Exporting a render target on android creates a png file that appears to be not valid. The exact same blueprint works fine on windows.
Any ideas if the Export Render Target node should work on mobile?
I am using v4.23 launcher edition... I have tried v4.19 as well, with the same results, using a clean project.
The last attachment is the png that gets exported...
After I submitted it as a bug to Unreal, they were able to reproduce the issue. So it is a bug...
Here is a link to the issue tracker
https://issues.unrealengine.com/issue/UE-80840
Related
I am new to unity and I noticed that when exporting a unity project, unity adds extra/unwanted permissions to the android manifest file. We tried to use tools:node="remove" but it didn't help. Currently, we are using double flip build process, but we also trying to avoid using that for long. Preview is set to false in EditorBuildScript.cs
The highlighted part of the image is showing the extra permissions added by unity at build time
I am trying to build a small project with Unity3D and I want to display it locally in my Firefox-Browser.
In my Unity-Editor it looks like this: 1
And if I am building it as WebGL it looks like this:2
The Images which are being displayed in the Browser are imported as .gltf Objects and the green planes are built within the unity-hub. I assumed that it may be because of the lightning and so I tried including a PointLight, but that did not work.
I also tried the same with a new project only containing a cube, but that did not work either as there was as well only a grey screen in the browser, so there is a problem with displaying objects created in the Unity-Hub directly. Inspecting the Website I am getting a lot of Errors which are referencing the resource file 3, as I assume that this is the main source of problems.
I am new to Unity and WebGL and could not find any solutions or even approaches to this problem and was hoping for maybe an explanation what the errors are even about.
workspace:
unity version: 2021.2.1f1
small local webserver with python where I am putting the .html file on
compression disabled in the player settings of the WebGL-Build
Solved by moving to an older version (2020.3.22f1) of Unity
When i run flutter create I get
Im not sure why that png is a sticking point everything above it are in the same parent folders. Has anyone run into this issue?The Programming Flutter folder seems like it is being set as read only:
But when i uncheck the Read only box and click apply when i open it again its set to Read Only again. But thats the very parent folder and other files seem to copy across fine before the error above.
Anyone have any idea why its failing?
Have you recently updated your Flutter version, or are you running on an older version? As per this thread, it seems to have been fixed somewhere in 2020.
It is your operating system not allowing Flutter to write files.
You can either delete that folder and create that again or change permissions. Uncheck that 'read-only' checkbox shown in picture.
You can learn more about handling permissions here.
Iam trying to upload a simple Unity3D test app on my Google Play Games Console. The only purpose of this is to get familiarized with the workings of this as I have just opened up my account and Iam a first timer on the subject.
I have started out with a great tutorial on implementing Google Play Services Library I found on YT. The test app was working okay except for the end part where I had problems with the built. Nevertheless I decided to redo the test app from the begining for better understanding and memorization of the procces and maybe figuring out why the build was not working as it should have been.
Before redoing everyting I upgraded Unity to 5.4.1f1. (from 5.3.3f1)
Now after I import the Google Play Services Library to the project and try to setup the Google Play Games > Setup > Android Setup, Unity is suddenly unable to find jar system path.
When I press play button I get the below error:
Error
I went through the readme file, made sure everything was done as listed (source), read through dozens of questions/answers here and on Unity Community, and I still cannot find a soultion for my problem. I made sure that the paths were correct, checked other projects and they are still working fine. So the problem starts with importation of the GPSL.
Any help would be greatly appreciated !
Solved the problem. I was not paying enough attention to the redame file on Git.
I had a set JDK variable in Users variables but instead in needed to add also JAVA_HOME variable.
Solved
To set the variable you need to go to Computer/Properties/Advanced system settings/Enviroment variables and set it there.
Do not forget to also add a PATH in the Systems variables.
Hope this helps. Cheers!
When we try running the game we see our splash screen and then we are getting the error Thread1:EXC_BAD_ACCESS code=1
at
il2cpp::icalls::mscorlib::System::String::RedirectToCreateString:
It happens before any of our c# code gets executed - before Awake().
It does run properly on iOS9.
We have tried it on Unity4.6.9 and on Unity4.6.9p3.
We have managed to build and run it for iOS8 only from Unity4.6.6 with xCode6.4. But we do need iOS9.
We can't find any references to this issue on the web, any help will be greatly appreciated.
xCode screen shot:
Unity Player Settings
Edited:
We have tried it from Unity5.2.3 too, no luck.
Another factor you should probably know is that before we run into the issue described above, we have edited the 'Run Debug' scheme of our product in xCode and disabled the 'GPU Frame Capture' because we had a different issue that prevented us from running our game on iOS8.
Here is the link we followed.
And here is a screen shot of our original issue:
We are really stuck here, hope you can help.
Are you sure that this Unity project is using the mscorlib.dll assembly from the Unity version of Mono? It looks like it may not be.
The RedirectToCreateString icall should never actually be executed, as the Mono mscorlib assembly used in Unity build strings via a single CreateString method. When this happens it usually means the moscorlib.dll version is out of sync with the IL2CPP runtime.
I'm not sure why this is happening, but it might be worth trying 4.6.9p3 with an empty (or simple) project to note the difference.
Its a replay for Josh Peterson, I could not replay with an image in a comment to his answer.
I was looking for the mscorlib.dll in my project but couldn't find one, so I looked in an old project and did find it. Here is an image of the file system of both projects.
Any way I don't know the origin of the file, I didn't manually played with it.
I have tried now to copy the mscorlib.dll from the old project to the new with no luck.
Any way my company decided to stop this investigation now and jump to the latest Unity 5.
Hope we will have more luck over there.
Thank you again.