Oculus Quest: Unable to Generate VS project for C++ - unreal-engine4

I'm running Unreal Engine v4.24 and trying to generate a VS project to develop in C++, but I don't have an option to create it.
I have my project launching and can play it on my Quest, but am stuck on this:
I know that I can't compille Native plugins to work with Android but I don't see why I can't create a project for this engine, any help will be appreaciated.

In order to force a generation you need to click on 'New C++ class' then you'll be able to access the source:

Related

unity exits when clicking the play button after adding MRTK packages

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

I'm not getting an .exe for my game after building?

I am new to Unity3D and have been building a zombie survival game for my university course. My issue is after building my game I am not given a .exe file.
Some of the things I have already tried:
Reinstalling Unity
Spoke to my tutor who said I had missed out on some components needed when installing Unity - UWP Build Support (.NET) & UWP Build Support (IL2CPP). Reinstalled Unity with these components, still no .exe file.
Posted this question on the Unity Community - still waiting for an answer.
Try to reinstall unity with a different version or to change machine probably there are problems with your set up
Try to build without checking the Create Visual Studio Solution checkbox
File > Build Settings… is the menu item to access the Build Settings window
It’s simply a matter of choosing the build target in the build settings dialog, and hitting the ‘Build’ button. When building standalone players, the resulting files will vary depending on the build target. For the Windows build target, an executable file (.exe) will be built, along with a Data folder which contains all the resources for your application. For the Mac build target, an app bundle will be built which contains the file needed to run the application as well as the resources.
(you may have to complete your options in player settings or probably you missed to select platform)

How to import uPLibrary to Unity to work with HoloLens?

I'm trying to create an MQTT client to establish a communication between HoloLens and an MQTT broker. I created a script inside the Assets folder and tried to write an MQTT client using the following libraries.
using uPLibrary.Networking.M2Mqtt;
using uPLibrary.Networking.M2Mqtt.Messages;
But how do I import these libraries to the project? I'm new to C# so I'm not aware of any build tools that can be used.
Appreciate any advice on this regards.
You need to distinguish three cases having two different DLLs:
Running on HoloLens
The native HoloLens
emulator.
Unity editor simulation i.e. Holographic Emulation or simulator (s.
Introducing Holographic
Emulation)
1 and 3 are base on UWP while Unity editor is using .NET framework (4.X nowadays). For accessing uPLibrary namespace from UWP copy the M2Mqtt.WinRT.DLL to somewhere under your Assets directory select it and edit its import settings like this:
To make things work in Unity simulator too, copy M2Mqtt.Net.DLL and edit the import settings so that Any Platforms is clicked and WSAPlayer is excluded.
You don't have to make any distinctions in code and can access MqttClient and other classes platform independent like for iOS or Android.

How to enable deep linking for unity game?

How to enable deep linking for unity game? i have followed all google developer site steps and it is working for me in Android app .
Have you followed the App indexing guide to support intent filter and adding web-app association?
MB
When we import a Jar filefrom android studio ,if we have created a java class with extending AppCompat activity or any other Activity, unity will not find the that Activity , it is necessary to extend the java class with UnityPlayerActivity . for that we need to include PlayBackEngines/AndroidPlayer/variations/il2cpp/developement/classes/classes.jar
copy this jar file and past it in Android studios Lib folder.

Adding tweening engine to my libgdx game project (Eclipse)

I've finished my first game with LibGDX (I'm using Eclipse). I run the game in the desktop launcher and it works. Now I want to run my game on android and IOS. From some guides I have read, I understood that for running the game on devices I must have the tween-engine libraries in my project. I tried but couldn't add the library to my project. Can someone help me?
(I already tried to do that at "add jars"; it shows me only my project and not the tween-engine library.)