IL2CPP interfering with gravity (RigidBody) - unity3d

I have created an app in unity to load asset bundles. When I load asset bundles, game objects with rigid body components and isGravity is off are working fine. But when I enable isGravity, gameo bjects start to pass through each others. This problem is Only happening in IL2CPP build but every thing is working fine in Mono build settings.
My unity version is 2019.4.
Thank you in Advance.

If it works in the Mono version, it is probably a Unity bug.
If you can, update Unity to a newer version, and see if the problem goes away.

While searching some topics, I found out that Unity has a setting called "Strip Engine Code" that is enabled in IL2CPP. This setting is enabled by default in IL2CPP to remove unwanted or not useful codes. As a result, the scripts used in Asset bundles are not included while building IL2CPP Android apps.

Related

Hololens 2 Unity app rarely renders anything to the screen

So this question I think is the same as this but the solution for this problem was downgrading to Unity 2017 LTS, which is incompatible with my current project.
Basically, whenever I build, there's maybe a 10% chance that the app runs in the Hololens. Most of the time however, no floating balls animation pops up, no Unity splash screen appears, and I don't see any of my app content. Strangely enough, the app does ask for microphone permissions, but that's all. It should ask for eye tracking too, but it doesn't. (Not sure if that's related but I'm out of ideas.) On a proper run, I get the floating balls, Unity splash, and all permissions asked before the content. The most frustrating part is that it sometimes works, and there has been no trend at all towards what helps or what doesn't.
I've tried rebuilding in Unity, redeploying in VS, reinstalling the appx, updating VS, updating Windows, and checked every forum post I could find but I can't figure this out. Does anyone have any ideas?
I thought it might be an OpenXR / Holographic remoting problem, but those have both been dead ends. Really not sure what to do at this point. Thanks in advance.
Unity version: 2020.3.36f1,
VS 2022, MRTKv2, HoloLens 2
Thanks for the help everyone! For some reason, my solution is just as confusing as the problem, but it seems to reliably work.
Problem has something to do with the Holographic Remoting for OpenXR, so simply enabling and then disabling that feature in the editor right before building seems to fix a buggy build. Tested this a few times now and it works pretty consistently. Hope this can help someone and eventually get patched.
EDIT: Previous answer didn't work. Now I'm thinking the problem was actually caused by a toggle in the Project Settings. For a successful build it seems as though XR Plug-in Management > Windows Mixed Reality > UWP > Use Primary Window should be checked on. Seems weird since I'm using OpenXR anyways, but this might help someone so thought I'd update. Works most of the time now - needs more testing.
There are two solutions:
Use "Windows Mixed Reality" plug-in provider.
Use "OpenXR plugin". For this case the order of installation of packages plays important role:
When you create new project, manually install OpenXR plugin using Package Manager of Unity.
Using "Mixed Reality Feature Tool", install other features of MRTK2 including "Mixed Reality Open XR plugin" in "Platform Support".
XR Plug-in Management
OpenXR features

Vuforia & Unity: Build UWP Successfully but No Live Camera Feed (Black Screen)

Unity Version: Unity 2019.3.9f1
Vuforia Version: 9.0.12
The app works fine in unity editor, it builds and runs successfully without error but no camera feed (black screen). Can't seem to find up to date solutions online.
Updated the Vuforia version to 9.2.7 does not seem to solve the problem.
I don't think to check the "Vuforia Augmented Reality Supported" under the "XR Settings" is an option, because it's able to deprecate. Also Checking the "Windows Mixed Reality" plug-in under XR Plug-in Management didn't solve the problem.
I already checked the "InternetClient" and "WebCam" in the publish setting for UWP.
Do I need to change anything in ARCamera's "Open Vuforia Engine configuration"? Some solutions mention disabling the Vuforia play mode will help, but I can't seem to find the option anywhere.
Anyone encountered the same issue and find a solution? Thanks.
I don't have a current solution, but would like to share my experience working with vuforia, UWP.
I found that there are varying breaking versions of unity and vuforia's SDK.
The latest version may not necessarily work I had to trial and error before I found a compatible version, so you might want to try that out. perhaps a older version of either unity/vuforia in reference with https://library.vuforia.com/platform-support/supported-versions.html
And yeah, definitely run your "hello world" tests on the sample projects first.
Best of luck, it's a great SDK ,once you get it to work.

Hololens 1 does not detect air tap or other gestures in MRTK scene

I am currently working on developing an application for the Hololens 1 using Unity and MRTK.
I have been unable to get the air tap or any other input working in my application. The ring pointer for airtap does not appear in the application even though it works in the Unity Play Mode Input Simulation and other applications on the device. I tried it with the MRTK examples and even those did not work on the device.
Also I had to add the Tracked Pose Driver from the Player Settings to get the camera working properly but have not figured out how to get the application to accept gesture input.
Also tried the solution listed here: Why is 'air tap' gesture not working on HoloLens1 in my Unity/MRTK app?
but that did not work.
Will appreciate any guidance to solve this problem.
I finally got my project working after a lot of trying.
It turned out that initially, I had unknowingly configured the project to use XR SDK in Unity 2019 and thus had to configure MRTK accordingly. Thank you to Kevleigh for helping me with the issue here: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/7850
While this did work for my example project, I couldn't get the main project to work with the same settings even after installing all the plugins.
Finally, I had to switch to Unity 2018 and I got the project working with MRTK 2.3 and the default configuration. So, while Unity 2019 did not work for me you can get it working with XR SDK as suggested in the above link.

Unity crashing with DirectX on new computer

I have recently purchased a new computer :
https://pcandparts.com/hp-gaming-laptop-power-15-cb005ne-acid-green/
And I have installed Unity on it. The problem is that every time I try to move the layouts unity screen becomes black and freezes.
https://gyazo.com/fdbbba09cbee7005b1b55637cea19855
After trying to search online, post on multiple forums, contacting Unity Team and Nvidia support I have found that the only solution is running unity from the command using -force-glcore
In fact, Nvidia support have been unable to find the solution and Unity Team was stressing that I update my graphic drivers and Directx version however both of them are latest versions and so is Windows 10.
https://gyazo.com/ee810b7d18be7580d3703e42c7b46526
https://gyazo.com/ea751dcf39ebfc791f2dce59cd219a0c
https://gyazo.com/d43718cc693a7c9cac44f4924bf968da
This is the latest email I have received from Unity Team :
https://gyazo.com/df2d7e960484cd8c682e5b733860e935
as well as the link for unity forum that also includes the error and editor logs:
https://answers.unity.com/questions/1511848/unity-editor-crash-2.html?childToView=1512288#comment-1512288
I also tried multiple versions of Unity from 2017 and 2018.
I will provide any additional information needed.
How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ? And what is truly happening?
Thank you in advance for taking the time to read
How can I solve the problem so I can run Unity smoothly and without
having to go to force-glcore ?
There are other things you can try.
1.Use DirectX9 instead of DirectX11. The default on the new Unity verions is DirectX11.
Go to File ---> Build Settings... ---> Player Settings ---> Other Settings then un-check the Auto Graphics API for Windows API checkbox. From there drag and move Direct3D9 above Direct3D11 click Apply and restart the Unity Editor.
If Direct3D9 is already above Direct3D11 then move Direct3D11 above Direct3D9.
2.If #1 doesn't work, try other graphics API. You can try other 3 graphics API such as Direct3D9, Vulkan and OpenGL Core.
These are hidden and you must click the + sign then manually add them to the menu then drag them to the top.
Then you can chose which one to add and then drag them to the top to force Unity use them.
Once of these should work for you. Chose the one that works the most. You don't need -force-glcore when opening Unity to use this. Your issue is mostly a driver issue sometimes, a workaround like this solves it until the driver is fixed.

Unity Google VR Additional libraries must be imported please upgrade

Hello I have trouble importing the google vr package in unity , my unity is already updated but this appears
I just had the same issue. I wanted to update the Cardboard SDK on an old project so I downloaded it from Github and imported the GoogleVRForUnity.unitypackage.
Every time I press play I have this message that pops. It works fine if I ignore it, but you can also click Import Package and it will open the gvr-5.2-and-5.3-compatible.unitypackage that's inside the GoogleVR folder. Import the content and the message will stop poping.
It looks like a bug thought, because I'm using Unity 5.4.0, so I should not need any compatibility for 5.2 or 5.3.
EDIT:
I just realized that now you also need a special version of Unity to use the GVR SDK 1.0. Right now (9/10/16) it's Unity 5.4.1f1-GVR7.1 available here. Maybe that's why it was complaining about my Unity version.