Hello,
i can't build .aab for Google Play. I have Unity 2019.3.7f1. I will add screens of my problem. Please help!!!![alt text][1]
![alt text][2]
[1]: /storage/temp/155965-configuration-unity201937f1.png
[2]: /storage/temp/155964-unitylinker-did-not-run.png
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Can't build a game for Android. UnityLinker.exe error. Please help!
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Fluid not appearing in build
I was learning unity and made a test game from a tutorial online. I put some Nvidia fluids in there but i found out that the fluid wasn't in the build. Only when i tested it in the editor. Why is that?
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Cloud Build warning: Can't find custom attr constructor image
I have an iOS build target set up in Unity Cloud Build. The build is passing, and the built player is running without any obvious issue. However, the build log is filled with warning lines like this:
`Can't find custom attr constructor image: /BUILD_PATH/derploid.highhandholdem.android-dev/HighHandHoldem/Library/PackageCache/com.unity.ads@3.4.4/Editor/UnityEditor.Advertisements.dll mtoken: 0x0a00000f due to: assembly:/UNITY_PATH/Unity/macos/published/Unity-2019_3_0f6/Unity.app/Contents/Managed/UnityEngine/UnityEngine.CoreModule.dll type:UnityAPICompatibilityVersionAttribute member:void {0}(string,string[]) signature:.ctor`
This same message appears probably 2 or 3 dozen times in the Compact Log, and its really getting in the way of other, "substantial" log messages. I am using the IL2CPP scripting backend, and I've installed the Unity Ads package. As far as I can tell, this warning is saying that it had issues generating C++ from the Unity Ads IL because the `UnityAPICompatibilityVersionAttribute`constructor was missing. I've tried adding a `link.xml` file to try and preserve that constructor, but unfortunately none of the following have worked:
- ` `
- ` `
- ` `
- ` `
- ` `
I have _not_ tried using `preserve="all"` on the full `UnityEngine` or `UnityEngine.CoreModule` assemblies, as that seems like a cludge. Hoping someone familiar with Cloud Build and/or IL2CPP can help me out here...
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Stops waiting with Created GICache directory at command line build.
Currently, the build is stopped with the following log being output instead of being terminated by the command line build.> Created GICache directory at> C:/Users/[UserName]/AppData/LocalLow/Unity/Caches/GiCache.> Took: 0.067s, timestamps: [128.676 -> 128.743]
The log is stopped without output at this point, and we cannot determine if an error is occurring or not.
Is there any way to deal with this?
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BUİLD ERROR!! it just fails on this project,BUILD ERROR!!! it just fails on this project
UnityException: Requested minimum Android SDK Platform not installed
Build set to use Minimum SDK of AndroidApiLevel16 but the latest installed SDK on the system is 0.
Please use the Android SDK Manager to install the minimum required SDK version.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
**it just fails on this project**
,UnityException: Requested minimum Android SDK Platform not installed
Build set to use Minimum SDK of AndroidApiLevel16 but the latest installed SDK on the system is 0.
Please use the Android SDK Manager to install the minimum required SDK version.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
**it just fails on this project**
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Unity Mobile Notifications does not add Push Notification Capability to XCode Project
My Unity 2019.3 project is using the [Unity Mobile Notifications][1] library, version 1.0.3
using Unity.Notifications.iOS;
According to the [Player Settings iOS documentation][2], the "Automatically add capabilities" option (when checked) should add the "Push Notifications" capability to my XCode project. I do not see this behavior occurring.
I tried including the legacy system in my code to nudge the "Automatically add capabilities" feature. No effect.
Debug.Log(UnityEngine.iOS.NotificationServices.deviceToken);
I tried adding the capability with a post-build script. No effect.
public void OnPostprocessBuild(BuildReport report)
{
if (report.summary.platform != BuildTarget.iOS) return;
var file_name = "gamename.entitlements";
var buildPath = report.summary.outputPath;
var proj_path = PBXProject.GetPBXProjectPath(buildPath);
Debug.Log("proj_path: " + proj_path);
var proj = new PBXProject();
proj.ReadFromFile(proj_path);
var target_name = "Unity-iPhone";
var target_guid = proj.GetUnityMainTargetGuid();
string entitlementsFilePath = target_name + "/" + file_name;
var capManager = new ProjectCapabilityManager(proj_path, entitlementsFilePath, target_name, target_guid);
capManager.AddPushNotifications(development: false);
capManager.WriteToFile();
}
I have noticed that there are two entitlement files: "Entitlements.entitlements", and "gamename.entitlements".
"Entitlements.entitlements" has a single entry for SignInWithApple that IS added to the XCode project Capabilities.
"gamename.entitlements" has a single entry for APS Environment that IS NOT added to the XCode project Capabilities.
I suspect these files have something to do with this madness. Please help.
[1]: https://docs.unity3d.com/Packages/com.unity.mobile.notifications@1.0/manual/index.html
[2]: https://docs.unity3d.com/Manual/PlayerSettingsiOS-Other.html
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How if you click on the button to open a menu and if you save the list, it closes and saves as a new button with a new list and next to it appears the add button like google chrome
How if you click on the button to open a menu and if you save the list, it closes and saves as a new button with a new list and next to it appears the add button like google chrome
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A part of my game is not working in build, but working fine in the editor.
In the editor, the player can hit a loading zone to switch to another scene, which works completely fine untill I build it. Usually the screen would fade and then the new scene would load in but in the build, nothing happens when you hit the trigger collider loading zone. I have no idea why this happens so I checked the player.log.txt which says:
NullReferenceException: Object reference not set to an instance of an object
at LoadNewArea.OnTriggerEnter2D (UnityEngine.Collider2D other) [0x00037] in <6c6cea2253834be4b16b82ec92feb9c8>:0
(Filename: <6c6cea2253834be4b16b82ec92feb9c8> Line: 0)
This is the script attached to the loading zone:
public class LoadNewArea : MonoBehaviour
{
public Object newScene;
public static float playerX, playerY; // player y and x of when the new area box is hit.
public int LoadUDLR;
private void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.name == "Player")
{
playerX = FindObjectOfType().transform.position.x;
playerY = FindObjectOfType().transform.position.y;
FindObjectOfType().LoadScene(newScene.name);
FindObjectOfType().GetStartPoint(LoadUDLR);
Debug.Log("Moving to " + newScene.name);
}
}
}
and this is the script for loading new scenes (completely copied from brackeys lol):
public class LevelLoader : MonoBehaviour
{
public Animator transition;
public void LoadScene(string sceneName)
{
StartCoroutine(LoadLevel(sceneName));
}
IEnumerator LoadLevel(string levelName)
{
transition.SetTrigger("FadeStart");
yield return new WaitForSeconds(0.5f);
SceneManager.LoadScene(levelName);
}
// https://www.youtube.com/watch?v=CE9VOZivb3I
}
I have obviously checked in the editor to see if I have correctly set all references in the inspector. Please ask me if you need any more information or answer this if you can. I know there are other questions like this already, but I feel that these issues have different solutions based on the context. Also sorry for the bad formatting in the question, I don't really know how to do it correctly. Thanks!
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Build not working on other computers
Hello! I'm experiencing some issue while running a build of the game on another computer.
The issue:
Meshes aren't being generated properly.
Ideas:
I think the issue may be the compute shader. You see, the compute shader I wrote generates the mesh data for a mesh because my game is an infinite world type game. It works extremely well on the machine I built it on but not on others!
I think the issue may be the fact the the compute shader isn't compatible on other machines? The thing is, it works but not completely. It generates mesh data but sometime it generates it incorrectly with glitches.
Things to know:
The machine I built and ran it on has a rx 570 graphics card while the one I tested it on has a gtx 950m
Are there things I should know when writing compute shaders compatible with all computers? If so, I'd appreciate the info! And maybe a link to a couple websites on making compute shaders compatible on all machines would be great!
More:
The thing is, I'm not even sure if it's the compute shader. It could be something else but that is what I am placing my bets on. Anyway, thanks!
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Build gives BSoD on launch
When I'm launching my game build, BSoD pops up. But game works perfectly in editor, and it even builds without any problems. What could possibly cause such behaviour? I'm using Windows 10 & Unity 2019.3 if it helps. Sorry for my bad english
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**Update:**
I've send game build to couple of my friends, and the game works fine for them. So looks like the problem is in my computer. I also created and build and empty project, and when I launched it, it also gave me BSoD.
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Scene removed from Build Settings, but still builded ?
Hi folks !
I’ve made a Level Manager for my game, which enables me to list all builded scenes in a UI, at runtime, and jump to the desired one. This works fine.
Then I made a test scene, to try some stuff. I don’t want it in the final build.
But, in order to test it properly, I had to add it temporarily to the Build Settings.
Once my tests done, I then removed it from the build. It doesn’t appear any more in the build settings.
At this point, everything goes.
BUT, when using my Level Manager, the test scene still appears and is reachable, which is not what I want.
I could delete the test scene to solve the problem, and that’s what I’ll do if no other way, but I could still need it to make further tests.
Any way to clean the « memory » from this once builded scene ?
Thank you for any help.
I’ve made a Level Manager for my game, which enables me to list all builded scenes in a UI, at runtime, and jump to the desired one. This works fine.
Then I made a test scene, to try some stuff. I don’t want it in the final build.
But, in order to test it properly, I had to add it temporarily to the Build Settings.
Once my tests done, I then removed it from the build. It doesn’t appear any more in the build settings.
At this point, everything goes.
BUT, when using my Level Manager, the test scene still appears and is reachable, which is not what I want.
I could delete the test scene to solve the problem, and that’s what I’ll do if no other way, but I could still need it to make further tests.
Any way to clean the « memory » from this once builded scene ?
Thank you for any help.
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Shader Unsupported in build windows
![alt text][1]
[1]: /storage/temp/156590-capturar.png
I use 2d light to do the lighting
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[Problem] Unity crashes when trying to build or preview on Android
Running this off a MacBook Pro 2019, Catalina 10.15.4 and using my Samsung Galaxy Note 9 with One UI 2.0 OS (Android version 10). Using Unity 2019.3.9f1.
Firstly, the Android SDK package is not recognized and you get prompted to set up Android SDK path whenever you try to preview on phone or build onto the phone. I resolved this by manually setting the SDK path, which I have done (funny thing tho: it warns I'm using a version of Android SDK not supported by this unity version, even though it's the SDK included when installing from unity hub).
After that is done I go to preview or build to the phone: it crashes.
**How to reproduce**
I'm using all the specified packages from ARCore setup instructions (https:// developers.google.com/ar/develop/unity/quickstart-android , which is the Multiplayer HLAP and XR Legacy Input Helpers) and the prescribed changes to the player settings (remove Vulkan API, uncheck Auto Graphics API, minimum Android API level 24, 'ARCore Supported' box checked in XR Settings).
Manually put in the location of the Android SDK folder from this Unity build (as described above). Press play to preview (phone connected of course and unity editor app installed), or "Build and Run".
This all works on my older MacrBook Pro (2015), the same OS, same setup.
Can anyone help with strategizing a way to troubleshoot through all of this?
Firstly, the Android SDK package is not recognized and you get prompted to set up Android SDK path whenever you try to preview on phone or build onto the phone. I resolved this by manually setting the SDK path, which I have done (funny thing tho: it warns I'm using a version of Android SDK not supported by this unity version, even though it's the SDK included when installing from unity hub).
After that is done I go to preview or build to the phone: it crashes.
**How to reproduce**
I'm using all the specified packages from ARCore setup instructions (https:// developers.google.com/ar/develop/unity/quickstart-android , which is the Multiplayer HLAP and XR Legacy Input Helpers) and the prescribed changes to the player settings (remove Vulkan API, uncheck Auto Graphics API, minimum Android API level 24, 'ARCore Supported' box checked in XR Settings).
Manually put in the location of the Android SDK folder from this Unity build (as described above). Press play to preview (phone connected of course and unity editor app installed), or "Build and Run".
This all works on my older MacrBook Pro (2015), the same OS, same setup.
Can anyone help with strategizing a way to troubleshoot through all of this?
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Can't select desired minimum API level for Android build!
Hello,
I am trying to build an apk with minimum API level 16. However, I am using Unity 2019.3 and the minimum API available in the list is 19. I have installed the SDK for 16 from android studio and it still doesn't show in the list.
I tried downgrading to Unity 2019.2 and I can see API level 16 but that messes up the project, with missing UnityEngine.UI namespace.
My question is, can I force a minimum API level in Unity 2019.3, without downgrading the unity version? I tried in the manifest but the end result is still 19.
Thanks guys.
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How to fix light/fog problem on android phone after build?,Fog problem after build on mobile
Hi, I am building a game where objects pop up suddenly and you have to avoid them. For this, I am using a black fog to cover the obstacles (pictures below). I am using Exponential Squared, this gives it a better effect.
.
Problem is, when I try it out on my phone (after build), the ground keeps changing colors between black (fog color) and white (ground color). When I disable the fog, there is no problem but that's not my goal. And I am new to unity so detailed answers are appreciated.
.
PC editor : ![alt text][1]
.
.
Android phone :![alt text][2]
And sometimes the ground is completely black.
[1]: /storage/temp/156848-unity-pc.png
[2]: /storage/temp/156858-unity-phone3.png
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Unity 2019.3.9f1 WebGL build error TypeLoadException when making release build
I'm using Unity 2019.3.9f1, and my build settings are as follows:
![alt text][1]
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When I start a build, it gets to about 90% before failing, with 3 errors logged in the console:
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![alt text][2]
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Here is the full stacktrace for each of these errors:
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--- ERROR 1 ---
TypeLoadException: Type UnityEditor.WebGL.Il2Cpp.WebGlIl2CppPlatformProvider has invalid vtable method slot 22 with method UnityEditorInternal.BaseIl2CppPlatformProvider:CreateUnityLinkerPlatformProvider ()
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:930)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
--- ERROR 2 ---
Build completed with a result of 'Failed' in 5 seconds (5492 ms)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
--- ERROR 3 ---
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002bb] in :0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
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I have no clue how to proceed from here, and Googling has given me a lot of similar looking errors that are different enough to not apply to me (or, at least, the fixes that worked for their problems didn't work for me). I do have WebGL module added and installed for this version of unity.
Anyone know how to fix this build issue?
[1]: /storage/temp/156929-fhwsiru.png
[2]: /storage/temp/156931-ehownng.png
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How to prevent Unity from changing WarningLevel property in .csproj?
I changed WarningLevel of my project from 4 (all warnings) to 3 to get rid of irrevelant warnings, especially the ones about uninitialized fields (lots of my serialized fields are private).
Unfortunately, when Unity builds the project, it automatically changes WarningLevel back to 4.
How to prevent it?
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Is anything to be changed for android build and ios build of same game?
Hey there i am working on a mobile platformer game mainly targeted for android however i also want to build the game for ios so do i have to change anything in my game or with same assets and same code i just need to change my platform to ios and hit build and am good to go?
thanks
JackhammerGaming
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Creating a primitive during scene preprocessing?
I have an implementation of `IProcessSceneWithReport` that adds some objects to scenes for debugging purposes:
public class Test: IProcessSceneWithReport
{
public int callbackOrder => 0;
public void OnProcessScene(Scene scene, BuildReport report)
{
GameObject.CreatePrimitive(PrimitiveType.Cube);
// adjust the created cube position, etc...
}
}
However, during gameplay I load and unload multiple scenes additively. This means that in play mode, `OnProcessScene` is called before my scene is processed and set active. So the primitive gets added to some other scene (whichever happened to be active at the time).
How can I force the primitive to spawn in the specific scene being processed, both during play mode and build, regardless of which scene is active?
Thanks!
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Unity Gradle Build Error 2019.3.10f
UnityEditor.BuildPlayerWindow+BuildMethodException: 19 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002bb] in <17b72532ee2c4da1b6f632d3f1705fe0>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <17b72532ee2c4da1b6f632d3f1705fe0>:0
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
I used to be able to build. but after formatting my computer, now I get this error. It does not build. thank you for your help.
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