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How to: Conditional use of UnityEditor In DLL?

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I’m attempting to create a simple utility function DLL, but seem to be running into dependency issues in general and an argument exception specifically, when I try to “build&run” the project that uses this DLL. The issue arises because I want certain code from the DLL executed when in the editor, and other code, when not in the editor (built project). E.g. using `DestoryImmidiate()` when in the editor and not in play-mode, and `Destroy()` otherwise. I’ve attempted using the [`Conditional`][1] attribute in the DLL, as well as pre-processor pragmas('#if UNITY_EDITOR`). Alas, even with everything else compiling and running ok, the lack of UnityEditor.DLL being allowed in the output "build" prevents it from compiling and generates the following ArgumentException. ArgumentException: The Assembly UnityEditor is referenced by EditorTools ('Assets/EyeEngines/EditorTools.dll'). But the dll is not allowed to be included or could not be found. Is it possible to put conditional UnityEditor code like this into a DLL? If so, how? One obvious workaround is to create TWO versions of the DLL (one with the UNITY_EDITOR pragma defined, one with it undefined), but unless Unity has some way to automatically use the right one, I don’t like it: too confusing for users of the dll (Initial tests of this method generated "class redefined" compilation errors in editor.) [1]: https://msdn.microsoft.com/en-us/library/system.diagnostics.conditionalattribute(v=vs.110).aspx

getting an access violation and what looks like a memory leak after upgrading to 5.6 in all builds.

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Hi folks, literally 99% finished on my game and all of a sudden I'm having some serious issues. the thing is I haven't really changed anything except allowed unity to update. either the game build will throw up error 126 and fail to build the mono library or it will run and crash telling me it has an access violation as well as: **JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak** Is this anything to do with this new error i'm seeing people complain about? referring to: **In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first.** I'm finding it extremely hard to find the actual root of the issue with the profile. Not too sure exactly what I'm looking for. One of my testers, however, told me that the game was running at about **1800mb in RAM** then just before it crashed it **dropped to 400mb**. I'm honestly not sure what that means. Am I speaking anyone's language here? or do I just have a lot of bad luck? Thank you for your time. PROFILER CAPS (if at all helpful): ![alt text][1] ![alt text][2] [1]: /storage/temp/95170-profiler1.png [2]: /storage/temp/95171-profiler2.png

win32 exception while building for android..

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Win32Exception: ApplicationName='E:/Softwares data/Android for unity\tools\aapt.exe', CommandLine='package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "E:/Softwares data/Android for unity\platforms\android-23\android.jar" -F bin/resources.ap_', CurrentDirectory='Temp/StagingArea' System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) System.Diagnostics.Process.Start () (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start () UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:44) UnityEditor.Utils.Program.Start () (at C:/buildslave/unity/build/Editor/Mono/Utils/Program.cs:28) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.PostProcessor.Tasks.TasksCommon.Exec (System.String command, System.String args, System.String workingdir, System.String errorMsg, Int32 retriesOnFailure) UnityEditor.Android.PostProcessor.Tasks.BuildResources.CompileResources (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.Tasks.BuildResources.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186) UnityEditor.HostView:OnGUI()

Android SDK error build

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Anyone know this why? what's the solution ?![alt text][1] [1]: /storage/temp/95603-problem-build.png

Unity rewrite sln file causing Assembly-CSharp error

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Hi, since 2 week, unity keep crashing with that error : > FileNotFoundException: Could not load> file or assembly 'Assembly-CSharp,> Version=0.0.0.0, Culture=neutral,> PublicKeyToken=null' or one of its> dependencies. It seems that when Unity rewrite my sln file it cause that kind of problem, and it's become redundant and really annoying. I saw that looking my git client as you can see : ![alt text][1] [1]: /storage/temp/95729-pb.png When Unity replace the red lines with the green i encounter this error. I'm not really sure that this is the source of my problem, but it prevents me from coding my game... Always manually replacing that become tedious, moreover, this does not seem to solve the problem anymore Can you help me please?

In build shadows don't appear and some assets don't render properly, but editor

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Running Unity 5.6.1f1 When I do a build it doesn’t seem to export any shadows, also some Speedtree asset trees I am using on a terrain loses all the detail and they look very low poly. When I play the project in unity itself its fine, its just when exported as a build its not working properly. Any ideas on how to get the shadows on objects to be seen proper in the distance and the trees on the terrain to render properly? I have looked at EDIT > PROJECT SETTINGS > QUALITY and changed the settings from ‘fast’ to fantastic, this kind of half sorted the shadows but they still aren’t visible in the distance. I tried in BULD + RUN …PLAYER SETTINGS > other settings > linear to gamma I have tried DIRECTIONAL LIGHT > render mode > important I HAVE turned shadows on and off on the camera rig and on various objects.. I have tried TERRAIN > and changed settings set to high res and billboard start and tress and turned on and off light map static but nothing seems to work…….any ideas on how to get the shadows on objects to be seen proper in the distance and the trees on the terrain to render properly? thanks

In build shadows don't appear and some assets don't render properly, but editor version ok

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Running Unity 5.6.1f1 When I do a build it doesn’t seem to export any shadows, also some Speedtree asset trees I am using on a terrain loses all the detail and they look very low poly. When I play the project in unity itself its fine, its just when exported as a build its not working properly. Any ideas on how to get the shadows on objects to be seen proper in the distance and the trees on the terrain to render properly? I have looked at EDIT > PROJECT SETTINGS > QUALITY and changed the settings from ‘fast’ to fantastic, this kind of half sorted the shadows but they still aren’t visible in the distance. I tried in BULD + RUN …PLAYER SETTINGS > other settings > linear to gamma I have tried DIRECTIONAL LIGHT > render mode > important I HAVE turned shadows on and off on the camera rig and on various objects.. I have tried TERRAIN > and changed settings set to high res and billboard start and tress and turned on and off light map static but nothing seems to work…….any ideas on how to get the shadows on objects to be seen proper in the distance and the trees on the terrain to render properly? thanks

Error building .apk archive with Google Cardboard VR

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I'm trying to build my VR project using Unity 5.6 and Google Cardboard. I'm getting the following error CommandInvokationFailure: Unable to convert classes into dex format. /Library/Java/JavaVirtualMachines/jdk1.8.0_131.jdk/Contents/Home/bin/java -Xmx2048M -Dcom.android.sdkmanager.toolsdir="/Users/mymac/Library/Android/sdk/tools" -Dfile.encoding=UTF8 -jar "/Applications/Unity/PlaybackEngines/AndroidPlayer/Tools/sdktools.jar" - stderr[ Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/DisplaySynchronizer; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/FrameMonitor; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/NFCUtils; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/NFCUtils$1; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/TransitionView; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/TransitionView$1; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/TransitionView$2; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/TransitionView$3; Uncaught translation error: java.lang.IllegalArgumentException: already added: Lcom/google/vr/cardboard/TransitionView$TransitionListener; UNEXPECTED TOP-LEVEL EXCEPTION: java.lang.RuntimeException: Translation has been interrupted at com.android.dx.command.dexer.Main.processAllFiles(Main.java:613) at com.android.dx.command.dexer.Main.runMonoDex(Main.java:311) at com.android.dx.command.dexer.Main.run(Main.java:277) at com.android.dx.command.dexer.Main.main(Main.java:245) at com.android.dx.command.Main.main(Main.java:106) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at SDKMain.main(SDKMain.java:129) Caused by: java.lang.InterruptedException: Too many errors at com.android.dx.command.dexer.Main.processAllFiles(Main.java:605) ... 9 more ] stdout[ processing archive /Users/mymac/Desktop/project/Temp/StagingArea/android-libraries/gvr-permissionsupport-release/libs/./classes.jar... processing com/google/gvr/permissionsupport/BuildConfig.class... processing com/google/gvr/permissionsupport/PermissionsFragment.class... processing com/google/gvr/permissionsupport/PermissionsFragment$1.class... processing com/google/gvr/permissionsupport/PermissionsFragment$PermissionsCallback.class... processing com/google/gvr/permissionsupport/TransitionVRActivity.class... processing com/google/gvr/permissionsupport/TransitionVRActivity$1.class... ignored resource mymac/Temp/StagingArea/android-libraries/gvr/libs/./armeabi-v7a/libgvr.so processing archive Looking around I found that it might be a .jar/.aar files duplication error, so I have looked for them in my project: mymac$ find . | grep .aar ./Assets/Plugins/Android/gvr-permissionsupport-release.aar ./Assets/Plugins/Android/gvr-permissionsupport-release.aar.meta ./Temp/StagingArea/aar ./Temp/StagingArea/aar/gvr-permissionsupport-release.aar ./Temp/StagingArea/aar/gvr.aar ./Temp/StagingArea/aar/unitygvr.aar mymac$ find . | grep .jar ./Assets/Plugins/Android/unityvractivity.jar ./Assets/Plugins/Android/unityvractivity.jar.meta ./Temp/StagingArea/android-libraries/gvr/libs/classes.jar ./Temp/StagingArea/android-libraries/gvr-permissionsupport-release/libs/classes.jar ./Temp/StagingArea/android-libraries/unitygvr/libs/classes.jar ./Temp/StagingArea/bin/classes.jar ./Temp/StagingArea/plugins/libprotobuf-java-nano.jar ./Temp/StagingArea/plugins/unityvractivity.jar ad you can see there are no duplications as all the other files are copy created in /Temp at build time. Not sure about how to proceed.

Questions about building a game (for console or android,....)

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When i press the build button and only select current scene why does it last hours for it to complete? Is this normal? Second question lately i haven't been able to build any scene at all. Makes me wonder. If i press build and only current scene does it take stuff from the assets i bought from the asset store (scripts) for example that are not in the scene? I am a total noob in unity atm.

Failed to get socket connection from UnityShaderCompiler.exe shader compiler on TeamCity

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Hi. I have night builds on TeamCity. Everything was fine. After adding the next package of assets, the building continue 2 times longer (+ 1.5 hours) and all materials are pink / magenta. Build logs have increased significantly. Often there is such a line:> Failed to get socket connection from> UnityShaderCompiler.exe shader> compiler! C: / Program Files /> Unity5.5.2 / Editor / Data / Tools64 /> UnityShaderCompiler.exe> UnityEditor.BuildPipeline:> BuildAssetBundlesInternal (String,> BuildAssetBundleOptions, BuildTarget)> UnityEditor.BuildPipeline:> BuildAssetBundles (String,> BuildAssetBundleOptions, BuildTarget)> (at C: \ buildslave \ unity \ build \> artifacts \ generated \ common \> editor \ BuildPipelineBindings.gen.cs:> 425) It looks like Unity.exe can not run UnityShaderCompiler.exe judging by what it shows TCPView (Windows tool). If you run build-scripts under the same user with pens, not in TeamCity - they work fine (quickly, UnityShaderCompiler.exe starts, no logs in the logs). I do not have ZoneAlarm installed. Windows 10 pro Windows Defender Security Center RAM 8Gb Intel i7 4790 Work-folder on ssd Unity5.5.2 All is started with administrator rights. How can I fix this? Any ideas? Sometimes Unity.exe run UnityShaderCompiler.exe, but can not send/get data to UnityShaderCompiler.exe. > UnityShaderCompiler.exe 10048 TCP> BUFALO 57289 localhost 56967> ESTABLISHED Unity.exe 7148 TCP BUFALO> 56967 localhost 57289 ESTABLISHED shadercompiler-UnityShaderCompiler.exe0.log contains > Base path: C:/Program> Files/Unity5.5.2/Editor/Data>> Cmd: getPlatforms>> Unhandled exception: Protocol error -> failed to read correct magic number>> Quitting shader compiler process

Using project tango and mapbox-sdk in the same project?

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Trying to create an app for Tango that uses the Mapbox-sdk in Unity. The goal is visualize a 3D-model combined with augmentet reality. When trying to build the apk for a project that uses both Mapbox and Tango in Unity, the following errors occur: Error: Error while saving blame file, build will continue Error: The prefix "tools" for attribute "tools:overrideLibrary" associated with an element type "uses-sdk" is not bound. UnityEditor.HostView:OnGUI() AndroidSDKToolsException: Unable to merge android manifests. See the Console for more details. UnityEditor.Android.AndroidSDKTools.DetectErrorsAndWarnings (System.String logMessages, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.MergeManifests (System.String target, System.String mainManifest, System.String[] libraryManifests, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit) UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.MergeManifests (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String targetManifest, System.String mainManifest) UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.HostView:OnGUI() These error occurs even if the project is "empty", the only thing I have done is to import Mapbox and Unity. Anyone know how to solve it?

Build error: The type or namespace name 'UnityEditor' could not be found.

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**When making my game, I use button, ads, etc. When I try to build this game it says "The type or namespace name 'Unity Editor' could not be found." I have all of them referencing Unity Editor, and I cannot put them into a Editor folder because these scripts make the game work! it happens with all my scripts and I have no idea what to do please Help!** ADS SCRIPT: https://pastebin.com/WwN96MNx TOUCHABLE SCRIPT: https://pastebin.com/1Wn7qZ1K PP SCRIPT: https://pastebin.com/qkCKWzga

Unable to merge android manifests while integrating Rewarded Videos from Admob

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Hi, I was trying to integrate Rewarded Videos from Admob into my game. Tried building & running my game and this error popped up. I looked at a dozen solutions related to the manifest merging problem but none have worked so far AndroidSDKToolsException: Unable to merge android manifests. See the Console for more details. UnityEditor.Android.AndroidSDKTools.DetectErrorsAndWarnings (System.String logMessages, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.MergeManifests (System.String target, System.String mainManifest, System.String[] libraryManifests, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit) UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.MergeManifests (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String targetManifest, System.String mainManifest) UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.HostView:OnGUI()

Strange Memory Leak in Unity Editor

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I've been building a project for months with no great issues. I now cannot run or even open certain scenes, and the unity editor has a memory leak so that even when the editor isn't actually doing anything (i.e. the game isn't actually running), the memory usage goes up and up until bang, it resets the computer. I've managed to disable as many assets as I possibly can, so it is down to a skeleton code, to try and identify the problem. But some scenes won't even load now so I can't even do this. For those I can open, I disable as many game objects as possible, run the game, and in task manager the memory usage jumps. Then, when stopping the game, *the memory usage does NOT come down again*, so that the next time I run it, it just spikes up again, and again, and again. The screenshots illustrate the problem - each time the scene is run, the memory spikes. Thats as expected. But the memory never returns back to its previous consumption afterwards. Surely this is a memory leak? Here are some solutions I've tried, none have solved the problem The memory leak goes on constantly when I have the main camera enabled. I thought this must be the root cause, so here are the various fixes I've tried:- 1) Disabled realtime / Mixed Lighting (as shown in screenshot) 2) Tried in different versions of Unity (5.6.1, 5.6.0) 3) Deleted / Reinstalled Unity 4) Deleted / Reinstalled all assets / libraries 5) Checked its not the 'preview window' issue ![alt text][1]6) Written my own Editor Window to run 'EditorUtility.UnloadUnusedAssetsImmediate();' (has no impact) I found this link, but I'm not sure it describes exactly the same problem:- https://forum.unity3d.com/threads/critical-memory-leak-in-5-6-0-p4-crashing-unity-all-the-time.470756/ Any help greatly appreciated. If its just a bug thats going to be fixed I'll keep myself busy with something else until its released! [1]: /storage/temp/96112-2.jpg

Error while trying to build XCode project

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Hello everyone, I need help, everytime I try to create a build for iOS in Unity (the XCode project) this problem appears: ![alt text][1] I don't know what is causing it, and I couldnt find answers anywhere. So if someone does know how to solve it or what should I do now please tell me. Thanks! [1]: /storage/temp/96420-bf13f87f2a7f25eb7a6ed6146158459e.png

Can't Build PC Standalone due to multiple namespace script errors but playable in editor

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My project works fine when played in the Unity editor. However, when I try to build it for the PC, Mac, & Linux standalone, it fails to build and gives me multiple errors such as: Assets/Scripts/Respawn.cs(4,19): error CS0234: The type or namespace name `SceneManagement' does not exist in the namespace `UnityEngine'. Are you missing an assembly reference? Assets/Scripts/CameraMovement.cs(5,31): error CS0246: The type or namespace name `MonoBehaviour' could not be found. Are you missing an assembly reference? Assets/Scripts/PlayerCharacter/HERO/HeroMovement.cs(40,16): error CS0246: The type or namespace name `Vector2' could not be found. Are you missing an assembly reference? and ends with Error building Player because scripts had compiler errors I have checked my scripts and none seem to be using the UnityEditor specific functions. I am using Unity 5.6.1f1 Personal and there was a previous 4.6 installation when I updated to my current version (if that matters). I have also attempted a re-install of the current version by uninstalling and then re-installing the same version of Unity. I have attached the editor log as well. Any help would be greatly appreciated! [Editor Log][1] [1]: /storage/temp/96516-unitylog.txt

Why Is Daydream Build and Run Not Working?

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I've been trying to make a game for the Google Daydream, but every time I try to build and run it, I keep getting this Error: Error building Player: CommandInvokationFailure: Unable to list connected devices. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details. C:/Program Files (x86)/Android/android-sdk\platform-tools\adb.exe devices stderr[ error: could not install *smartsocket* listener: cannot bind to 127.0.0.1:5037: Only one usage of each socket address (protocol/network address/port) is normally permitted. (10048) This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. could not read ok from ADB Server * failed to start daemon * error: cannot connect to daemon ] stdout[ List of devices attached adb server version (32) doesn't match this client (39); killing... ] exit code: 1 I don't know what to do anymore. I've looked everywhere trying to find a solution, but still haven't. Please help me. Thanks.

Too many field references to fit in one dex file: 69133; max is 65536.

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Too many field references to fit in one dex file: 69133; max is 65536. I used unity 5.43f1 and lates version of android studio 2.3.3 and SDK when add googleplayservice, firebase messaging service, facebook and admob Unity Stop building and show next message - trouble writing output: **Too many field references to fit in one dex file: 69133; max is 65536. You may try using multi-dex. If multi-dex is enabled then the list of classes for the main dex list is too large.** I searched solutions about this and find some answers are this : [ **export Gradle whith Unity 5.5 and build in android studio whith multi_dex option** ] so I upgraded Unity to 5.61 and imported Android studio using multi-dex option and it was successed to build . BUT I found that **building in lower version of android sdk, it could be build whithout 65k error** !!! My question is that **why lower version of android sdk can build whitout 65k error but latest version of sdk can not build ?** I think there are some problems Unity building in lates version of android SDK or other problem I don't know ?

Error Building an APK (with Vuforia)

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I've been trying to follow a [simple tutorial][1], but every time I try to build an APK the progress bar seemingly crashes while trying to 'processing native plugins'. I've managed to fix a few of the previous error, so now I can run the [SimpleMobilePlaceholder][2] app. Everything else works: I can test the app within Unity and build to Windows as well Here's the error(s) that show up: `IOException: Win32 IO returned 23. Path: Assets\Plugins\Android\libs\armeabi-v7a\libVuforia.so" or "Temp\StagingArea\libs\armeabi-v7a\libVuforia.so System.IO.File.Copy (System.String sourceFileName, System.String destFileName, Boolean overwrite) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:124) UnityEditor.FileUtil.UnityFileCopy (System.String from, System.String to, Boolean overwrite) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:207) UnityEditor.FileUtil.UnityFileCopy (System.String from, System.String to) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:239) UnityEditor.Android.PostProcessor.Tasks.NativePlugins.PrepareNativePlugin (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String assetPath, System.String pluginTargetCPU) UnityEditor.Android.PostProcessor.Tasks.NativePlugins.ProcessPlugin (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String pluginPath, System.String pluginTargetCPU) UnityEditor.Android.PostProcessor.Tasks.NativePlugins.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()` [1]: https://www.youtube.com/watch?v=ClXxdxQrmRs [2]: https://unity3d.com/learn/tutorials/topics/mobile-touch/building-your-unity-game-android-device-testing

CommandInvokationFailure: Failed to re-package resources.

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Many new Unity assets I get show up this error when i try to build for Android: CommandInvokationFailure: Failed to re-package resources. C:\Users\AppData\Local\Android\sdk\build-tools\25.0.0\aapt.exe package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "C:/Users/AppData/Local/Android/sdk\platforms\android-24\android.jar" -F bin/resources.ap_ --extra-packages android.support.graphics.drawable.animated:android.support.v7.appcompat:android.support.v7.appcompat:android.support.v7.cardview:com.unity.purchasing:android.support.customtabs:com.facebook:com.facebook.android:com.android.vending.billing:com.google.unity:com.unity.purchasing.googleplay:com.google.android.gms.ads.impl:com.google.android.gms.ads:com.google.android.gms.base:com.google.android.gms:com.google.android.gms.clearcut:com.google.android.gms.gass:com.google.android.gms.tasks:android.support.v4:android.support.v4:android.support.graphics.drawable:com.pool.poolgame.resources:com.unity3d.ads -S I've tried using build tools version 25.00 and 23.00 and adding the version.xml file to a res folder, which didn't help at all. My Unity version is 5.6.1 How can I fix this?
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