Unity: Editor Application Instalation Failed, Install Failed - unity3d

So Ive tried downloading editor to START USING UNITY, but it seems impossible. If I download it from Unity Hub I get an error that says Editor Application ,Instalation Failed Install failed.
I followed some online tutorial that told me to turn off the firewall and stuff didnt worked.
Then I followed another tutorials explaining that I should instead install them from unity's page. When I did it worked (or so I thought) . But when trying to make a new project I got the prompt telling me to go to Safe Mode
If I ingored it, cause I obviously wanted to use all features, there was a compiling error and a (unity internal Build System error.Backened with code 2)
I tried downloading some older version, but once I did I got a problem with my Tile Palette
(Dont think it is related, dont really know, but worth to mention)
The tile palette didnt appear in the newer versions, even after downloadong and redownloading Tile Map Editor
In the older version it appeared, but once I pressed play, somehow the pallete stoped working and dissapeared
Idk, guess Unity in my pc is really fucled up, tried deleting everything and reinstalling unity
Bu, guess what....
Ive tried everything on the web , everything I understand so far

Related

The type or namespace name 'UniRx' could not be found on Unity

I pretty much looked everywhere... but couldn't find anything that could debug my problem.
The only thing I do in a script is "using UniRx" to have the following error : The type or namespace name 'UniRx' could not be found.
What i tried:
On Unity, downloading from Package Manager with "Add Package with git URL"
On Unity, downloading from Package Manager with the normal way: Download -> import (into folder Plugins)
On each part, i also tried:
"Reimport All"
Closing and opening back Unity Hub then Unity
I found nothing much on google except for having this problem only on Visual Studio (which is not my actually problem since Unity itself doesn't accept UniRx)
But those who have that problem, i read that you need to "Assets" -> "Open C# Project"
Can anyone help me with my problem on Unity ? Searched for hours but still stuck :(
Unity Version: 2021.3.3f1
Well seems like my problem was like fafase said... I totally forgot about assemblies since i don't use Unity much and since it's been a long time i didn't continue my project.

Unity 3D is Layout Errors On a fresh install

Unity 3d doesnt work, when I try to open my project it says that This can happen if layout contains custom windows and there are compile errors in the project. I tried reinstalling OpenGL and something that I found on the internet but didn't work. The error window says that Revert Factory Settings but same thing happens after it too my Unity version is 2020.1.0a My OS is Ubuntu and I gave all the permissions to some folders. Didn't work And all this happened after a fresh install
Unity 2020.1.0a3 is an ALPHA VERSION!
As any alpha version it is not stable for production and can be expected to be full of bugs and unexpected behavior.
Search through the Known Issues in 2020.1.0a3 maybe your problem is already listed there.
In general do not touch alpha or beta versions unless you want to checkout a new added feature and test it.
For anything else stick to the stable releases like 2019.1.14f1 or 2019.2.6f1
On the last letter you can see their state:
a = Alpha
b = Beta
f = Release
Not sure if these are related but here and here also others had this problem already in early version so maybe one of their hot-fixes work for you as well.
This error may occur in released versions.
To resolve this problem:
Go to this directory:
C:\Users{YOUR_USER}\AppData\Roaming\Unity\Editor-5.x\Preferences\Layouts\default
Open Default.wlt file with Notepad or any text editor and copy all its contents.
Go to your unity project directory like this:
{YOUR_UNITY_PROJECT}\Library
Open CurrentLayout-default.dwlt file with Notepad or any text editor and delete all its contents then paste the contents of Default.wlt that you copied in step 2
If these files exist in Library delete them:
CurrentMaximizeLayout.dwlt
CurrentLayout.dwlt
Stop the Unity Hub service by a click the system tray and right-click on Unity Hub icon then select Quit Unity Hub.
Run your project again.

Getting "Error: Failed to connect to OmniSharp"

I'm trying to get VSCode working with my Unity projects, and every time I select the Project icon (the little fire at the bottom) I get the following error:
Error: Failed to connect to OmniSharp
Is anyone else getting this?
You need to download the most recent version of "mono". Open up terminal and pass in brew install mono. Then "Pick a project" and select the ..-csharp.sln file and you should be up and running.
Ok, made some progress and gotten a few Unity projects working. It seems that you need some prerequisites installed, a clean up of your Unity project folder, and possibly some hand editing of your .sln and .csproj files.
I posted a (possibly) better answer over on Reddit. Hope that's not breaking stack etiquitte.
http://www.reddit.com/r/Unity3D/comments/34d6gc/visual_studio_for_mac_help_us_vote_for_unity/
i get this on windows when my project directory has a space in it
i removed the space and removed the error
i expect it will be fixed soom
I have a completely different answer: it's the runtime that VSCode is using. It doesn't match up with what it thinks it needs. I have to remember that we're still in beta and that things are changing rapidly. I had my dnvm running beta 7, but VSCode (and OmniSharp, by extension) is looking for beta 6, so it was failing. I updated my runtime using this this post as a clue. Now I have VSCode 0.7.0 using the beta 6 runtime. I have no idea how to tell what it's looking for...I just guessed based on when they were both released. HTH

Adding Native support to gstreamer tutorial won't finish

I'm following this:
http://docs.gstreamer.com/display/GstSDK/Installing+for+Android+development
I'm using the Windows x86 ADT bundle, the Windows x86 r9d NDK, and the Gstreamer SDK linked to in the guide.
I was able to get the first tutorial to add native support, build, and run. Then I tried the 3rd tutorial, and Eclipse becomes unresponsive. Same thing happened with the 2nd tutorial. I left it to do it over the weekend in case it just took a long time. When I change anything for another attempt I delete the tutorial folder completely and use a fresh copy from the zip file. I have also remove the ADT bundle completely and started over from scratch.
If I cancel, I have the expected build errors of missing import com.gstreamer.GStreamer;
The GSTREAMER_SDK_ROOT_ANDROID value is set to C:/gstreamer
The NDK Location is C:\android-ndk-r8d
I switched to using r8d as recommended in: Adding Gstreamer support to an android NDK project
One comment also suggests adding to the gstreamer.mk file:
ifndef SYSROOT
SYSROOT := $(NDK_PLATFORMS_ROOT)/$(TARGET_PLATFORM)/arch-$(TARGET_ARCH)
endif
I attempted this but there is a gstreamer_prebuilt.mk file it may be using instead.
My only clue is that Tutorial 1 does not use gstreamer plugins and the tutorials that do not work use plugins.
Thank you for any help you can give.
Edit: I tried using android-ndk-r7c also.
Then I deleted the ADT bundle and tried going the "Use an existing IDE" route, same result.
I'm going to try a different machine, and also see if I can compile it without eclipse, but I would love to hear any guess on what's going on.
Edit2: I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.
I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.

Coda 2.2 Plugins don't stay installed

I am having a small problem with plugins not staying installed with Coda 2.2 for Mac on OSX 10.6. Every time I close Coda and open it back up and then click on plugins half of them are gone even though the are in the plugins folder for the application. I have to close Coda and uninstall and reinstall the plugin then open it back up. That is only good until I close it then it starts all over again. Is there anything I can do or is there something I am overlooking that is causing this to happen?
-Thanks
I've been working with Panic support and we've discovered there's an issue with certain plugins. Most likely, it's only one that's problematic. For me, it was WVCPs plugin. Removing that from the plugin folder allows all other plugins to work fine.
I found it helpful looking at the Console app for messages from Coda and one by one dropped the plugins back into the plugins folder until I found the one that caused an error about incompatible architecture.
You can ignore the error about two plugins implementing the same class, that seems to be a mutual exclusion sort of warning but still allows the other plugins to work.
One other plugin had a different error but again, appears to work fine so probably it was just a warning.
This is probably your best solution until Panic push out an update, which I am assured is on the way.
Hope that helps!