes

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Backstory ----- Hi, I have been working on my Mario game in Unity 2018.2.15b up until now. If you are wondering why, its because the ones above 2018.2 seem to be broken, as in character animation. (At least from my experience.). So to the point. Yesterday, **i upgraded my project to Unity 2019.1**, and of course got tons of errors about text mesh pro and stuff, the package manager wasnt avaible and just the usual when upgrading unity versions. ---- The Point ---- Somehow in some way, i get it working. So i spent another 8 hours of work on the game, and i build it, im happy that its done. A friend playtests it, and not too soon after playing, he encounters a crash for no apparent reason. The thing is, the game seems to be constantly crashing. Basically, whenever a new scene is loaded, it looks like there is about a 80% chance the game will crash. I have no idea why it does that, if its because i upgraded, and if so then that is deep trouble because downgrading, that is not an option. ---- Crash Logs ---- error.log: https://pastebin.com/cvPpEFwe Player.log: https://pastebin.com/VWkPna4T ---- Any help appreciated!

Apk crashes after build

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Hello, I'm trying to build an apk with admob but the apk kepps crashing on my android device. There is no error in console tab of Unity editor.But, when i ran adb logcat fo debugging i found these errors.![alt text][1] [1]: /storage/temp/137320-logcat.png The code in my Androidmanifest xml is same as from the admob site, except for android name and app id, for which, i have entered my app id and android name.Any help would be appreciated because this has bothering me for many days now.I even installed and uninstalled unity for 3-4 times now but still apk crashes.The apk does open without the admob plugin.

Build game moves incredibly fast and blurry

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Hi, I'm making this game and everything runs perfectly smooth on my computer and also on my iphone when I use the Unity Remote app to play the game on my phone. The problem is with my build, I've put the game on Google Play, downloaded on another phone of mine that's an android and the game moves horrible. It moves incredibly fast and laggy, almost as if I set the camera speed to a crazy high number. It is completely unplayable. This would be the main menu of the game, without the UI elements on it: https://youtu.be/Hxih--U8q9g A little background on the scene: All these buildings and props are instantiated on runtime in the Update function as the player progresses through the level, but they're also destroyed once the player passes them. All of them are prefabs and all of them use their own individual materials. The actual game level the player would play is exactly the same as the main menu, only it has the player in it. My questions is, could this be only because of bad optimization for mobile? I'm going to change the way I'm instantiating the objects and I'll use object pooling instead. I'll also use a texture atlas instead of all these different textures and materials. Is that going to be enough?
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