Can't make a build in Unity using Photon Voice - "plugins colliding with each other" - unity3d

Anyone else getting this error when they try to build their scene with Photon voice? Seems to be some issue with the opus_egpv.dll file.
I've tried it both in my project, attempting to build my main scene, and in a completely empty project with only Photon Voice, attempting to build their demo voice scene.
In both cases I'm unable to finish the build unless I delete the opus_egpv.dll file from the x86_64 folder.
When I do so, I'm able to run the game successfully for the first user. However, the game will crash for the second user as they try to join in. The second user's game crashes by freezing completely, requiring that I force exit it (this does not affect the first user).
I've tried this with both Unity 2017.3.0f3 and Unity 2017.2.0f3 to the same effect. I'm using the [currently] most recent version of Photon Voice, ver. 1.13 (released Nov 22, 2017). I am making a multiplayer VR game.

All files under "Assets\Plugins\x86" should have platforms "Standalone" and "Editor" only and CPU: "X86".
All files under "Assets\Plugins\x86_64" should have platforms "Standalone" and "Editor" only and CPU: "X86_64".
More information can be found on the answers to your question on Photon engine forum.

Related

No hand tracking during holographic remoting on Hololens 2 with Unity 2020.3/OpenXR/MRTK 2.8

I've been developing a Hololens 2 app in Unity 2019.4 using built-in XR/Windows Mixed Reality and remoting was working fine, hand tracking was perfect. Recently migrated to Unity 2020.3 LTS using OpenXR. Everything is working fine in the editor/player and I'm able to connect to my HL2 for remoting (following the instructions here) but then things get weird:
When I play remotely, the scene origin doesn't line up how it used to - often the scene loads behind and/or below me. During normal non-remoting play, the origin is exactly where I'd expect it. And I'm unable to get any kind of hand tracking in the headset.
I've tried importing DotNetWinRT and other troubleshooting steps but nothing works.
My Unity 2019 packages:
My Unity 2020 packages:
Unity 2020 OpenXR Project Settings:
I needed to manually update the Input Data Providers in the MixedRealityToolkit. If I'd created this scene from scratch, I imagine these data providers would have been properly configured by Unity, but because I was migrating the scene from a previous Unity/Mixed Reality version, they never got updated.
MRTK Input settings

Failed to start Vuforia on Unity UWP executable build

I'm trying to build a very simple UWP app (for PC Desktop only) with a single image target and camera using Vuforia on Unity.
Everything works fine in the Editor, but after I build and run the app I get the following error on a black screen :
I don't even know where to debug this, as the only log I get is this error and nothing else. I also tried delayed initialization, but this same behavior happens when I manually call VuforiaAppllication.Instance.Initialize(); after it's initialized and before it's started.
Here's my build settings :
I'm using Unity 2020.3.30f1 and Vuforia 10.2.5, the only target SDK installed on my system is 10.0.19041.0 and also, I have Visual Studio 2019 Community installed if that info helps.
Fixed by disabling my laptop's webcam from device manager, and connecting an external USB camera.

Building a Unity game for iOS with fastlane fails with missing USYM_UPLOAD_AUTH_TOKEN

I'm building my Unity game for iOS using fastlane, but ever since I enabled Unity's Cloud Diagnostics my iOS build has been failing with the message Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable
This error message has caused fastlane to fail at ARCHIVE FAILED when building for the app store.
Try the following to get your builds passing:
If you are building the Unity project from commandline with -batchmode, be sure to pass in -username and -password to Unity as well. [source]
Ensure the user you are using to log in to Unity has access to the project in Unity's developer dashboard
If you are using an older version of Unity be sure to upgrade, there was a known bug related to this
If none of these work, try setting the environment variable USYM_UPLOAD_AUTH_TOKEN to an arbitrary value. This will make uploading the symbol files to Unity's servers fail, but should cause your build to pass. [source]
You can also just disable Unity Cloud Diagnostics again to get it working immediately.
This issue occurs because enabling Unity's Cloud Diagnostics tell the Xcode Project to upload the symbol files to Unity's servers as part of building the game. That way you they have symbol files to help you process game crashes.
A bit of how this all works: You must log in to Unity so it can get a token to use for uploading the game's symbol files. Then, Unity sets the values USYM_UPLOAD_URL_SOURCE and USYM_UPLOAD_AUTH_TOKEN inside the generated Unity-iPhone.xcodeproj/project.pbxproj. During the xcode build there are two tools, usymtool and process_symbols.sh which use these values to send the symbols to Unity. You can find usymtool's logs at ~/Library/Logs/Unity/symbol_upload.log.
Same probrem, I fixed it for set disabled crash reporting in UnityConnectSettings.asset (Not a fundamental solution)
CrashReportingSettings:
m_EventUrl: https://perf-events.cloud.unity3d.com
- m_Enabled: 1
+ m_Enabled: 0

Tango Unity Examples Not Building

I have been trying to build and run the tango unity example on my new tango device and it doesn't seem to be working. As soon as the app launched the app crashes on my device. It just says Unfortunetely, Unity Examples has stopped.
I also tried to run a simple app with Tango AR camera and got the same result.
I am running Unity 5.4.0f3 (64-bit) with Android Studio 2.1.2. I installed all the tools on the Surface Book (Windows 10) on 8/1/2016
As stated on the Tango developers group on G+, Tango SDK does not support Unity 5.4 yet, you need to download 5.3.
Hi Devs,
Unity released version 5.4 last week. As a result, Tango development is broken. The team is aware of the issue is currenlty working to address the issue this month. In the meantime, the only workaround is to stay on Unity 5.3.
Thank you for your patience everyone.
https://plus.google.com/+ProjectTango/posts/N9DEz2RKZSb

Unity3D is crashing when hitting play – and when Oculus is on

I am using Unity 5.2.2f1 with the Oculus Rift and Windows 7. Everything was working well till... one hour ago. I first ran a build that played smoothly. I then moved away from my computer; when I came back, it was shutting down. Upon turning the computer back on, Unity started to crash anytime I hit play and the Oculus is on. If the Oculus is turned off before I start Unity, everything works perfectly. This is the link to the Unity Editor log.
This is part of the log, where the crash happens:
Completed reload, in 0.636 seconds
Initializing Unity.PackageManager (PackageManager) v5.2.2 for Unity v5.2.2f1
(...)
Native extension for OSXStandalone target not found
Native extension for WindowsStandalone target not found
Native extension for LinuxStandalone target not found
Native extension for WebGL target not found
Native extension for SamsungTV target not found
Native extension for Tizen target not found
Native extension for Android target not found
04/22/16 19:07:47: [CAPI] LibOVR module is located at C:\Windows\system32\LibOVRRT64_0_7.dll
(Filename: C:/buildslave/unity/build/Runtime/VR/Oculus/VRDeviceOculus.cpp Line: 46)
Crash!!!
SymInit: Symbol-SearchPath: 'C:/Program Files/Unity/Editor/Data/MonoEmbedRuntime;.;C:\Users\vcladmin\Documents\maze;C:\Program
(...)
#Programmer, I have used System Restore as you suggested.
The suggested restore point was at an install of "Dell update", right at the time of the crash. Proceeding with the restore, I realized that the NVIDIA driver was being restored from an old version (266), to the newer version (358) (that's the version I need to make the Oculus work). After the restore everything went back to normal. Then I tried to install Dropbox. After the install, the computer turned off again and, like before, once restarting, the Oculus was not working anymore. I checked the Oculus setup and it said it needed a new NVIDIA driver. So something is happening that makes the NVIDIA driver go from 358 to the old one. I don't understand why. What would you suggest?
A friend told me that probably the "Dell Command update" thinks that the new NVIDIA driver is the wrong one, so it restores it to the old one every time it updates. We have disabled automatic Dell Command updates.
Thanks for the help.