holotoolkit failed to build - unity3d

I'm trying to build an app for hololens, impotring the holo toolkit, and make the build. this is the result:
any idea?

There are install instructions for MRTK here https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/master/GettingStarted.md. That is the best place to get started, make sure you use the version of unity specified (although it will officially support 2018.1.9f1 with the next major release, and most 2018 versions do currently work, the current supported version is still 2017)

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

Problems with sdk and ndk in unity?

Can't build the project and use unity remote. What to do? Downloaded the latest 2020 LTS with a development package for android
External Tools
Unity hub
When installing a version from the Unity Hub, make sure you have selected the various android packages as you see in the image.
You have shown a link where you show that you did. If the procedure is the one I showed you above, you are not wrong.
Perhaps the problem may be related to Unity 2020.3.15 which in fact I do not find among the available downloads and which was released a few days ago. Maybe they caught some bugs (like maybe what you are showing), and took it out of the releases. Try downloading the 2020.3.14 version from the site (the one I use too), and see if the problem persists.
https://unity3d.com/get-unity/download/archive

How do I build my JavaFX Gluon app for iOS now that RoboVM is not available?

As of April 17th, RoboVM licenses are no longer available. Is there an official production-ready replacement for RoboVM? I have not seen any changes in the documentation on Gluon's web site for handling iOS. If there's no replacement from Gluon, is there a clear solution to this issue?
Gluon Mobile and the underlying JavaFXPorts project never relied on a commercial license of RoboVM. On the contrary, both relied on the latest open source release: 1.8.0, which you can find here.
Obviously, it is not maintained anymore, and new changes in the iOS SDK are not taken care of.
Based on this release, there are several forks, some of which are trying to include the latest iOS changes and keep it up to the date.
Actually, JavaFXPorts depends on one of those forks: Mobidevelop, source code, and now uses its 2.3.0 version.
So you shouldn't have any issues of building an iOS solution with Gluon Mobile.

Hololens AND Unity3d, UnityEngine.VR.WSA not found

Went to build Holoworld.
Unity3D Compiler not finding UnityEngine.VR.WSA.Input
Running Unity 5.2, now upgrading to 5.3.3f1. (Personal edition)
Installed: Windows 10 SDK, Visual Studio 2015 Update 1
Any ideas?
So this is just a tease?
I think UnityEngine.VR.WSA.Input will be part of the HoloLens SDK, which is not available yet.
You need a special version of Unity for Hololens. It is already public, and it is based on the 5.4.0b10 beta version but it is not the same, so go to the proper page to download it: http://unity3d.com/es/pages/windows/hololens#download

ADT Plugin Directory Location for SDK - (MotoDev)

Right now I am setting up Motodev.
Its a Android Development Suite built on Eclipse, created by Motorola.
What is needed is the Android SDK. Check, got that, newest version, everything is set with that.
Now it says I need the ADT Eclipse plugin. Version 20.0.1, currently mine is v18.
I know where to get it, I can easily get it, but I am curious, where should it be installed? Currently I dont have eclipse I am just using MotoDev. But since Motodev asks where the SDK location is, and says my ADT plugin is out of date, I am assuming I have to install the ADT in the SDK directory. But is there somewhere more specific to put it? In a specific folder? or just in the top level of the SDK directory?
Thanks for your time.
Unfortunately, you can't use ADT20 with MOTODEV Studio 4.0. The plugins had some API changes between 18 and 20 that made them incompatible with each other. You will need to roll your SDK back to 19 until we can release a newer version. I wrote about this about a week ago on the MOTODEV Studio blog.
We're done with the engineering work on the new version. It's just a matter of getting the push to the web server scheduled. I expect it to be ready by late next week or early the following week.
Until then, if you need to use ADT20 for Jellybean development, use Eclipse for Mobile Developers plus the MOTODEV Core Plugins (using Help>Eclipse Marketplace). Most of the functionality of the installed product is there, but without the dependency on ADT. See the blog for details on how to set that up.