Trying to follow the Microsoft Azure Spatial Anchors tutorial (even after it was recently updated) but the Release build of the project crashes on launch on the device (just after the Unity splash screen). Interestingly a Debug build of the same project seems to launch ok.
I've been able to build, deploy, test both the basic Hololen2 tutorials and the ASA Samples as well as some custom projects so don't think this is a general development or deployment issue.
Have others been able to follow this tutorial and successfully deploy to a device recently and/or is there any suggestions to diagnose the issue further?
Setup and Unity packages used (as per the tutorial and linked instructions):
Hololens OS (up to date): 19041.1136
Unity 2019.4.19f1
com.microsoft.azure.spatial-anchors-sdk.core#2.7.1
com.microsoft.azure.spatial-anchors-sdk.windows#2.7.1
MRTK Foundation - 2.5.3 from the basic tutorial series (MRTK Package Tool)
AR Foundation: 3.1.3
Windows Mixed Reality: 4.2.1 (downgrade from 4.2.3?)
MRTK.HoloLens2.Unity.Tutorials.Assets.GettingStarted.2.4.0.unitypackage
MRTK.HoloLens2.Unity.Tutorials.Assets.AzureSpatialAnchors.2.4.0.unitypackage
Note: MRTK.HoloLens2.Unity.Tutorials.Assets.AzureSpatialAnchors.2.4.0.unitypackage listed in the tutorial actually links to a new 2.5.3 package (https://github.com/microsoft/MixedRealityLearning/releases/tag/azure-spatial-anchors-v2.5.3) however the version file in this package still has 2.4.0??
Exception thrown at 0x00000226E0FBCC40 in Workspace Hololens2 MRTK.exe: 0xC0000005: Access violation executing location 0x00000226E0FBCC40.
Have you tried to upgrade the ASA SDK to version 2.7.2 (https://github.com/Azure/azure-spatial-anchors-samples/releases/tag/v2.7.2)?
They have recently fixed an error exactly like the one you're reporting:
"The first bug was specific to ARM32 builds running on HoloLens 2 and was manifesting as an access violation crash in SDK during anchor creation or query."
I have the same Problem. Running it without the Debug Window worked for me!
Related
I have a problem in development of mixed reality app and there has been 2 days that I'm stuck.
My problem is that after adding packages of MRTK to the unity project, if I click the play button, the unity exits (closing) without any error massages or warning.
I tested two versions of unity (2020.3.32f1 and 2020.3.33f1) and both had the same problem.
I am using this link (MRTK document) and also this one Mixed Reality Feature Tool as a guide for configuration and adding the packages of MRTK to my project.
I have also tried two different versions of the packages i.e. (Mixed Reality Toolkit Foundation and Mixed Reality Toolkit Extensions both versions of 2.7.3 and 2.7.2 and for Mixed Reality OpenXR Plugin package I tried 1.4.0 and 1.3.1 versions).
I am using Visual Studio 2019 version 16.11.14
Inside Unity, I am choosing Universal Windows Platform from the Build Settings and I want to practice a little development of mixed reality applications, but I am stuck at the beginning and when ever I press the play button the unity exits (closed) without any warning or error.
Just for more information → I don't have Microsoft Hololens2, therefor I am considering to use Windows Mixed Reality simulator (Mixed Reality Portal).
I can't get what mistakes I am doing, please if you have any idea help me.
Thanks in advance.
There are many steps to configure a Unity Project for Mixed Reality. According to the description, it is hard to determine which step causes the issue. I have created a repository which is implemented with the necessary MR packages, and the configuration has been done. Feel free to pull the repo from https://github.com/sethdu0525/MR-Blank-Project. Please open it and click run to test.
If you still have this issue, you may need to have a clean installation of Unity 2020.3.33f1 (LTS), Visual Studio 2022 and make sure all the required components have been installed, including a comparatively new Windows SDK.
If you have a dump file for the crash, you may also share it and find support from Unity forum -- General Discussion - Unity Forum
Can't build the project and use unity remote. What to do? Downloaded the latest 2020 LTS with a development package for android
External Tools
Unity hub
When installing a version from the Unity Hub, make sure you have selected the various android packages as you see in the image.
You have shown a link where you show that you did. If the procedure is the one I showed you above, you are not wrong.
Perhaps the problem may be related to Unity 2020.3.15 which in fact I do not find among the available downloads and which was released a few days ago. Maybe they caught some bugs (like maybe what you are showing), and took it out of the releases. Try downloading the 2020.3.14 version from the site (the one I use too), and see if the problem persists.
https://unity3d.com/get-unity/download/archive
I have taken the "default game" (tables and chairs) of Unreal Engine 4.26, and packaged it for the Hololens emulator using these instructions.
I can launch the latest Hololens emulator (10.0.19041.1136) and install the Unreal application, and an icon shows up for it in the apps panel. But when I launch the app, the entire screen is black. When packaging the application for Windows (64 bit), the application works just fine.
What could be the issue? Older versions of Unreal Engine work fine, in particular I have verified that Unreal Engine version 4.25 works with the emulator.
Other perhaps relevant info: Intel Core i7-5960X, Windows 10 version 1909 build 18363.1440, NVIDIA GeForce RTX 2080 Ti, Version 456.71.
I have also used the Unreal 4.26-chaos engine, completely fresh. I choose a blank project from the Games category, C++, Scalable 2D or 3D, raytracing disabled, mobile/tablet with starter content. Then add the Microsoft Windows Mixed reality plugin and the Hololens plugin. In settings I get a signing certificate and define a project name, using Windows SDK version 10.0.18362. Again, no joy. The same thing, just as a Blueprint, not a C++ project, also does not work.
Also checked Hololens emulator version 10.0.19041.1117. No joy.
We followed all the steps exactly per docs including the “run in VR mode setting” in packaging and reproduced this issue today.
So, we are going to recommend to you to file a defect over with UE 4.26 via Unreal Engine Support | Get Help and Customer Service for UE - Unreal Engine. Besides, you can also open a support case via http://aka.ms/hololenssupport for free to discuss further too on anything we can offer for HoloLens 2 emulator/device:
The issue in the Epic's article. You should enable the "start in VR" option in Project > Description > Settings as from
https://learn.microsoft.com/en-gb/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch6
It was added in 4.26.
And we don't support Unreal 4.26-chaos yet. Please take simple 4.26.
I have installed the latest versions of Unity (2017.3.1), Daydream SDKs (GVR SDK for Unity v1.130.0) and followed the steps here: https://developers.google.com/vr/develop/unity/get-started#configure_build_settings_and_player_settings
However when I press Play I get the following error, ideas on what is the reason & how to fix it?
Assets/GoogleVR/Editor/GvrBuildProcessor.cs(20,19): error CS0234: The type or namespace name 'iOS' does not exist in the namespace 'UnityEditor'. Are you missing an assembly reference?
Edit: Issue fixed after a few hours of submission on GitHub with the release of GVR SDK for Unity v1.130.1
If you're facing with this problem there are 2 steps to solve it:
Make sure that "iOS Build Support" is checked in Unity Hub -> Installs as Adam mentioned (if U're developing for iOS platform then this option most definitely is already checked).
Place your script in Assets -> Editor folder. UnityEditor.iOS.Xcode namespace cannot be used in your main project. It works only in special Assembly-CSharp-Editor project intended to modify native Xcode project. (That's the option that worked for me after searching a ton of forums).
The Official Solution:
https://forum.unity.com/threads/unityeditor-ios-xcode-ios-namespace-doesnt-exist.365381/
Step by step I did:
Figure 1 shows the Unity Download Assistent installation file that should be run.
Figure 2 shows the "iOS Build Support" option that should be checked for installation.
I went ahead and changed the "Current Platform" to "iOS" in Unity Hub, This is a quick fix and it works now.
Change "Current Platform" to iOS Image:
If you have installed IOS build through unity hub while the project is open, try restarting Unity Hub and Unity Editor. This solved my issue.
I met this issue When useing unity-arkit-plugin to develop something, i did nothing but import this plugin it throw this error .
And after i installed UnitySetup-IOS-Support-for-Editor-2017.3.0f3.pkg ,the issue fixed.
This usually happens when iOS Build Support is not installed in Unity Hub
I'm running into this basic issue while integrating the AppWarp Unity SDK (no version is specified, downloaded on 10 of March) with Unity 4.3.4 Android player.
The AppWarpVikingMobile sample fails with the same error.
"telnet appwarp.shephertz.com 12346" does connect to the server. Wireshark shows no packets (running with a filter "host appwarp.shephertz.com").
There is a similar issue asked here on February, but it is unresolved still.
Seems that it's SDK import/compatibility issue.
Any ideas?
When running in the player you have to use the AppWarpUnity.dll asset. Its only when building the apk to run on a physical device you need to build with AppWarpUnityMobile.dll asset (and NOT AppWarpUnity.dll) along with the native plugins provided.
It can be a bit confusing because Unity has different restrictions on different versions (Pro and Free) for different platforms with regards to plugins and sockets. AppWarp's goal is to give developers a way to use it with or without the Unity Pro on all platforms.
The interface exposed by the assets is the same so your application code need not change.