Why I can't sideload my .appx file and why it's nowhere to be found? - unity3d

My question is very simple and yet very complex.
I need to side load my application's .appx file to SurfacePro (Microsoft tablet with windows10) but I cannot side-load it because there's nothing to side-load...
I've created a simple unity project and switched the build to Universal Windows Platform (UWP)
I've made sure I have the latest IIL2CPP on my machine and all the needed libraries on my VisualStudio 2017
I build the unity project in a dedicated directory - the build resulted with success and the directory had a solution file = .sln file.
I double clicked the .sln file and opened it in VS 2017
In VS2017 I chose "Master", "X86" and "local Machine" (I then tried "device" and "remote machine" this gave errors) and build worked!
I then saw my application's "made with unity" logo and the scene
I close the application using Alt+F4
I want to re-open the application but I can't find the file! I understand this is a file that need to be side-loaded to my machine, similarly to .apk files which loaded and installed on android devices
I can't find the .appx file
I understand that I need to run the build each time I need to open the application, is that true?

I have no experience with the Unity side of this...
but to create the packages for a UWP application, you would right-click the Universal Windows project and choose Store-->Create App Packages.

Related

No AppxManifest is specified, but WindowsPackageType is not set to MSIX

I have a very simple .NET MAUI app in VS2022 and I am getting this compile error:
Improper project configuration: no AppxManifest is specified, but
WindowsPackageType is not set to MSIX.
Before trying to compile, I did the following:
Unload project. Remove all lines references Windows, Mac, Tizen. I want this project to only work with iOS and Android.
Deleted the project folders related to Windows, Mac, Tizen
How can I get this to compile for iOS/Android only?
add a xml file with name Package.appxmanifest in platforms/windows....and paste content into it from any demo project of maui, or download a sample.

How to install android build support for unity manually (unity hub)?

I used Unity Hub downloaded latest Unity Editor, it works fine for editor,document and language packs, but can not download android build support. Just told me download failed many many times in the past two days.
So I downloaded UnitySetup-Android-Support-for-Editor-2018.2.16f1.pkg from webpage. This package install reported failed at the end of every try.This package size(348.9M) is not same as the one showed(365.8M) in UnityHub download list.
There is a 2017 version Unity Editor installed by download **.pkg, but the support installer never ask me about Editor's location.
Is there some way to install android build support manually?
Thanks for any tips.
This worked for me. To anyone facing this problem. I apologize for my long explanation and my english.
You can verify if *.pkg file is complete by comparing the checksum (I use dolphin)
Execute this command to manually install your UnitySetup-Android-Support-for-Editor-*.pkg
:~> ./UnitySetup-2019.1.0f2 -u --use-component-list
unity-2019.1.0f2-linux.ini --install-location $HOME/2019.1.6f1/ -d
$HOME
Note that the unity version must be compatible, otherwise you will have the error unable to initialize the Unity engine in you android device. I use:
UnitySetup-Android-Support-for-Editor-2019.1.6f1
Unity-2019.1.6f1
As much as possible use unity hub to install the android add-on, I use unity hub 2.0.1
Step by step explanation of the installation manually of *.pkg
The problem :(
I will put them in context.
I use opensuse tumbleweed. My problem was that I did not have android build support.
No Android module loaded image, and when I press open download page, the browser shows me a message:
<Error> <Code>AccessDenied</Code> <Message>Access denied.</Message> <Details> Anonymous caller does not have storage.objects.get access to publishing-unity-binaries-prd/6e9a27477296/Unknown/UnitySetup-Android-Support-for-Editor-2018.3.0f2. </Details> </Error>
and I can not do anything else.
The SOLUTION :)
0.- Previous requirements
I already had my previous installation this file:
UnitySetup-2019.1.0f2
1.- Download UnitySetup-Android-Support-for-Editor-2019.1.x.pkg
To achieve this look for UnitySetup-Android-Support-for-Editor- in the file https://public-cdn.cloud.unity3d.com/hub/prod/releases-linux.json
This is a fragment of release-linux.json file
...
{
"id": "android",
"name": "Android Build Support",
"description": "Allows building your Unity projects for the Android platform",
"downloadUrl": "h ttps://download.unity3d.com/download_unity/f2970305fe1c/MacEditorTargetInstaller/UnitySetup-Android-Support-for-Editor-2019.1.6f1.pkg",
"category": "Platforms",
"installedSize": 1958542000,
"downloadSize": 664332318,
"visible": true,
"selected": false,
"destination": "{UNITY_PATH}/Editor/Data/PlaybackEngines/AndroidPlayer",
"checksum": "d00addecefb7babcb9cd6a8085672908"
}
...
What interests us about this file is the url to download https://download.unity3d.com/download_unity/f2970305fe1c/MacEditorTargetInstaller/UnitySetup-Android-Support-for-Editor-2019.1.6f1.pkg and the checksum.
2.- Component list file
Download the file from the list of components from here or create a file like unity-2019.1.0f2-linux.ini:
[Android]
title=Android Build Support
description=Allows building your Unity projects for the Android platform
url=MacEditorTargetInstaller/UnitySetup-Android-Support-for-Editor-2019.1.6f1.pkg
md5=d00addecefb7babcb9cd6a8085672908
install=true
mandatory=false
size=365578263
installedsize=1259081000
requires_unity=false
for [Android] install=true, the url and md5 which is the checksum from the previous step (or again I get md5 with dolphin to verify)
3.- Installation
Have the following files in the same directory that in my case are in $HOME
UnitySetup-2019.1.0f2
UnitySetup-Android-Support-for-Editor-2019.1.6f1.pkg
unity-2019.1.0f2-linux.ini
Finally, execute the following command line. (Note that my current unity installation is in $HOME/2019.1.6f1/).
:~> ./UnitySetup-2019.1.0f2 -u --use-component-list unity-2019.1.0f2-linux.ini --install-location $HOME/Unity-2019.1.6f1/ -d $HOME
Thanks
Source
https://forum.unity.com/threads/installing-android-build-support-and-other-build-support-post-installation.515436/
https://forum.unity.com/threads/how-to-install-editor-packages.554977/
Download the Android Sdk Manager under Command line tools only.
And download the SDK you need, then link it to Unity.
I usually download AndroidStudio and it comes with a GUI manager.
Here is some more info about how to update sdk tools.
You link it here: Edit/Preferences/External Tools
According to this:
Possible causes could be:
A corrupt package (download again manually from the list of individual
packages)
Filesystem corruption (repair disk from single-user mode, reboot and
try again)
The user account somehow not being in the sudoers group (deeper
technical problem - check Apple's forums)
Package file stored on a drive formatted weirdly, so execute
permissions aren't set correctly (pre-/post-installation script won't
run; move to boot drive)
Add Unity modules on Linux manually:
Download pkg:
Head to this page, select your specific unity version from the dropdown at the right.
For those modules that arent listed in linux section, download the pkg from the mac section.
Extract the pkg. you can use any of these:
Files
Archive Manager
7z x -o* UnitySetup-XXXXXX-Support-for-Editor-2022.1.16f1.pkg
bsdtar -xf UnitySetup-XXXXXX-Support-for-Editor-2022.1.16f1.pkg TargetSupport.pkg.tmp/Payload
Move the extracted "Payload" file to one of these directories:
For Android Build Support:
{UNITY_PATH}/Editor/Data/PlaybackEngines/AndroidPlayer
For Windows Build Support (Mono) & Widows Dedicated Server Build Support:
{UNITY_PATH}/Editor/Data/PlaybackEngines/WindowsStandaloneSupport
For Mac Build Support (Mono) & Mac Dedicated Server Build Support:
{UNITY_PATH}/Editor/Data/PlaybackEngines/MacStandaloneSupport
4. Now decompress and extract Payload:
zcat Payload | cpio -iu && rm Payload
or if it's named Payload~ just extract it:
cpio -iu < Payload~ && rm Payload~

After updating unity to latest version, the unity launcher is blank

Yesterday I updated my unity to latest version..
Then the launcher is blank.
And when i open any .unity file.. It opens the editor with a error.
Error loading file:///C%3A%2FUsers%2FBuckyDroidz%2FAppData%2FRoaming%2FUnity%2FPackages%2Fnode_modules%2Funity-editor-home%2Fdist/index.html#/login
Unity is still working and running the project.. But unity launcher is not working
After searching on google I found a fix. I mean I have to add some file in package folder.. But there was a link to download those files and the link is dead...
Help Me!!
Looking at your SO username, it looks like this is a problem with your computer username.The D in your name is probably "Ď" or some other character and Unity is having problem reading that file path(C:/Users/username/AppData/Roaming/Unity/Packages/node_modules/unity-editor-home/dist/index.html#/login). This causes license check to fail.
Two things to try:
Method 1.
Change your username
A.Change your name to valid English characters
B.Uninstall and install Unity again to recognize that change.
If this does not fix your problem, do method 2.
Method 2
Do manual Activation
A.Disconnect your internet/wifi.
B.Open Unity. Go to Help -> Manage License
C.Click on Manual Activation.
D.Click on Save License or Save License Request(Depends on Unity version)
E.Connect to your internet/wifi.
F.Go to https://license.unity3d.com/manual then upload that saved license there. Follow steps to on the website to create a license on that website. Make sure to chose free unity version as the license type. When everything is done, you will be able to download a key file. Download that file.
G.Disconnect your internet/wifi again.
H.Open Unity. Go to Help -> Manage License
I.Click on Manual Activation.
J.Click on Load License then choose the file you downloaded from step F.
You can now connect to your internet/wifi again. Restart Unity and test if the problem is still there.
This is a issue with 2017.2 as well
To fix
go to C:\Program Files\Unity\Editor\Data\Resources\Packages
You can see 4 tgz files
unity-editor-home.0.8.30.tgz
unityeditor-cloud-hub-0.0.15.tgz
unityeditor-collab-history.0.6.14.tgz
unityeditor-collab-toolbar.0.7.15.tgz
Use an unarchive program (I used 7-zip file manager) to open each one of these and extract contents (dist folder and package.json file) to your Roaming folder
C:\Users\YOURUSERNAME\AppData\Roaming\Unity\Packages\node_modules
After extract, the folder looks like this..
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-cloud-hub
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-history
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-toolbar
and unity-editor-home like below (one level subfolders shown)
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\dist
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\package.json
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\README.md

DllNotFoundException in while building desktop unity application using ARtoolkit

I am creating an augmented reality desktop application using Unity and ARToolkit. For test purposes I have created a single scene application to test the working of the ARToolkit, it runs perfectly in unity editor that is, the webcam and all is working correctly in unity editor. After building the application when I am opening the .exe file, it is not opening the webcam and is giving ARWrapper.dll dllnotfoundexception. HOw should I resolve it and how do I enable my laptop webcam in the .exe application file ??? Attached image is showing the problem at hand..
have a look at the documentation here:
http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_on_windows
Looks like the ARWrapper.dll needs to be in the same directory as your app.
Best
[edit]
Excerpt from the documentation I mention above:
"
In spite of the ARWrapper.dll clearly being in the referred to folder, the Unity Editor may not be able to find a required dependent DLL (i.e. a DLL on which the ARWrapper DLL depends). Confusingly, the dependent DLLs must be present in same folder as the .exe file of the host application (the Unity Editor, in this case), which is typically C:\Program Files (x86)\Unity\Editor. The required DLLs are normally (at least since ARToolKit for Unity v2.0.3) installed by the ARToolKit for Unity installer, but if you are having difficulty, you can double check. Check that the following are present in that folder:
ARvideo.dll
pthreadVC2.dll
opencvcore246.dll - opencvflann246.dll
DSVL.dll
"

Location of Blackberry code-signing "previous Blackberry Java Development installation directory" in Import Existing Keys (Eclipse BB plugin)

I need to sign the code of my BB application for an update but I've changed computers and I just have a copy of all the files on the previous one's hard drive. When I try to "Import Existing Keys" in the Eclipse BB plugin I am prompted to "select previous BlackBerry Java Development installation directory." To which directory is this prompt referring and where might I find it (where is it placed by default?)
When you originally install code signing keys from RIM, and use them, the toolset will generate three files:
sigtool.csk
sigtool.db
sigtool.set (maybe not needed?)
These are the files that Eclipse wants.
So, you could just use Windows explorer (or Mac equivalent if on OS X) to search for the folder that has those files.
Depending on your situation, it could be in different places. It could be in the user's .eclipse directory:
C:\Users\myname\.eclipse\
Or, it could be under the BlackBerry JDE / Eclipse plugin installation directory. For example,
C:\Eclipse\plugins\net.rim.ejde.componentpack5.0.0_5.0.0.36\components\bin
For completeness, I'll dig up a couple old computers, and see where they have the code signing files installed, but for your purposes, doing a filesearch for *.csk is probably the easiest way to go.
Reference
Backup and Restore BlackBerry Code Signing Keys :
The files that need to be backed up are sigtool.csk and sigtool.db and
are located in the directories outlined below. Their location will
vary based on the tool used to install them. All paths below are
relative to the tool's installation directory. To restore or enable
your code signing keys in another application, copy the sigtool.csk
and sigtool.db to the directories outlined below.
BlackBerry® Java® Plug-in for Eclipse®:
.\Eclipse\plugins\net.rim.ejde\vmTools
BlackBerry® Java® Development Environment (BlackBerry JDE): .\BlackBerry JDE #.#.#\bin
BlackBerry® WebWorks™ SDK: .\BlackBerry WebWorks Packager\bin