I tried sharing a unity game file in an .exe. When I downloaded the file, it said you need to install Unityplayer.dll. What is unityplayer.dll and how do I download it or is there something else I need to do.
When you build your game, it provides you with multiple files. One of it is Unityplayer.dll.
If you want to share your built games to somebody else, you need to make sure that you share to them all the files that UnityEditor had built.
More about the missing DLL stuff here.
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I am a beginner developer using Unity. I stupidly named my project scene SampleScene and was working on it. I wanted a cool effect, so I downloaded an effect asset from the asset store.
I downloaded an asset and its SampleScene overlayed the SampleScene I was working on. Can it be repaired? Is this irreversible forever?
Not unless you made a backup of the project before you imported the new SampleScene. The amount of people I've seen this happen to makes you think Unity should fix this issue. Anyways, sorry this happened to you and best of luck.
I have a game that is almost completed, but I don't know how to put that file onto the oculus, so that it will ruin independently on it
have you tried deploying your vr build on sidequest? i found this, hope its helpful https://www.youtube.com/watch?v=BoOB_btt41o&ab_channel=UpsideDown
you'll need the android sdk
I don't know if this has already been asked but I am trying to build an app in unity using the Mapbox SDK. The problem is that when I try building it in a WebGL format, then it says this:
"Build completed with a result of 'Failed'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)"
Does anyone if Mapbox supports building in WebGL and if not, what another way can I use to share my app as an online game?
I hope this is enough info. Please try and make it simple, I don't know much about this kind of stuff.
Thank you!
WebGL is still under preview and alot of things don't work in it, to share your game over the web you could build as Windows application, then zip the output folder, put it in a github repo and link the repo to people you want to share your game to. If its a mobile game you can build as an APK and share you apk via github as well. Of course there is other options too but just to give you some ideas.
From below 2 posts, it appears that in order to build it on WebGL, you would have to get rid of the AR folders and files.
https://github.com/mapbox/mapbox-gl-js/issues/7531
https://medium.com/#jonathanwitcoski/day-20-making-a-webgl-game-in-unity-with-mapbox-sdk-31aeb147df15
Is it possible in Unity to upload and download files while in a game? I want to make a minecraft-style building game and allow the user to import and use their own models (.obj files, etc), while in the game. I've been using Playfab for a backend and Photon for online cabilities, but as far as I can tell it will only work with image files (in Playfab). Is there a way to accomplish this and what would I need to use?
Yes, the way to go is to use Asset Bundles
Asset Bundles are platform specific assets that you create in Unity, but that you don't put in your build. Instead you can download them later, just as you want.
The process is a bit long, but not that difficult. The unity manual is actually really good and it should be easy to follow. Here is the link:
Asset Bundles documentation
I have an unity project with blender objects saved in .blend files. I wasn't able to export them as fbx becouse everything it totally messed them up when I tried this. However I found that .blend files can be imported to unity also. Now, when I finished my project I want to submit it to the leap motion store but I'm afraid the .blend files won't let it work becouse when I runned the project in another computer from unity, it required blender installed on the compute, which won't happen on clients' computers. Is it possible to leave .blend files in the project or I have to export them in any case to spesific format?
Running a project from inside the unity editor and running the project as a compiled game are totally different things. You don't need blender installed to run the compiled game.