I am trying to create a connection to the Firebase Realtime Database by following this tutorial: https://medium.com/#rotolonico/firebase-database-in-unity-with-rest-api-42f2cf6a2bbf to understand how it works and modify as I go. However, I am getting the following errors (these are just some of the errors):
Assembly DLL name is reserved for internal use: Assets/UnityEngine.dll (did files generated by a build accidentally end up in your Assets/ folder?)
C:\Program files\2019.4.20f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\FontData.cs(135,16): error CS0433: The type 'TextAnchor' exists in both 'UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'`
C:\Program Files\2019.4.20f1\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\UI\Core\InputField.cs(241,10): error CS0433: The type 'SerializeField' exists in both 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
These errors are populating when I did the following steps:
Navigate to the Build Files (DLL) folder.
Open CommonData.csproj in your favorite text editor.
Change the UnityInstallFolder value on line 6 to point to your Unity installation directory
On OSX this is likely /Applications/Unity/Editor
On Windows this is likely C:\Program Files (x86)\Unity\Editor
Double click FullSerializer.sln to open up the solution
Run a build-all (F6 in visual studio). Alternatively, you can right-click any of the three projects to build only one of them.
FullSerializer - NoUnity builds Full Serializer so that you can use it outside of Unity.
FullSerializer - Unity builds Full Serializer to a DLL
FullSerializer - Unity - WinRT builds Full Serializer with WinRT APIs (if you're targeting the Windows Store or the Windows Phone export platforms)
You will find the DLLs inside of the Build folder. Please add them to your Unity project's Asset folder.
Here is the path where unity is installed:
C:\Program Files\2019.4.20f1\Editor
I opened the FullSerializer.sln, and build one of the three projects, and so on.
I am not sure what I am doing wrong. Any help would be appreciated.
I was able to determine the issue. It appears that although the instruction suggests adding the source folder in the assets folder of the Unity Project, I remove it from there and put it in the same level as the assets folder. That resolved the issue. Hope this helps anyone else who has encountered this issue.
Related
C:\Program Files\dotnet\sdk\6.0.101\Sdks\Microsoft.NET.Sdk.Razor\targets\Microsoft.NET.Sdk.Razor.StaticWebAssets.targets(442,5): error : Two assets found targeting the same path with incompatible asset kinds: [D:\Migration\XXXXXX\XXXX.App\XXXX.csproj]
C:\Program Files\dotnet\sdk\6.0.101\Sdks\Microsoft.NET.Sdk.Razor\targets\Microsoft.NET.Sdk.Razor.StaticWebAssets.targets(442,5): error : ‘D:\Migration\XXXXXX\XXXX.App\wwwroot\assets\images\AAA.png’ with kind ‘All’ [X:\Migration\XXXXXX\XXXX.App\XXXX.csproj]
C:\Program Files\dotnet\sdk\6.0.101\Sdks\Microsoft.NET.Sdk.Razor\targets\Microsoft.NET.Sdk.Razor.StaticWebAssets.targets(442,5): error : ‘X:\Migration\XXXXXX\XXXX.App\wwwroot\assets\images\AAA.png’ with kind ‘All’ [D:\Migration\XXXXXX\XXXX.App\XXXX.csproj]
C:\Program Files\dotnet\sdk\6.0.101\Sdks\Microsoft.NET.Sdk.Razor\targets\Microsoft.NET.Sdk.Razor.StaticWebAssets.targets(442,5): error : for path ‘assets/images/Cancel.png’ [D:\Migration\XXXXXX\XXXX.App\XXXX.csproj]
0 Warning(s)
1 Error(s)
Error occurs while building the Solution. Not sure why this error is happening in .NET 6, the same copy of wwwroot folder content to output directory works fine in .Netcore3.1. But giving error in .Net 6.
Did initial research on any other alterative for this problem. It only builds if content of wwwroot folder are deleted each time in the project directory location. hence works fine on the first time of clean workspace.
Background: basically need to copy the icons and images used in client to wwwroot folder and also copying this to output directory using
Sample mini project is in git https://github.com/Shruthi1984/StaticWebAssestscopyissue .
Similar error propped up in our project after upgrading to net6.0
Project had a .nuget package reference to said static asset(i.e bootstrap), and also files under wwwroot folder. The duplication made the project to throw error. We removed the reference to package. And that solved the problem.
I had the same problem after updating from .net5.0 to .net6.0. The error happened because I had this command in the project file:
<Content Include="$(ProjectDir)\wwwroot\**\*.*" CopyToPublishDirectory="PreserveNewest" />
After removing it I was finally able to build the project, because in .NET 6 the copying is automatically done and it will try to copy the files twice with this command
CommandInvokationFailure: Unable to merge android manifests. See the Console for more details.
C:/Program Files/Java/jdk1.8.0_161\bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.toolsdir="C:/Users/Sabasoft Developer/Downloads/tools_r25.2.3-windows\tools" -Dfile.encoding=UTF8 -jar "D:\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" -
stderr[
]
stdout[
Warning: [Temp\StagingArea\AndroidManifest-main.xml:12, D:\unity projects\Pizza maker\Temp\StagingArea\android-libraries\GooglePlay\AndroidManifest.xml:3] Main manifest has but library uses targetSdkVersion='24'
]
exit code: 1
Update Java SdK
Update Android SdK
Check target in menifest file and Unity editor. Both should be same.
Remove duplicate .jar under plugins folder if there are any.
You are using a library somewhere in your code (possibly something for GooglePlay?). The library has a manifest.xml file that is likely located in a folder called plugin or one of its subfolders.
The manifest is the file used by android to describe the app: how it starts, what permissions it has, and so on.
Any android project in unity will include a default manifest.xml file. This file is edited by unity with some info relative to you game (the name, and the target version, are part of it).
Now, the libraries you include in your project might need different options and values in the manifest, so Unity libraries for android usually come with another manifest.xml file. This will will be automatically merged with the default one by unity at build time.
Usually, it goes well, the additional line in the manifest from the library get added to the default manifest.
But in your case, there is a conflict between these manifests. The target version is specified both in the library and in your project. So unity can't resolve it.
To fix this, use a target version for your project that is the same or higher than the one of the library. Edit your target version under player settings
After upgrading to the latest tools, runtime and SDK (5.5.216.0), PowerShell scripts, such as TestConfiguration.ps1, fail with an error that Microsoft.ServiceFabric.Internal.Strings.dll version 5.0.0.0 can't be found. As soon as I deinstall 'Microsoft Service Fabric' from the control panel, it works just fine. This behavior seems very similar to the Newtonsoft.Json.dll issue that was resolved in 5.5.216.0, just with a different assembly this time around.
Is this a known issue?
It quickly gets tedious to have to uninstall 'Microsoft Service Fabric' when I run certain scripts and then have to install it again for others that require it.
Example of error:
PS C:\git\sf-admin\DeploymentScripts\Microsoft.Azure.ServiceFabric.WindowsServer> .\TestConfiguration.ps1 ..\ClusterConfig.Production.Shared.json
Trace folder doesn't exist. Creating trace folder: C:\git\sf-admin\DeploymentScripts\Microsoft.Azure.ServiceFabric.WindowsServer\DeploymentTraces
Running Best Practices Analyzer...
Standalone package dependent files not found. Check package structure. Error: System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.ServiceFabric.Internal.Strings, Version=5.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or on
e of its dependencies. The system cannot find the file specified.
File name: 'Microsoft.ServiceFabric.Internal.Strings, Version=5.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'
at Microsoft.ServiceFabric.ClusterManagementCommon.ValidatorExtensions.ThrowValidationExceptionIfNull[T](T parameter, String parameterName)
at Microsoft.ServiceFabric.DeploymentManager.BPA.BestPracticesAnalyzer.IsJsonConfigModelValid(StandAloneInstallerJsonModelBase config)
Thanks,
Hans
I believe you're getting that error due to the SDK/Runtime installing dll's to the GAC which are being picked up.
Try running moving your Microsoft.Azure.ServiceFabric.WindowsServer folder to another machine and running TestConfiguration.ps1 again.
If you're running the scripts from a box without internet access then you'll need to specify the location of the .cab which contains the runtime
-FabricRuntimePackagePath C:\temp\Microsoft.Azure.ServiceFabric.WindowsServer.5.5.216.0\MicrosoftAzureServiceFabric5.5.216.0.cab
I'm trying to write a powershell script that runs migrations for a cloud service project:
$migrator = "C:\Path\EntityFramework.6.1.3\tools\migrate.exe"
$migrateCommand = "$migrator file.dll /StartUpDirectory=C:\path\bin\Test /connectionStringName:myconnection /startUpConfigurationFile:C:\path\app.config /verbose"
Invoke-Expression $migrateCommand
And I keep getting the following error when I run the script: "Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly 'EntityFramework, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified."
I have copied migrate.exe to my bin folder where all the dll's are and I'm using absolute path's for the startupdirectory and configuration file. Can't seem to figure out what I'm missing? Also another question I had was could migrate.exe be only used with webrole/workerrole projects?
The problem is migrator was searching entityframework.dll in the same working directory. You could change the working directory to the folder which contains your entityframework.dll
I've read all the info of how to build an issue tracker plug-in in C# for TortoiseSVN.
I done that, building a class library with integration to my issue tracking (SalesForce).
I don't know how to install it to TortoiseSVN itself.
I've created a setup for the solution and I can install it (like JIRA solution that I found online).
I don't know what is missing.
Update:
I did what you wrote, made sure everything is correct.
I don't get the name of the provider, but the GUID, and an error:
alt text http://img339.imageshack.us/img339/8558/sfsvnerror.jpg
what can it be?
1) You need to make sure that you have the right CLSIDs registered in the registry - so my installer inserts the following (fake) values:
(This, I think should be the equivalent of running RegASM as detailed at the bottom of the issue-tracker-plugins.txt file.
Installer Registry Changes Image http://img291.imageshack.us/img291/1618/registryinstaller.png
You should be able to import this registry file to get you started:
(You will probably have to dynamically update the CodeBase location, based on where the dll is installed to)
Windows Registry Editor Version 5.00
[HKEY_CLASSES_ROOT\CLSID{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}]
#="FogBugzPlugin.MyPlugin"
[HKEY_CLASSES_ROOT\CLSID{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}\Implemented
Categories]
[HKEY_CLASSES_ROOT\CLSID{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}\Implemented
Categories{3494FA92-B139-4730-9591-01135D5E7831}]
[HKEY_CLASSES_ROOT\CLSID{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}\Implemented
Categories{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}]
[HKEY_CLASSES_ROOT\CLSID{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}\InprocServer32]
#="mscoree.dll"
"ThreadingModel"="Both"
"Class"="FogBugzPlugin.MyPlugin"
"Assembly"="MyAssemblyName,
Version=1.0.0.0, Culture=neutral,
PublicKeyToken=31286c9d1d5aa00a"
"RuntimeVersion"="v2.0.50727"
"CodeBase"="file:///C:/Program
Files/folder/AAAAAAAAAAAAA/MyAssemblyName.dll"
[HKEY_CLASSES_ROOT\CLSID{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}\InprocServer32\1.0.0.0] "Class"="FogBugzPlugin.MyPlugin"
"Assembly"="MyAssemblyName,
Version=1.0.0.0, Culture=neutral,
PublicKeyToken=31286c9d1d5aa00a"
"RuntimeVersion"="v2.0.50727"
"CodeBase"="file:///C:/Program
Files/folder/AAAAAAAAAAAAA/MyAssemblyName.dll"
[HKEY_CLASSES_ROOT\CLSID{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}\ProgId]
#="FogBugzPlugin.MyPlugin"
2) You need to make sure that the user gets the BugTraq Associations added to the registry:
[HKEY_CURRENT_USER\Software\TortoiseSVN\BugTraq Associations\0]
"Provider"="{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}"
"WorkingCopy"="c:\"
"Parameters"=""
(This can also be done manually by the user by going to TSVN -> Settings -> Hook Scripts -> Issue Tracker Integration -> Add
Where "{AAAAAAAA-AAAA-AAAA-AAAA-AAAAAAAAAAAA}" is the GUID of the provider that you created.
All being well, the plugin should now be available to the user. when they open the commit dialog.
Update:
Troubleshooting the "Provider Shows As GUID" Issue seen above...
OK... so assuming your provider GUID is
{0DA7E319-1DCE-4A94-65555B5B6CE5}
You should check:
Your plugin implements IBugTraqProvider and IBugTraqProvider2 and has the GUID applied to it:
namespace FogBugzPlugin
{
[ComVisible(true),
Guid("0DA7E319-1DCE-4A94-65555B5B6CE5"),
ClassInterface(ClassInterfaceType.None)]
public class MyPlugin : IBugTraqProvider, IBugTraqProvider2
So now you should have:
GUID: 0DA7E319-1DCE-4A94-65555B5B6CE5
PluginName: FogBugzPlugin.MyPlugin
Go to regedit and have a look and see what you have in the registry. It should be along the lines of:
Windows Registry Editor Version 5.00
[HKEY_CLASSES_ROOT\CLSID\{0DA7E319-1DCE-4A94-65555B5B6CE5}]
#="FogBugzPlugin.MyPlugin"
[HKEY_CLASSES_ROOT\CLSID\{0DA7E319-1DCE-4A94-65555B5B6CE5}\Implemented Categories]
[HKEY_CLASSES_ROOT\CLSID\{0DA7E319-1DCE-4A94-65555B5B6CE5}\Implemented Categories\{3494FA92-B139-4730-9591-01135D5E7831}]
[HKEY_CLASSES_ROOT\CLSID\{0DA7E319-1DCE-4A94-65555B5B6CE5}\Implemented Categories\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}]
[HKEY_CLASSES_ROOT\CLSID\{0DA7E319-1DCE-4A94-65555B5B6CE5}\InprocServer32]
#="mscoree.dll"
"ThreadingModel"="Both"
"Class"="FogBugzPlugin.MyPlugin"
"Assembly"="FogBugz2Tortoise, Version=1.0.0.0, Culture=neutral, PublicKeyToken=31286c9d1d5aa00a"
"RuntimeVersion"="v2.0.50727"
"CodeBase"="file:///C:/Program Files/folder/FogBugz2Tortoise/FogBugz2Tortoise.dll"
[HKEY_CLASSES_ROOT\CLSID\{0DA7E319-1DCE-4A94-65555B5B6CE5}\InprocServer32\1.0.0.0]
"Class"="FogBugzPlugin.MyPlugin"
"Assembly"="FogBugz2Tortoise, Version=1.0.0.0, Culture=neutral, PublicKeyToken=31286c9d1d5aa00a"
"RuntimeVersion"="v2.0.50727"
"CodeBase"="file:///C:/Program Files/folder/FogBugz2Tortoise/FogBugz2Tortoise.dll"
[HKEY_CLASSES_ROOT\CLSID\{0DA7E319-1DCE-4A94-65555B5B6CE5}\ProgId]
#="FogBugzPlugin.MyPlugin"
You should also have the ProgID / CLSID entry directly under HKCR:
Windows Registry Editor Version 5.00
[HKEY_CLASSES_ROOT\FogBugzPlugin.MyPlugin]
#="FogBugzPlugin.MyPlugin"
[HKEY_CLASSES_ROOT\FogBugzPlugin.MyPlugin\CLSID]
#="{0DA7E319-1DCE-4A94-65555B5B6CE5}"
Hope this helps - I'd check the last point first.