I've been following this tutorial https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/tutorials/mr-learning-sharing-02 to make a Hololens 2 app that can be used by 2 or more users, however, I haven't been able to make it work, because after finishing the tutorial and trying to run the app, I get this build error message:
DllNotFoundException: AzureSpatialAnchors
I'm not sure what i'm doing wrong, I tried googling this problem but I seem to get nowhere. pls keep in mind that i'm a new developer unu
I included an image to give a better idea of the problem, it seems to be the only error message D:
(I tought the problem may have been something to do with my spatial anchor resource on azure, but even after creating a new resource and pasting the new ids, it seems to still have the problem unu. also, i do have a hololens 2 visor, so i'm sure the problem doesn't have to do with the emulator while pressing play.)
i hope the image helps
Azure Spatial Anchors are not supported in Unity Player (per your image, you are running it in Player) nor Hololens Emulator. You need to build & deploy the app to a Hololens in order to test ASA.
Related
I have used the same code given by https://github.com/playgameservices/play-games-plugin-for-unity to add the cloud save game functionality, enable save games have been called at the beginning of the code and save games are enabled from the google play console as well. The leaderboards and achievements are working fine.
The OnSaveGameOpened function gets an internal error as SavedGameRequestStatus status.
I am not able to find the cause of this (internal error being received as the status), can anyone help me out please? How can I solve this.
P.S. Serialized data (in the form of bytes[]) was fed into the SaveGame function, serialized using the binary formatter.
Edit:
I was able to debug this further, I get an error on the activation of save games in the play console. I have activated the save games feature and published it (this was done a few days ago). I have also confirmed that the Drive API, Play Games Services API and Play Games Management API are enabled under the API console project. I get following error,
Cannot use snapshots without enabling the 'Saved Game' feature in Play console
log from running on an android mobile.
The answer to this question
Google Play Games :: Cannot Use Snapshots Exception
states that it will activate within 24hrs, but it is not active even after multiple days.
There are several causes of an internal error; there should be other logs indicating the root cause. You might want to take a look into the source code to know what logs to expect.
If you're testing in an emulator, make sure your play services and play games are up-to-date.
Reference:
https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/source/PluginDev/Assets/GooglePlayGames/Platforms/Android/AndroidSavedGameClient.cs
The problem was solved. It was not a problem from my end, it took well over 24 hours for the saved game services to activate. The problem solved itself once the saved games were enabled by google (there was no notification that the saved games were enabled, instead the app started working properly).
Struggling with adding Crashalytics to our build.
We've downloaded and added the Fabric UnityPackage, upgraded to the latest version, signed in to our Fabric account from within the Unity Interface, and dragged the GameObject from the final step of the 'Prepare Fabric' modal into our first scene. Finally, we've built the game to Android.
After this, playing the game in the editor is prompting "Couldn't find Crashlytics GameObject" warnings, even though FabricInit and CrashlyticsInit are in the scene. The message pops up twice when running the game -- There are two consecutive Unity Scenes that this startup scene leads to.
There doesn't seem to be any specific documentation on the website, and the Fabric website leads us to the download page, as opposed to the dashboard.
Mike from Fabric here. The goal of this warning was to let you and other developers know that they haven't dragged in the CrashlyticsInit game object within a game, but this is being flagged in other cases due to how we try and detect this.
We're working on a more graceful way to get this point across, but in the meantime, if you comment out line 65 of Fabric/Editor/CommonBuild/FabricCommonBuild.cs then this will go away.
I removed the [PostProcessScene(0)] in Fabric/Editor/CommonBuild/FabricCommonBuild.cs
Because I only initialize and put the Crashlytics GameObject in my first scene.
I don't need it to check every scene to confirm if there is an object or if it needs to be initialized.
But still not sure if it will have some side effect.
I downloaded the new Jih build of the Project-Tango Unity Samples.
Setting up my new project, I made sure to set the minimum API level to 17 in the Player Settings.
Howevery, when I try to start any of the two Meshing Demo scenes the App instantly crashes.
This is what I got from logcat, but I can't make any sense of it.
How do I fix this? Allowing out of date API did not help.
There's a bug with Unity on Tango. Try turn off the dynamic batching in player settings
I read the topic rules and I figured this can be an appropriate question to ask you guys.
I am currently using Unity 5, it has been letting me use the program in offline mode, but when I want to access the asset store it stops me from doing this. Ive tried everything and dont know what todo now, I need to use the asset store.
The exact error: https://gyazo.com/98985cf1f21f016bcf775b70bee01c18
I'm running on a windows computer, I do infact have windows fire wall, and a virus protector(norton)
What should I do from here?
I'm trying to get started with Google Tango for Unity by following this tutorial: https://developers.google.com/project-tango/apis/unity/unity-prefab-motion-tracking
But when I build and run my project, the gyroscope doesn't seem to work and the camera doesn't respond.
I'm using Unity 4.6.7.
Any suggestions?
All of the samples have worked for me without issue in unity 5.1.3f1 personal.
you could try connecting adb logcat and observe for errors during execution.
find ADB.exe in the android SDK directory
from a command prompt run it with the parameters 'adb.exe logcat -c' to clear the logfile, then again without the -c and watch for errors.
In Unity, the gyroscope on some Android devices is disabled by default, assuming the device has one. So you might need to enable it when the app starts up to make sure it is being used, by using Input.gyro.enabled = true;
It also might be that the app is for whatever reason not asking for permissions, which is then resulting in the app being automatically denied access to the gyroscope and camera by the device.
There might also be some other logic that is interfering or altering the gyro data in some way. It's very unlikely, but possible, so it might be worth looking into if all other suggestions fail.
Hope you find a solution soon.