Unity 2020.1.10f1 Package Manager Won't Open - unity3d

I was working on one of my projects and meanwhile, I wanted to download a package and I noticed that the Package Manager would not open. I read forums written to have the com.unity.package-manager-ui in the manifest.json file, I didn't have it. Once I put it in, I became aware of 600 error messages. Then I checked your official unity project on GitHub but there was no package-manager there either. I reinstalled Unity and Unity Hub, but it still didn't open and my manifest file didn't include package-manager-ui either. If anyone could help solve the problem I would be very grateful!

Related

My unity project gives error when i try to open it?

I use Unity Hub 3.3.0 and 2022.1.23f1 editor version
How can I open a unity project for Mac?
I'm sorry, probably the part in the photo where the error is, I think the troubleshooting steps you wrote
unopened file
more
solutions that can be applied if it is a file that has been opened before, but I have not been able to open a file since I first uploaded it.

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.

why do I get an projects error when opening a project in unity 2020.3.12f1

when i open or create a progect in unity it says "cant find unity package manager local server application?
https://i.stack.imgur.com/cweSE.png , https://i.stack.imgur.com/33dbz.png
The error is pretty straight forward.
Can you reinstall it with maybe the av off (or add an exception to the av).
You could also try a different version 2020.3.something else and see if it works.
Also check if you have proper read/write folder attributes where the unity files installs.

Unity "are you missing a using directive" on a using directive

I run into this problem every few months and it annoys the crap out of me. I do not understand what causes this or how I seem to keep fixing it. But every once and awhile I will update Unity, switch git branches or something and then all of a sudden Unity can not find packages imported from GitHub.
I can see that the libraries are in my unity packages folder but Unity can not see them. Here you can see MyBox and xNode are in my Unity Packages folder.
The funny thing about the error, highlighted below, is that the line of code it is complaining about possibly not having a using directive for xNodeEditor... is a using directive for xNodeEditor...
Here is the error I am getting for that line. "Assets\Editor\xNode\DialogueNodeEditor.cs(2,7): error CS0246: The type or namespace name 'XNodeEditor' could not be found (are you missing a using directive or an assembly reference?)"
I don't think this is a namespace issue as I don't use namespaces. I am sorry I can't provide more information I do not know what I did recently to my project before this started again.
Not sure if this is relevant but here is my GameAssembly where you can see MyBox and xNode are present.
As I stated in the comments, closing Unity before switching branches seems to help minimise how much Unity freaks out.
After, if VS is no longer recognising libraries in your code / Unity's built in scripts it may have to do with not opening the SLN file.
Here is a part of a tutorial I wrote as this problem occurred on the school computers.
If VS says "Miscellaneous Files" just under the scripts name tabs it has not properly opened the Unity files. Fix this by closing VS and opening by clicking in Unity "Assets" then "Open C# Project" it may prompt you to specify a SLN file.
Even if VS does not say the files are misc it seems to help to open via assets rather than double clicking a script.

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.