Unity: Editor application Install failed: Unity Hub does not have permission to access the folder - unity3d

I have tried repeatedly without success to install a late version of Unity (2021.3.13f1 and 2021.3.12f1) from Unity Hub 3.3.0 on my MacBook Pro 16 (running macOS Monterey version 12.6). Consistently I get the error: "Editor application Install failed: Unity Hub does not have permission to access the folder..." - the folder currently being /System/Applications. I have tried different destination folders but the result was always the same.
I am not behind a firewall. Questions posted on Stack Overflow similar to mine usually have no accepted answer or a solution that seems not to apply in my case.
Unity downloads for me always seem to be an ordeal, more difficult than for any other software I use. I would greatly appreciate your help. Thank you.

In the Finder, go to /Applications/Unity and open the Information window (e.g. right-click the folder and select Get Info).
Go the the Sharing and Permissions section, and see if the current user or group has Read & Write permissions.
If not, click the padlock in the lower right corner to unlock and allow editing the settings.
Change the privilege to Read & Write for the current user/group.
If you or your group isn’t even in the list, click the “+“ to add the current user/group to the access list, then give that user/group Read & Write privileges.
(For example, I added the admin group, which I'm a member of, to the list.)
Then, go to the "..." pulldown next the the +/- buttons and select "Apply to enclosed items...".
(This may be overkill, you should just need to do it for the relevant folders, but I was tired of fooling around and wanted it to "just work"!)
The install can now be retried and should succeed.
(There is no need to restart the Unity Hub.)

Related

The meaning of profile contents checkboxes

The new version of VSCode 1.75 contains the new function Profiles, which I was waiting for.
It looks like you can install, activate or deactivate extensions in each profile, without affecting the other profiles.
So far I only managed to install, activate or deactivate extensions via the extension manager, or via the view page of the respective extension.
There is this new view that can be displayed via [Settings-Wheel]-[profiles]-[show contents]
There you can find a checkbox for each extension.
Intuitively, one would assume that the extensions for a profile can be either completely switched on or off (install) or at least activated / deactivated.
For me this checkbox has none of the mentioned effects.
The profiles work nevertheless, as said, with an activated profile extensions can be installed and uninstalled, the profiles can then be switched, and a profiles extension states get properly restored when reselected.
However, the view with these checkboxes seems largely pointless to me at the moment.
So my question is: what is their purpose?
Should their purpose be what I suspected, and the feature just isn't "ready" yet?
The checkboxes are for exporting the profile without including undesired configuration options. For example, the "UI State" option will save the currently open menus and submenus as a part of the profile's configuration, which you likely don't really want in most cases.
Notably, when I created a new blank profile and accessed this menu the only field present was the UI State, which implies that if a field is the same as the default configuration it won't be saved to the file.
When you export, you can name the profile and either save it locally as a ".code-profile" file, or upload it directly to GitHub as a gist. The file uses a syntax that I believe is unique, though it's very possible I just don't know it. It would be nice to have a simple JSON schema, but I'm sure the community is going to automate the hell out of this process within a few weeks/days.
I'm pretty sure the purpose of those checkboxes is to select whether or not each extension gets exported as part of the profile. Presumably they are all activated upon importing the profile and installing those profile extensions.

Allow Safely Remove Media in GPO

I have a system that I want to lock down, only running certain programs.
All is working so far when I use "Run only specified Windows applications" (under Local Computer\User Configuration\Administrative Templates\System) except when I try to add an option to remove media.
I have the policy enabled with a list of all applications I want to be able to load. And this: "rundll32.exe shell32.dll, Control_RunDLL HotPlug.dll"
but when I run my shortcut for this I just get the error "This operation has been cancelled due to restrictions in effect on this computer. Please contact your system administrator"
I saw someone online with a similar problem with rundll32.exe but that was with a printer and they got it working by adding a printui.dll. Am I missing something or doing something wrong or is this not possible? I need this option because I have to disable right click in our locked down system.

How do you get #Recomended to work in VS Code?

I can get#recommended:workspace extensions to work correctly but I am unsure as to why I cannot get the general #recommended to show anything. Where am I supposed to put the extensions.json file?
My goal here is to have PowerShell install VSCode, copy over some JSON files for specific settings and then have the user shown the companies recommended extensions to install once they open up VSCode.
I know I can force them installed with code --install-extensions but I want the user to be able to pick and choose from the companies recommended list based on what kind of files they'll be working on. What I can't seem to figure out is how to get that list to show except within a workspace.
For example, we have a Chef team, an Azure team, Linux team, etc. each needing different extensions.
The #recommended option has no config. VS Code decides which extension to recommend based on the file types that exists in the folder/workspace that you opened (official release info).
So, in your scenario, I guess the best option is to use Workspace Recommendations (#recommended:workspace), using a different recommendation for each team/project.

Checked out clearcase file but can't check in

Using RAD 8.5/ClearCase 7.x, I checked out many files. I made my changes and was able to check many of the files back in (using the GUI RAD interface). However I'm unable to check in many other files by right-clicking on them in Eclipse. When I do right-click on them, the check-in & out options are disabled but the 'Add to source control' is enabled - RAD/CC react like these files are not in source control, but they've been controlled for many years. I am able to do a 'Find checkouts' (using RAD) and it lists those files. If I start up CC Explorer and check those files in my view, they show as 'View-private file'.
I've tried deleting one of these files via CC Explorer and then try to "re-add" it via the RAD GUI but I still get a generic error at that point that doesn't tell me anything.
How do I at a minimum get these files back in a state that I can check them out?
After working w/ our inhouse CC support staff, we've gone the route of them going in and undoing the check outs of the remaining files and then creating a new view. Then delete the "bad" view from my RAD workspace (as well as from the VOB) and import the new view. Because of additional CC plugin issues, we're also uninstalling RAD, WAS, and Clearcase to reinstall them. So this current situation is now closed.
I was facing the same issue in clear case view, this may not be the proper answer as I am not doing through eclipse, but it may help others. Solution was
Go to version tree of the file, right click on the checked-out node and there check in option was enabled.

Packing an Actionscript (Flash Builder) application for iPhone

Recently I tried to build a flash application in Flash Builder, and I wanted to export it to my iPhone. I have gone through all the required steps in order to certify my application.
Now, with all that done, all that was left to be done is building the ".ipa" file in Flash Builder. Now, this gives the following error:
'Launching TestGame' has encountered a problem.
Error occurred while packaging the application:
NotBefore: Wed Apr 11 18:52:40 CEST 2012
Google didn't give me a decent answer, nor does Adobe's information regarding mobile application development. All I can think off, is that I can't build the application before that date. That's ridiculous, I can't imagine a certain check like that.
I'm pretty sure my ".p12" key file is generated correctly.
Is anyone else familiar with this error? Please, be so kind to guide me in the right direction.
Kind regards,
Matthias.
The error occurs because the compiler didn't find the files under the corresponding directory such as debug-bin or release-bin folder. (explains from: http://forums.adobe.com/thread/893772)
For example, if you are doing a debug-build, and you didn't select the project option: copy non-embeded files to the output folder. And debug-build needs some files such as icons files under the debug-bin folder, and it couldn't find it.
Solution: select project compiling option: the copy non-embeded file to the output folder.
Try again, if still not you will need to try the ADT build to get more details http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac35eb7b4e12cddc5fbbb-8000.html
I suggest compiling from command line. I'd ported an AIR app to iOS and compiled using adt dirrectly (without FB or whatever), and there were more meanful messages then yours. Take a look at the manual on how to build ipa wit adt. The other advise is to check your iPhone node in app.xml (take a look here) and icons.
The "error" was thrown because the certificate wasn't valid yet. It became valid on the date shown above.
You could also fix the manifest file in the iOS developers center.
This problem does come up more often than needed. The error reporting is lacking distinctions but is also difficult to asses since there can be many factors causing this error. If it was one factor or even just a few then it would most likely let you know.
A great way to ensure that the error reporting can do its job and tell you where the problem is is to check your error log. It will tell you at least a few of the places that threw the block.
If you are unable to read those strange glyphs then just ensure that all your resources are being packaged. This does mean a little time of list checking but it is well worth it, for the errors and to get rid of development junk.
The first step in the asset list check is to go through each part of your Assets class (flash builder reference). If you do not have a direct Assets class then you may want to make one and move all of your asset calls to that one class - since it will save you time if this happens again.
Your Assets class is not the same as your Assets folder. Your folder is where the files are stored - i.e. images, bitmaps, sounds, etc. Your Assets class is what categorizes and assigns references to each individual file.
Go through your Assets class to ensure that each of those files exist in the folder as well. Then go to the Project menu (top near Navigate and Search) and select Clean. Either clean all your projects or check the current one. Once this is done you need to click on your Assets Folder (right click or highlight and hit edit or whatever), and select Refresh. This will check that all the files are still there and get rid of/update them.
If none of this throws an error -red X- or other errors then you need to check your project .xml file. This may take you some time to ensure that all of your add on packages and details are correct. Make sure you have the correct:
at the top and it matches your current air release.
Make sure all the filenames, names, ids, version numbers, aspect ratios, fullscreen, visible, icons, extensionIDs, and everything else are not only correct but actually there. Most of these statements should have something written and not be blank. If they are blank find out what to put in.
Ensure that you have the proper icon file extension. If it says assets/icon48.png and the icon48.png is actually in assets/pictures/images/icons/toomanyfilesextensions/whatever/icon48.png
you need to fix that link.
The last thing that you will need to check is when you want to either Release Build or Debug. You need to make sure that all assets are checked and selected.
Go to Project - Properties.
then select ActionScript Build Path.
Click the Native Extensions tab and see if there are any red X's. If there are tap the little arrow beside them and see what the matter it. Add the correct ANE or get rid of it or whatever you need to do.
Then in the same menu go to the left and select ActionScript Build Packaging. A little arrow should be beside that one too. Tap the arrow and it will open to Apple iOS, BlackBerry, Gooogle and whatever else you have (probably nothing more). Select the OS your want to use, lets say Apple, and you will have 4 tabs pop up. Make sure you have the correct certificates selected. If you have none or are confused about this you need to spend some time on Google.
The biggest one for this error is under the Package Contents tab. Most people miss this!
Open the tab and see if anything is not checked. There will 99.99% be something or many of them not checked if you are getting this error. Just check them all and you can figure out what you need and don't need later. Some of them will be listed because you just threw in a bunch of ANEs and .SWFs to have some awesome app. Those add on packages will throw in unnecessary contents into this package. That is fine and don't worry until you want to be picky. Just make sure they are all selected and hit Apply and Ok.
That's it. You should have a working Release Build if you did everything else correct and this error should be easy from now on (but time wasting).
You may get a 'slip' error now, but that is another story. But that is a great sign because you are getting closer to that stupid mistake that we all make: the elusive spelling mistake.