I have a really simple 2d game. When I build and run for android the error below shows in the editor. Build succeeds and opens. It shows made with unity but game doesn´t run and nothing moves.
Unable to find player assembly: C:\Users\Administrator\My project\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
UnityEngine.Debug:LogWarning (object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst#1.6.6/Editor/BurstAotCompiler.cs:350)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst#1.6.6/Editor/BurstAotCompiler.cs:208)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()
I have searched internet and tried every solution nothing worked
Related
i'm trying to use Cryptlex C# API in Unity, therefore i use NuGetForUnity to be able to access the cryptlex packages in Unity.
Cryptlex in unity
I also installed the Packages in Visual Studio, Yesterday they worked fine but today when i tried to relaunch any code using the cryptlex library i get this error .
DllNotFoundException: LexFloatClient assembly:<unknown assembly> type:<unknown type> member:(null)
Cryptlex.LexFloatClient.HasFloatingLicense () (at <5deb4aea43f4457c8b7c78295ee9676b>:0)
it doesn't matter which function i use they all give the same error, i searched online and it says it might be that the libraries aren't installed correctly, i checked the packages and they are fine so does anyone know what might be the problem?
Also i want to add that in Visual Studio, it is working fine that means there is no code error and the code is highlighted also the problem occurs when i execute the scene in Unity and the scene has only an empty object that contain the script to the code that's it.
I am new to unity addressables and would like to load a scene with an AssetReference. To enforce AssetReferences being a scene, I created the following class in a utility assembly:
using System;
using UnityEngine;
using UnityEngine.AddressableAssets;
[Serializable]
public sealed class SceneReference : AssetReferenceT<SceneAsset>
{
public SceneReference(string guid) : base(guid) { }
}
JetBrains Rider then said SceneAsset had to be referenced from assembly: UnityEditor.CoreModule. I used its suggestion, and Rider automatically set up the
assembly reference. Everything worked great, and indeed I could only drag scenes into a SceneReference field.
But everything broke down when I went to make a build. I get four errors:
1:Internal build system error. Backend exited with code 139.
2:Error building Player because scripts had compiler errors
3:Build completed with a result of 'Failed' in 11 seconds (11360 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
4:UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ce] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:193 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:94 UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
I have tried to manually locate assembly UnityEditor.CoreModule and reference it in my utility assembly's assembly definition asset but couldn't find it. It still works great in the editor but won't compile for a build. If anyone has a solution or at least knows why this isn't working, I would be most appreciative.
SceneAsset indeed can not be in a build and only exists within the Unity Editor - for what reason ever.
It is a special case of an asset that only exists in editor since later on in a build the scenes are handled completely different as runtime Scene.
The entire UnityEditor namespace is completely stripped of in a build.
For serialization the best option is usually to serialize and store the asset path and later use that for loading the scene.
You can still make scenes Addressables though and load them via the usual more manual Addressables route e.g. using a "normal" generic
public AssetReference Scene;
See Addressables - Scene Loading.
Hi I am working with unity.
I am trying to build my application in android
I am getting this error when building. Normally I can play the game in unity. I am building for android.
I have a Keystore. I created a key.
java.lang.RuntimeException: Duplicate class
com.facebook.android.BuildConfig found in modules
jetified-facebook- android-
wrapper-7.17.2-runtime.jar (:facebook-android-wrapper-7.17.2:)
and jetified- facebook-android-wrapper-8.0.0-runtime.jar (:facebook-
android-wrapper-8.0.0:)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
I looked at these links
https://github.com/facebook/facebook-sdk-for-unity/issues/386
Duplicates class found in modules
https://forum.unity.com/threads/androidx-corecomponentfactory-problem-on-2019-3.777584/#post-5193863
But it does not solve my problem. I am getting still the same errors.
I found the solution:
It seems adding voodoo packes in unity and facebook is conflicting. If you have voodoo packages you do not need to add facebook sdks again.
I got much help through Stackoverflow.
Recently, I checked this error when I used Unity.
SystemException: 'System.Net.Sockets' are supported only with Unity Android Pro. Referenced from assembly 'Assembly-CSharp'
To solve this error, I did it as follows :
I would open up Visual Studio and do a Find in Files for "System.Net.Sockets". The file name was 'UDPReceive.cs'.
I searched script for finding script error. But I didn't find script error.
I did find another solution. The solution is to add '#if UNITY_EDITOR' at the very top of any file that uses 'System.Net.Sockets' and '#endif' at the bottom of files. But this error occured continuingly.
I deleted 'Assembly-CSharp' file and 'UDPReceive.cs'. But this error was not solved and more errors occur X_X
So, I wanna solve this error.
Could you notify solution of this error to me?
Is there only solution using paid Android Pro?
+) My Unity Version is 4.6.3 & Unity Pro Version (Internal Develop Version)
I have a problem with AdMob. When I call interstitial or banner the application crushes.
Errors:
Could not find class 'com.google.android.gms.ads.InterstitialAd', referenced from method com.google.unity.ads.Interstitial$1.run
Caused by: java.lang.NoClassDefFoundError: com.google.android.gms.ads.InterstitialAd
When I apply the folder google-play-service-lib from the Android SDK, Unity automatically deletes it. If someone has the same problem or a similar, please help.