Unable to build In unity : "UnityEditor.BuildPlayerWindow+BuildMethodException:" [closed] - unity3d

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The project runs just fine but I am unable to build it using build settings.
Here's the error message:
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at
UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer
(UnityEditor.BuildPlayerOptions options) [0x002bb] in
<2f1c602eae0d45c293fff3e3aef759fa>:0 at
UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean
askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions)
[0x00080] in <2f1c602eae0d45c293fff3e3aef759fa>:0
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

[Problem Solved]
Just had to delete the "plugins" folder from the "Assets" folder of my project.

in unity unity 2018.3.1 check "use legacy SDK tools" (player settings >> publishing settings).

In my case I had to change the Player settings Build system from Gradle to Internal (Unity 2018.2.10f1)

Just change the buildSystem from Gradle to Internal. I solved my problem with it

I was getting a similar error message. The problem was that I tried to minify the android APK with 'Proguard'. Changing it to 'Gradle (Experimental)' in Player Settings did the trick.

In my case at least, I added a line to mainTemplate.gradle in dependencies { ... } (probably you don't have this file but in case some of you have) this line is:
implementation 'com.google.android.exoplayer:exoplayer:2.8.4'
The dependencies section become:
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation 'com.google.android.exoplayer:exoplayer:2.8.4'
**DEPS**}
I needed to add an implementation in it. The second line. Where I was wrong at I added a dumb , before that line. Because of that, It failed. If you put some , just delete it. I don't know it's gonna solve your problem but at my side it solved.

So I guess many of the answers above are right for many different people, but in my case it was due to a stupid fault which I had expected unity to automatically ignore
using UnityEditorInternal;
So basically when I closed my script editor it would finally open up a script after clicking the error message, since it didn't before, after looking I noticed it was using a unitiEditor reference, after commenting it it worked.

Related

Unity 3d build failed almost at the end, but it run fine in editor why is that?

Why my unity build is failing at the last moment??? I can run the game fine in editor but it won't build the release version, does anyone know why?
I have already setup keystore and I am using default unity sdk and ndk.
you have 4 errors and you can see their solutions in the links below:
Try to solve it one after another because maybe the first problem leads to all other problems.
unityLibrary:FirebaseApp.androidlib:preBuild UP-TO-DATE : Solution 1
Compiling Error: Major Version 52 is newer than 51 : Solution 2
CommandInvokationFailure: Gradle build failed : Solution 3
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) : Solution 4
Hope it helps!
I noticed that having any special characters in the full path that leads to Unity project folder will crash Unity WebGL build at the end every time.
Project will run without errors in the Unity Editor, but crash constantly if there is e.g. comma in the path name.
In this case there was a path like:
Homefolder/Create with code, name/ProjectFolder
which kept crashing constantly.
Changing the path to this:
Homefolder/Create_with_code_name/ProjectFolder
solved the issue.
What is notable that the ProjectFolder itself didn't have any special characters in it but the folder that lead to this folder.

target 'Amplitude' has invalid header layout: umbrella header found at [closed]

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When I integrate a local package in my Xcode project everything is fine initially but when i switch branches and want to run the app Xcode gives me the compile error Missing package product .
We also integrate external packages via Swift Package Manager which works perfectly fine. No issues there.
Showing Recent Messages
target 'Amplitude' has invalid header layout: umbrella header found at '/Users/tellez/Library/Developer/Xcode/DerivedData/eal-clddabmvdnoywidszrxurahnalhc/SourcePackages/checkouts/Amplitude-iOS/Sources/Amplitude/Amplitude.h', but directories exist next to it: /Users/tellez/Library/Developer/Xcode/DerivedData/eal-clddabmvdnoywidszrxurahnalhc/SourcePackages/checkouts/Amplitude-iOS/Sources/Amplitude/Resources; consider removing them
1: File > Swift Packages > Reset Package Caches - NO WORKS
2: File > Swift Packages > Update to Latest Package Versions - NO WORKS
3: In Xcode go to Product > Clean Build Folder - NO WORKS

runMain Boot project configuration [closed]

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I am trying to compile my scala project with my configuration, but it do not see the akka. I think it is because of my working directory, which is exactly to Boot.scala file, including all packages. I tried to put my working directory to its file but in this case I got ClassNotFoundException: Boot.
Can someone can help me please.
If someone will find it useful, the problem was that I did not give correct path to my Boot.scala file. So, in order to work I make following, in Tasks field of Run/Debug configuration, it is necessary to write full path to Boot.scala file. For instance, "runMain com.company.activity.service.Boot" (the quotes are necessary). Uncheck the using sbt shell and fill Working directory and Environment variables fields. After that press Apply button and your project should compile well.

Getting "Error: Failed to connect to OmniSharp"

I'm trying to get VSCode working with my Unity projects, and every time I select the Project icon (the little fire at the bottom) I get the following error:
Error: Failed to connect to OmniSharp
Is anyone else getting this?
You need to download the most recent version of "mono". Open up terminal and pass in brew install mono. Then "Pick a project" and select the ..-csharp.sln file and you should be up and running.
Ok, made some progress and gotten a few Unity projects working. It seems that you need some prerequisites installed, a clean up of your Unity project folder, and possibly some hand editing of your .sln and .csproj files.
I posted a (possibly) better answer over on Reddit. Hope that's not breaking stack etiquitte.
http://www.reddit.com/r/Unity3D/comments/34d6gc/visual_studio_for_mac_help_us_vote_for_unity/
i get this on windows when my project directory has a space in it
i removed the space and removed the error
i expect it will be fixed soom
I have a completely different answer: it's the runtime that VSCode is using. It doesn't match up with what it thinks it needs. I have to remember that we're still in beta and that things are changing rapidly. I had my dnvm running beta 7, but VSCode (and OmniSharp, by extension) is looking for beta 6, so it was failing. I updated my runtime using this this post as a clue. Now I have VSCode 0.7.0 using the beta 6 runtime. I have no idea how to tell what it's looking for...I just guessed based on when they were both released. HTH

CRM2011 Plugin tool not allowing update of existing DLL [closed]

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I am currently having a problem where when I try to update an existing DLL, if I update it with the location of Database then I have the following error being returned:
Error Code: 2147204725
Message: Plug-in assembly does not contain the required types or assembly content cannot be updated
However if I try to use the disk location option then I have a different error message:
Error Code: 2147220906
Message: Assembly must be registered in isolation.
Yet I do not understand why this is. Currently I have tried the following:
Making sure I am a Deployment Manager (I am not deploying to a Sandbox, as I am trying to update the existing one that is on the server.)
A colleague who is able to update the plugin has sent me the DLL which he has checked works, to ensure that it is not the DLL that is the problem
I have tried using the plugin tool on the colleagues computer, to ensure that the version is not the problem - but it still does not work for me.
The colleague has tried to use the plugin tool on my machine. However when they do then they get the same errors as I do (although on their machine it works just fine for them but not myself)
Does anyone have any suggestions on what could be my problem and why I can't seem to update a plugin on my machine?
Thanks
The error 2147204725 you are getting, could occur when the class name in your plugin is changed.
Your plugin may be registered the first time with a class named PluginClassName1, for example, and then registered (updated) a second time, after the class PluginClassName1 is changed to PluginClassName2. In this case, the plugin type, which is the plugin class implementing IPlugin, is not retrieved in the already registered assembly.
Other causes could be changing the original assembly metadata (Culture, PublicKeyToken, Name, Version) or the signature key.
To solve the resulting issue, you should unregister the assembly and then re-register it again and also re-add the related steps/images.