Toubleshooting Unity, Xcode and Server Connection from Device - c#

I am using Unity to build an Xcode project which is then used to build to a device for testing. The other devs can build just fine and we use Source Tree to interact with our Git.
So... for some reason, even though both Unity and Xcode throw no compile errors and successfully build the app (precisely: the Xcode project, then the App) when I launch the App it throws a generic connection error (cannot connect to server, check your internet connection).
We are trying to eliminate the culprit (if there is indeed just one) - but strangely, using the same Unity player settings and Xcode settings (as far as we can tell) - all the other devs can build just fine and do not receive this connection error. The device themselves work fine, and connect through an App built from someone else's machine, but if I build it from my Mac, it does not work.
Possibly relevant info: Unity and Xcode are both pretty fresh installs as I haven't used them before starting at this company. Not sure if Xcode or Unity (or both) are overwriting certain project specifics pulled from our Git?
Edit: this was a versioning issue, and my minor version increase was enough to cause it. Lesson learned: always make sure you are running the exact same version of any shared IDE / Engine.

I almost forgot about this question... I solved this by uninstalling the latest version of Unity and then installing the version the other developers were using.
I am not sure what version of Unity I was using at the time of writing - good learning: always post the version of the programs in question. But I do remember it was only a minor update in front of the others. Some small bug fix which ended up causing this connection error.
To anyone else experiencing this problem - if you are having trouble troubleshooting builds and only getting errors from your local machine: make 100% sure you are using the exact same versions of XCode and Unity.

Related

Hologram is not shown in the hololens 2 while it's working in the desktop

I deploy my HoloLens 2 in Visual Studio through Release, ARM64, and Device. If I use the Release Machine instead of the Device, I got an error.
My desktop doesn't have the same Wi-Fi as my HoloLens. I can't connect my desktop and HoloLens to the same Wi-Fi.
My deploy is succeeded after I use the Device. My project Icon is shown in the HoloLens 2. But after I open the Icon, I can't see anything.
Please help me to find the solution. I spend a lot of time on this problem.
Maybe my explanation of Remote Machine and Device gave you some misunderstanding. I'm sorry about that. Remote Machine + WIFI and Device + USB are both officially recommended deployment methods. Since you have successfully deployed through Device, please continue to use it. If you are still a little confused about deployment you can publish a new thread.
It seems the main issue here is that when you run the deployed project, you cannot see any object. I recommend you try Remote Debugging(https://learn.microsoft.com/en-ca/windows/mixed-reality/develop/unity/preview-and-debug-your-app?tabs=openxr) in the Unity editor, which allows you to quickly preview and debug your project without deployment, and it can also be connected via USB. You can also use the official sample to Remote Debugging or deploy directly. Also, it's important to note that before you build your project in Unity, you need to add the scene to Build Settings->Scenes in Build.
Finally, I found the solution to my problem. Before I used the unity 2020.3.9. Now I changed the version to 2020.3.4. Now I can deploy and see the game objects in my hololens 2.
I had the same issue before. In the unity editor, I can see my models normally. But the models were not shown in Hololens, or only by one eye. The reason was that the models use the standard shader of Unity. After I applied the Mixed Reality Toolkit/ Standard Shaders, every model was shown.

Is it literally impossible to build a SQL Server database project in Azure Data Studio on an M1 Mac?

I'm attempting to set myself up with Azure Data Studio on my new M1 Mac Mini, but the SQL Server database project I'm working on refuses to build. This is the (completely useless) error I'm getting:
stdout: /Users/dumasded/.azuredatastudio/extensions/microsoft.sql-database-projects-0.13.0/BuildDirectory/Microsoft.Data.Tools.Schema.SqlTasks.targets(586,5): error MSB4181: The "SqlBuildTask" task returned false but did not log an error. [/Users/dumasded/Projects/db-project/DBProject.sqlproj]
stdout: 0 Warning(s)
stdout: 1 Error(s)
I can neither find nor remember where I got this idea but I somehow got it into my head that this has something to do with the version of the SDK I'm using - I'm currently using 6.0.100, which as far as I can tell is the only one that's arm64 compatible. Every attempt I've made to download, install and run an earlier version of the SDK on this machine has failed. If that is in fact the problem, I can't even get far enough to find out.
Just to be sure it wasn't something to do with the existing project I was trying to set up, I created a brand new one from scratch and attempted to build that. It failed with the same error. It definitely appears to be a system issue and not a project-specific one.
Is there any hope for me? Am I doomed to return to working on my crummy Lenovo Thinkpad? My breath is bated. Thanks in advance.
EDIT
I've just come across the ingenious MSBuild.Sdk.SqlProj as a potential solution to my issue, however my attempts to use it are still running up against SDK version issues:
error : The current SDK bundles target framework 'netcoreapp6.0' which is not supported by MSBuild.Sdk.SqlProj. Either install a .NET Core SDK that supports 2.1, 3.1 or 5.0, or file an issue at https://github.com/rr-wfm/MSBuild.Sdk.SqlProj/ to add support.
This would seem to confirm my initial suspicion that this is an issue of SDK versions.
EDIT 2
Neglected to mention that I'm using Azure Data Studio with the SQL Database Projects extension, which purports to handle the DACPAC creation seamlessly and across platforms. Though that hasn't been my experience thus far.
I'll be dunked. I knew there had to be a deceptively simple answer to this.
It turns out that my attempts to download, install and run an earlier version of the SDK on my machine weren't failing - they were just going into a different directory. Apparently, installing x64 SDKs on an arm64 machine results in the SDKs being created in a dedicated 'x64' subdirectory of the primary dotnet installation. This is painfully obvious to me now - the reason dotnet --list-sdks showed no trace of the earlier SDKs was that they were being installed for a completely isolated instance of dotnet. All I had to do was point the SQL Database Projects extension to that instance of dotnet and it started working:
I hope my publicly blundering my way through the maze of dotnet SDK architectures manages to help someone else. For my part I'm just so relieved I've finally gotten it to work.

Xamarin iOS: cannot use Firebase Core in project (MT0009 error while loading assemblies)

After installing Xamarin.Firebase.iOS.Core, I get this error message when trying to build and deploy to iOS simulator:
Error while loading assemblies: /Users/{mac username}/Library/Caches/Xamarin/mtbs/builds/{app name}/{build id}/bin/iPhoneSimulator/Debug/Firebase.Core.dll
It seems that the assembly
Firebase.Core.dll
is the only thing that is causing issues. This is the only error/ warning message I get back from the compiler. In my references node, all packages seem to be intact and in place.
This problem arose while trying to integrate Firebase into my app and so after creating a separate project and simply downloading the Xamarin.Firebase.iOS.Core package through NuGet (without adding any code), I get the error above. I have looked at a plethora of similar issues but none of which have fixed my problem. I am now wondering if it is an issue with the package itself but it seems that I am the only one lucky enough to encounter this error. If anyone has any clue as to what might be happening please help! I am new to Xamarin and know little about c-sharp build processes, but evidently need to start learning more about said processes, so any information is useful!
Note: I am using Xamarin Forms but this seems like a platform-specific error since it is coming from the remote iMac.
Not sure what happened, but by some miracle or by accidental causes the problem went away. It could be that I uninstalled Firebase for the indefinite number of times that I did, then installed a much older version of the iOS.Auth Package (which installed the appropriate iOS.Core package). Seeing that building went through perfectly, I kept increasing the version of the package until I got the most recent and is surprisingly (and frustratingly) working as nothing happened. To anyone else who runs into this problem, may I suggest purging your packages and temporary Mac files? But I'm still not sure what I did correctly.

M2Mqtt android/xamarin for some reason not working anymore

I built an xamarin cross platform mobile application last summer. We were waiting for the hardware to be ready for us to deploy the app.
Now everything is ready I kept a copy of the application on my one drive.
I copied the application from my one drive onto my development machine last week I have been working with it in debug mode.
Yesterday I tried to compile in release mode and all of a sudden my
using uPLibrary.Networking.M2Mqtt;
using uPLibrary.Networking.M2Mqtt.Messages;
grayed out and show error could not be found. Now I can't get anything to work the way it did even in debug mode all my mqtt commands are showing an error.
I tried reinstalling the nuget packages but I get error tying to compile to ......... not available in package see author
I just don't understand what happend and why
Please let me know if you have any ideas, from what I've read it may be because I moved the project from a different folder. Please help
You need M2Mqtt for .Net MQTT with uPLibrary. M2Mqtt will provide M2Mqtt.dll to support uPLibrary. You need to add M2Mqtt.dll reference in your project.
Please check M2Mqtt for .Net : MQTT client for Internet of Things & M2M communication.
What I did originally was find m2mqtt.mono.dll which worked fine for a while until I found some bugs that were fixed in more resent commits.
I have now gotten my hands on M2Mqtt.Net.dll which I just added to my Xamarin project and it seems to be working good.
I went to paho.mqtt.m2mqtt master. Downloaded git opened sln in Visual Studio 2017, built solution and got M2Mqtt.Net.dll from M2Mqtt/obj/debug folder and added reference to it in my project.
I'll keep you advised if I have any problems

Building game playable on one machine but not another

I've built my first XNA game and when I go to the build folder and execute the exe it works fine, however when I send the game to a friend of mine, he is unable to play the game and it crashes on startup.
I've tested this on several machines, and they all seem to suffer from the same issue.
Is there something I need to do to get it builded correctly and working on other machines?
btw. I did make sure I copied over the content folder from the output directory too, so its not missing its contents.
Chances are you will need to make sure the other computers have both the .NET and XNA Framework's installed. If you do a quick search on Google, you should be able to find the packages that you need, depending on what versions of the runtime's you are using.
For example, here are links to the downloads for the .NET Compact Framework 3.5 and the XNA Framework 4.0.
Note that this may not be all the prerequisites that you need.
It would be nice if you could provide a more detailed description of what kind of crash it is :) Do they get some kind of error message?
Are you using any third party libraries in the build?
Also, the machines that should run the game will need the correct version of the .NET framework, as well as a more specific XNA framework install.
Have you tried letting the users install the XNA Framework Redistributable?
http://www.microsoft.com/download/en/details.aspx?id=20914
See if that fixes the crash :)
There's a good bet that the person doesn't have the right version of the .NET framework or the right version of the XNA redistributable.
My first thought is to try publishing your game with ClickOnce (full disclosure: that's a link to my site, but I think it's still relevant).
That makes it easy for both you and the people you share it with to get the right libraries to run your game. To clarify, the other person does not need to install Visual Studio, Visual C# Express, or XNA Game Studio. There's lightweight redistributable libraries that they need instead, which ClickOnce will figure out for you.
My second suggestion is that it is possible your machine is capable of handling the HiDef profile, while everyone else that you've shared your game with can only handle the Reach profile. If that's your problem, you can change it to build for the Reach profile and fix that problem. That's discussed here, half way through the tutorial: http://rbwhitaker.wikidot.com/xna-project-template
If neither of these suggestions help, please post any sort of stack trace or error message they're getting so that we can try to help you further.

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