Unity has stopped working / DirectX10 Card / D3D10Level9.dll caused an Access Violation - unity3d

Unity won't start my existing Project, nor a new one.
Since my HD4870 was slowly dying, my Pc froze a few times while workig with Unity.
The Card died, r.i.p
Now I'm On an old HD4890#1gb, directX 10 card
(unity minimum requirements says directX 10 card are ok https://docs.unity3d.com/Manual/system-requirements.html)
What i tried so far:
-Uninstall Unity Hub & all existing Unity versions - > Reinstall
-starting unity with "-force-glcore" "-force-glcore" "-force-d3d11" "-force-d3d10"
ERROR LOG: https://textuploader.com/1l7hp!

Unity won't start under Windows 10 when you have an AMD Radeon HD4890 / 4800 Series.
because:
These graphics products must be installed using display driver version: 8.970.100.9001. This driver is provided as a courtesy and only available via Windows Update. Please enable Windows Update and allow it to detect and install the appropriate driver.
FIX:
Go to your Device Manager -> Graphics -> Right click on "ATI Radeon HD 4800 Series" -> properties -> Update drivers

Related

Hololens Emulator: Unreal Engine app completely black, though Win64 works

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.

Cannot deploy to HoloLens (error 80004005)

I have freshly installed Unity 2018.3.10 with Visual Studio 2017 (15.9.10). I cannot deploy a bare-bones 3D unity application to HoloLens due to an error in Visual Studio ("DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005"). Here are the steps to reproduce:
Create new 3D scene in Unity. Set camera position to 0,0,0 and camera clear color to solid black. Create a red cube in front of the camera with dimensions 0.1x0.1x0.1
Window / Package Manager : remove Ads, Analytics Library, In App Purchasing, TextMesh Pro, Unity Collaborate, because I don't need these
Build settings and Project Settings (Quality and Player Settings) shown in screenshots. Scripting backend = IL2CPP
Unity successfully generates a .sln file
The HoloLens has OS build 10.0.17763.316 . Under Settings/Update & Security / For developers , I set 'Use developer features'=on, 'Enable Device Portal'=on
I don't know if it's necessary, but on my PC, I also do Settings/Update & Security/For developers, select 'Developer mode', 'Enable Device Portal'=on, 'Device discovery'=on
Connect HoloLens to PC via USB cable
Open the .sln file in Visual Studio. Set to Release, x86, Device. Build / Deploy Solution
Compilation is successful, and Visual Studio asks for a PIN, which I get from the HoloLens by opening Settings / Update & Security / For developers / Device Discover / Pair
Visual Studio shows error message: DEP0100: Please ensure that target device has developer mode enabled. Could not obtain a developer license on 127.0.0.1 due to error 80004005
Make sure Developer mode is enabled on the Hololens. You can find this in settings.
If that doesn't work then...
Try reseting the device.
Reseting is annoying but that is the solution found for 'Could not obtain a developer license on 127.0.0.1 due to error 80004005'on the forums:
https://forums.hololens.com/discussion/8964/could-not-obtain-developer-license-for-hololens
Pasting the comment here as those forums will be removed:
"shyykoserhiy ✭ November 2017 I've had the same issue. Tried to run
from two different setups: MacBook Pro 2016 with touch bar (windows 10
Pro in Bootcamp) and Surface Pro 4. Same error on two different
machines. So I've though that it might be a problem with the HoloLens
itself. After Resetting the HoloLens from Settings> Update and
Security> Reset everything started to work just fine. This is the only
solution that've worked for me."
It is also mentioned in the unity forums:
https://forum.unity.com/threads/could-not-obtain-developer-license-for-hololens.500808/
"billyjacobs So I did some searching and found that one way to solve
the problem is to reset your hololens device. It will have the latest
version of the device software after you reset it. I was hesitant
against doing this at first but it worked like a charm."

qemu-system-i386.exe has stopped working (only via CLI, works fine when starting via Android Studio AVD)

I've browsed through many topic and answers related to the emulator crashing issue. Yet, I still have no clue how to resolve this issue.
My setup:
Windows 10 x64 laptop - 16GB RAM - Intel Core i7-6820HQ CPU # 2.7Ghz
Android Studio 2.3.3
Java JDK jdk-8u141-windows-x64
HAXM installed and activated
When I open Android Studio, I can start the emulator without any issues.
(see picture here)
But when I try the same from the commandline, the emulator does not startup properly and stops. (see picture here)
I've tried:
HAXM 6.0.6 and HAMX 6.1.3
Graphics: Software GLES 2.0 (instead of auto)
RAM: lowered to 512 (instead of the default 1536) as mentioned in many posts
Try a emulator with lower resulution (like Galaxy S 800x600) as also mentioned in many posts
Use arm image to trigger arm emulator
Add MB behind certain values in the ini file
Set the width/height value to 0 in the ini file
Turn off the camera (front and back) emulation
Disable multi-core CPU (since it mentioned behind it that it's experimantal)
I tried the emulator in the tools folder and the emulator folder
What am I doing wrong here?
What else can I try?
Did I forget a combination of the above mentioned items?
My end goal:
I want to make this emulator part of my CI cycle and for that I need to run a command line (or powershell) script on a Hyper-V machine (in Azure), to start this emulator, so I can hook it up to my selenium-grid (via Appium).
I had the same problem, I fix it by updating my windows (windows 10) to the latest version (windows 10 version 1903 build 18362) and take the optional update (KB4512508)
in the windows update setting..
I'm using:
- Windows 10 Enterprise.
- AMD A10-4600M APU withe Radeon HD graphics.
- ram 512.
Try this solution it worked for me.

Unity3D Issue with Xbox One controller triggers on Windows 10

I recently upgraded my machine from Windows 8 to Windows 10. With Windows 8, the Xbox One controller worked perfectly with my Unity project. However, now that I upgraded my operating system, the trigger axis (3rd axis) always returns a value of 1, which is the maximum value. In my project, the triggers are used to fly up and down, so this issue causes my character to fly upwards endlessly.
In the input manager, the values I have assigned for the 3rd axis are:
- Gravity: 0
- Dead: 0.2
- Sensitivity: 1
These values worked fine previously
Additional information / variables:
- My project uses virtual reality. In order to use the Oculus Rift with Windows 10, I had to upgrade to the Oculus 0.7 SDK/Runtime.
- My machine has a GeForce GTX 980 Ti graphics card, and I upgraded to the GeForce Game Ready Driver Version 359.06 when I installed Windows 10.
- My Xbox controller drivers are up to date
My assumption is that this issue is caused by the Windows 10 Xbox One driver. Does anyone else have any ideas what could be causing the problem? Or has anyone else encountered this issue?
We saw a similar issue - controller worked fine in Win8 but after upgrading the game kept reading axis-based inputs as always down. A controller update fixed it for us:
Open Device Manager
Right Click "Xbox One Controller"
Select Update Driver Software
Browse on my PC
Let me pick from a list
Select "Microsoft Xbox One Controller"

Unity game - how to switch between pro and free back and forth

Here I am using unity normal. Normal unity doesn't provide build and run facility for Android
Now I also want to run, so I need to switch to the pro version which is free for 30 days. But how can I install second pro Unity if I am having normal one on my PC?
You can manage licences selecting from the menu:
Help->Manage License
If you haven't still activated the 30 days pro version trial, you can activate it from there.