After build in windows configuration, with steam multiplayer plugins .
The game doesn’t launch.
Have you an idea for fix ?
Thanks
I tried to remove map with steam config
Related
I am creating a VR application for Oculus Quest using Unity3D.And I am trying to speed up the process using MRTK,but when streaming debugging in Unity Editor,there is no diaplay.But when I build a package whether a PC package or an apk,it runs normally.What should I set up in my project?
For Debug, you can use DebugWindow. With it, you can see the log on the hololens device.
I'm using Unreal 4.26.0 and I finally got it to launch to my Oculus Quest 2. However, it doesn't always launch the latest version.
So, I might make a change, build the project, then launch the app on the Quest via Launch => Quest 2.
Eventually, it starts running on the headset, but often it doesn't have the latest changes. If I shutdown Unreal, then restart it, it does get the latest version.
How do I consistently have it launch the latest version of the app? Is there some formula for getting it to properly copy over during launch? Thanks in advance.
I did find the solution... just in case someone else has this same problem:
I did not have all the environment variables set correctly for Android/Java. I had to make sure all these were set:
JAVA_HOME
ANDROID_HOME
ANDROID_TOOLS
ANDROID_PLATFORM_TOOLS
ANDROID_NDK_HOME
So, after making sure each of those were specified, I also had to put each into my $PATH.
I should also note that I'm using Unreal 4.26, Android SDK 10, and Android NDK 22.0.7026061. These aren't exactly what the directions call for, but the directions are a bit old. These are (mostly) the newest versions as of this writing.
Anyone else getting this error when they try to build their scene with Photon voice? Seems to be some issue with the opus_egpv.dll file.
I've tried it both in my project, attempting to build my main scene, and in a completely empty project with only Photon Voice, attempting to build their demo voice scene.
In both cases I'm unable to finish the build unless I delete the opus_egpv.dll file from the x86_64 folder.
When I do so, I'm able to run the game successfully for the first user. However, the game will crash for the second user as they try to join in. The second user's game crashes by freezing completely, requiring that I force exit it (this does not affect the first user).
I've tried this with both Unity 2017.3.0f3 and Unity 2017.2.0f3 to the same effect. I'm using the [currently] most recent version of Photon Voice, ver. 1.13 (released Nov 22, 2017). I am making a multiplayer VR game.
All files under "Assets\Plugins\x86" should have platforms "Standalone" and "Editor" only and CPU: "X86".
All files under "Assets\Plugins\x86_64" should have platforms "Standalone" and "Editor" only and CPU: "X86_64".
More information can be found on the answers to your question on Photon engine forum.
I made a very simple game, adjusted player settings and external tools. switched platform to android. I can play my game with Unity remote on my phone.
When I build it's installed in phone, but when I launch app to start playing a black screen appears and then closes immediately.
I encountered the same problem as you did with identical logcat message.
If you haven't done so, you should uninstall Unity completely -> restart your computer -> reinstall Unity. That did it for me, hopefully, it works for you as well.
I've finished my first game with LibGDX (I'm using Eclipse). I run the game in the desktop launcher and it works. Now I want to run my game on android and IOS. From some guides I have read, I understood that for running the game on devices I must have the tween-engine libraries in my project. I tried but couldn't add the library to my project. Can someone help me?
(I already tried to do that at "add jars"; it shows me only my project and not the tween-engine library.)