Specs:
Latest version of unity editor
Personal license
OS: Linux, Debian 10
Hi,
my problem is that I cannot sign into the asset store or sign in at all from within unity.
I have already installed unity hub and the latest release for the editor.
If I click on "account" in the top right corner of the unity editor, I can choose to sign in, and upgrade to pro.
After clicking log in I get an error saying: "You must install the unity hub to sign in and use unity services."
Same error while trying to log into the asset store.
The thing is I have already installed unity hub and signed in -- I installed unity from the unity hub!
Whats going on here?
(I can download the unity hub, and it is auto logged in for me, and I can sign in on the website as well...)
I fixed it.
If anyone wants to know how I fixed it:
Enter the asset store from the unity editor
You should see sign in and create account.
Click create account (Names may have been slightly different).
You should see a screen prompting you to sign up, don't fill it out. Press the Already have an account and that should log you in.
Hope it helps!
I had same problem and finally I realized that my Vpn software doen't support Apps (it actually tunnled websites in browser). I downloaded a new vpn software and now I can log in to unity from Hub and I can use asset's store in Unity editor.
I solved the problem!!! The problem is that when you click to "sign in"... Unity tries to open a browser, but he dont know which one to open edge? google?.
Go to your favorite browser like "edge" or "chrome"
got to settings and let the browser know that its your standart browser
3 try to sign in at your installed unity hub
sry for bad english.
Related
I can't seem to log into Unity on both Unity Hub (version 3.1.2) as well as Unity's official website. On both, a page which pops up has this message:
"Sorry, this link is no longer valid. Conversation Ip Violation,
conversation Ip:223.238.xxx.xx, User Ip:27.63.xxx.xx."
(I have left out my IP details for privacy reasons). I have tried unblocking unityhelper as well as unity hub on my firewall but still, the problem persists.
Hmmmm maybe go into Registory Editor and delete the Unity Hub file. or use a different browser to login.
The problem is fixed. It was probably a glitch on my network. Restarting the Wifi as well as system fixed the issue.
I have recently purchased a new computer :
https://pcandparts.com/hp-gaming-laptop-power-15-cb005ne-acid-green/
And I have installed Unity on it. The problem is that every time I try to move the layouts unity screen becomes black and freezes.
https://gyazo.com/fdbbba09cbee7005b1b55637cea19855
After trying to search online, post on multiple forums, contacting Unity Team and Nvidia support I have found that the only solution is running unity from the command using -force-glcore
In fact, Nvidia support have been unable to find the solution and Unity Team was stressing that I update my graphic drivers and Directx version however both of them are latest versions and so is Windows 10.
https://gyazo.com/ee810b7d18be7580d3703e42c7b46526
https://gyazo.com/ea751dcf39ebfc791f2dce59cd219a0c
https://gyazo.com/d43718cc693a7c9cac44f4924bf968da
This is the latest email I have received from Unity Team :
https://gyazo.com/df2d7e960484cd8c682e5b733860e935
as well as the link for unity forum that also includes the error and editor logs:
https://answers.unity.com/questions/1511848/unity-editor-crash-2.html?childToView=1512288#comment-1512288
I also tried multiple versions of Unity from 2017 and 2018.
I will provide any additional information needed.
How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ? And what is truly happening?
Thank you in advance for taking the time to read
How can I solve the problem so I can run Unity smoothly and without
having to go to force-glcore ?
There are other things you can try.
1.Use DirectX9 instead of DirectX11. The default on the new Unity verions is DirectX11.
Go to File ---> Build Settings... ---> Player Settings ---> Other Settings then un-check the Auto Graphics API for Windows API checkbox. From there drag and move Direct3D9 above Direct3D11 click Apply and restart the Unity Editor.
If Direct3D9 is already above Direct3D11 then move Direct3D11 above Direct3D9.
2.If #1 doesn't work, try other graphics API. You can try other 3 graphics API such as Direct3D9, Vulkan and OpenGL Core.
These are hidden and you must click the + sign then manually add them to the menu then drag them to the top.
Then you can chose which one to add and then drag them to the top to force Unity use them.
Once of these should work for you. Chose the one that works the most. You don't need -force-glcore when opening Unity to use this. Your issue is mostly a driver issue sometimes, a workaround like this solves it until the driver is fixed.
Has there been some kind of forced update to Unity that I'm not aware of? Yesterday everything was working fine but today I'm unable to connect to services. Also my player settings look really weird:
That settings list is really long (probably over 500 settings) and I'm unable to find where to sign the application. It seems like there is settings for each individual platform even I've set my developing platform to Android. Also it seems like my in-app purchase plugin has disappeared Assets/Plugins/UnityPurchasing/script/IAPDemo.cs(28,13): error CS0246: The type or namespace name 'IStoreController' could not be found. Are you missing an assembly reference?. Restarting Unity did not help.
About your strange Inspector, I believe you are in Debug mode. To change it back to normal :
Click on the little menu icon at the top right of the inspector and click on "Normal"
For your other problems, try to :
Close Unity
Delete the Library (and Temp) folders
Open Unity and let it reimport all your assets
i am iranian and limited for download from unity asset store.
please see these pictures:
even i tried by kerio vpn maker but was not usage!!!!
From their site: Unity as a company cannot do anything about the blockade, so you have to find other solutions (like asking someone else to download the free packages instead, if using proxies doesnt work)
https://support.unity3d.com/hc/en-us/articles/205144693--Your-country-is-blocked-due-to-the-U-S-Government-restrictions-Why-am-I-receiving-this-error-message-when-trying-to-use-Unity-
If you have problems with downloading Unity assets, you can try to do this way:
You may click on download, but it says please wait. Then, it does not change. You can go Edit/Project settings/Player in inspector pannel – other settings and undo click for Direct3D 11. Then, reopen the Unity. So, you can download your material. After complete to download, it is recommended that to click that 3D again with the same process.
Our company designs museum and visitor center exhibitory, and my main job is designing touch screen kiosk applications. Enamored by Vidya's introduction to Kiosk Apps using Chrome boxes, I quickly had my boss procure one for testing. I have since gained a firm grasp of Chrome App structure going though Google's tutorials (manifest files, MVC, etc) and have found the performance of our little HP Chromebox plus HTML5 development to be pretty impressive. I'm developing on my Macbook using Chrome Canary to run and test the apps.
I'm adding in this background information so you can better understand my goals. We of coarse need these apps to launch full screen upon power up. No login or user installation is desired. I prepare the boxes in my office, install them at the exhibit, the end. We certainly don't want our multimedia apps to be sitting up on the Chrome Web Store for others to download and install.
So, I've gotten to the point where I want to install a simple kiosk app on our HP Chromebox. Unfortunately Vidya did not go into detail on this part. The page from her article only touches upon adding kiosk_enabled" : true to the manifest file.
So here's what I've tried so far: I've moved my app folder onto an SD card and moved it from there onto our HP Chromebox into the "Downloads" folder (apparently the only folder). I sign into Chrome Browser on the box with my company account (do I have to do this?) and load up chrome:extensions. I click "load unpacked extension..." and select my app folder. The app installs and I am able to manually launch it by clicking "Launch". Next, I click the "Manage kiosk applications..." button and enter the app ID into the field. This is where I get stuck. Clicking "Add" produces an "Invalid Application" error.
Looking around the web I have found lots of confusing information:
I must "Wipe" the Chromebox in order to use a Ctrl+Alt+K key command to truly enable kiosk mode. (Google's instructions on how to do this stops with Samsung and Asus 'boxes, I have an HP, not to mention the "Manage Kiosk Applications" button is already visible to me).
I must upload my App to the Webstore as either public or unlisted, and then download and install it onto my Chromebox. Really? I don't want to sell my app or make it available to anyone. It is only meant to run in our exhibit. Our apps could be gigs of data with HD videos!
I must make my Chromebox "Managed" or "Enterprise" or "Enroll" it for Work and Education Administration. In most cases, we'll be installing one or two of the 'boxes to allow users to navigate though static HTML pages. I don't have a need to manage a fleet remotely (at least not yet). So, the aforementioned complications seem unnecessary, and expensive if I understand things correctly.
Can someone point me to the definitive process for achieving my goal of an auto starting, full screen kiosk application on my Chromebox?
I'm not an expert on this but kiosk apps are defined by "kiosk_enabled": true in manifest.json. What's important to know, though, is that from what I've seen they can work in three different modes:
If they are installed as an unpacked extension (for example, in development) they will be available as apps in your logged in environment and run but full screen mode. They're essentially "normal" apps except that they are full screen.
If they are installed using the "Manage kiosk applications..." button then they are available without logging in. On the log in screen at the bottom you'll be able to see the app and click to start it without logging in. However they won't start automatically. AFAIK you also can't load an unpacked extension in this way.
If you enable "kiosk mode" for Chrome OS then you can make kiosk apps auto start. At least on the Asus CB you do have to do the CTRL-ALT-K keystroke BEFORE you log in for the first time. This is for an unmanaged device. Now, when you load the app using "Manage kiosk applications..." in chrome://extensions and hover your mouse over it in the dialog you should seen a "enable auto-start" or similar button. You need to select this. Now, when you restart the system the app should automatically start. If you want to cancel this just as the app is loading you can press CTRL-ALT-S. A message indicates this on the screen, too.
Hope that helps,
Simon
Can't help you with anything related to kiosk, but you can generate a CRX file from the Extensions page on your development system, get that onto the Chromebox, put the Extensions page of the Chromebox into developer mode, and then drag the CRX to the Extensions page and drop it. You should see a dialog asking you if you want to install it. This is a completely different form of install than loading an unpacked extension and may get around whatever limitations you're seeing.
UPDATE: (1) Extensions page on Chromebox doesn't have to be in Developer Mode, (2) CRX to be dragged must be in the Downloads directory, not on Google Drive. Didn't test external device (SD card or USB drive).
In order to add your app from Manage Kiosk Applications, you will need to publish your app to the Chrome Web Store. If you don't want your app to be public you can publish it as Unlisted, which means that anyone with the link can install it. Unfortunately, if the app is published as Private you will not be able to add it as a kiosk app. [source]
Beyond that, the only thing you need to do to create a kiosk app is to include "kiosk_enabled": true in your manifest.json file.