i am debugging and deploying one Hololens Application on Emulator as well as trying to do so on actual Hololens Device, but i am facing the following exception:
_CRT_ASSERT caught:
'''
C:\Program Files (x86)\Microsoft Visual Studio 14.0\vc\include\vector(1237) : Assertion failed: "Standard C++ Libraries Out of Range" && 0
'''
Stacktrace:
0x5FEDFAD8 (UnityPlayer) DllGetActivationFactory
0x5FEDF91E (UnityPlayer) DllGetActivationFactory
0x5FEE2F70 (UnityPlayer) DllGetActivationFactory
...
i am just doing like:
press play button on visual studio and then it will start its stuffs for Deployment.
then it will show "Made With Unity" splash Screen and application get crashed.
My project involves procedural meshes and I ran into the same issue today when I tried to deploy to the HoloLens emulator.
If you have a script where a Mesh calls the RecalculateNormals() or similar functions, then try without it. Same issue exists if you assign normals to a mesh.
If you can, please share also the code.
EDIT:
It happens when you deploy it as "Debug", not as "Release".
Related
I am trying to build Azure remote rendering unity showcase project. After unity build the output visual studio project upon building is giving below error, my Unity 3D version is 2019.4.29f and visual studio version is 2019:
il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: Il2CppTypeDefinitions.c
1>EXEC : fatal error C1007: unrecognized flag '-ssa-cfg-jt-' in 'p2'
LINK : fatal error LNK1181: cannot open input file 'C:\ADO-Repo\MR\ARR\Unity\v2019\ARRShowcase\ARRApp\build\bin\ARM64\Release\GameAssembly.lib'
It looks like the compiler flags in the Il2CppOutputProject project contain an error. I generated the Showcase solution with Unity 2019.4.29f and see a similar flag -d2ssa-cfg-jt- in there.
You can check if the compiler flags in your generated solution contain -ssa-cfg-jt-, and if so try replacing that by -d2ssa-cfg-jt-.
To view the compiler flags in Visual Studio open the Properties of the Il2CppOutputProject project. Then go to the NMake page and edit the Build Command Line field. In my configuration --compiler-flags="-d2ssa-cfg-jt-" is right at the end: Il2CppOutputProject Properties.
Whenever I try to create a C++ project in Unreal Engine 4, it throws me this error:
An error occurred while trying to generate project files.
Running C:/Program Files/Epic Games/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Zahin/Documents/Unreal Projects/TestC/TestC.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
While compiling C:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:
error CS0042: Unexpected error creating debug information file 'c:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\BuildRules\UE4Rules.PDB' -- 'c:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\BuildRules\UE4Rules.pdb: Access is denied.
ERROR: Unable to compile source files.
It works perfectly fine with Blueprint mode, but I need to open in C++. Please help.
Start/Execute Unreal as Administrator. It should solve the problem.
Try to install:
Win64:
https://dotnet.microsoft.com/download/dotnet/thank-you/runtime-3.1.18-windows-x64-installer
Win32:
https://dotnet.microsoft.com/download/dotnet/thank-you/runtime-3.1.18-windows-x86-installer
It helped me to solve the problem.
I am facing an issue with the Inmobi unity package with GDPR 811.
The app that I have built using the above package crashes when I try to open it. So I tried running the stack traces on the Android profiler and found that it is not able to find some UnityPlayerPro xyActivity Class. I have tried removing this class from the Android manifest but it gives build errors.
I used Unity 2019.2.0f1 version with the player settings for the Android platform as; Build Version equal to 0.1 and minimum API level as 16
I have attached a detailed bug report, which can give you more information.
Please help me out in this regard. I would greatly appreciate your assistance in this matter.
Bug Name: Application crashed on opening the app.
Area Path: click
Unity Version: Unity 2019.2.0f1
Build Version: 0.1
Minimum API Level
Android: 16
Environment: Android phone (Samsung Galaxy A10)
Description: Application crash on taping on the game Icon while opening it
Steps To Reproduce:
Import the Inmobi unity package with GDPR 811 into an empty project.
Add the InmobiAdsDemoUnity scene in the Build settings.
Build and run to the Android device.
Install the apk on the device.
Open the apk by tapping on it.
Main Errors caught in the stack traces.
10-30 16:24:52.769: E/AndroidRuntime(7118): java.lang.RuntimeException: Unable to instantiate activity
ComponentInfo{com.SleepyBoar.AdsDemoUnity/com.unity3d.player.UnityPlayerPro
xyActivity}: java.lang.ClassNotFoundException: Didn't find class
"com.unity3d.player.UnityPlayerProxyActivity" on path: DexPathList[[zip file
"/data/app/com.SleepyBoar.AdsDemoUnity-
USpZf9YlQynoJUyJE_N1Kg==/base.apk"],nativeLibraryDirectories=[/data/app/com.
SleepyBoar.AdsDemoUnity-USpZf9YlQynoJUyJE_N1Kg==/lib/arm,
/data/app/com.SleepyBoar.AdsDemoUnity-
USpZf9YlQynoJUyJE_N1Kg==/base.apk!/l`enter code here`ib/armeabi-v7a, /system/lib]]
The exception that you are getting is due to the main unity player activity name changes in the latest versions of Unity (from 2018).
To resolve this, you would need to find the AndroidManifest.xml file in your Unity Project and replace the activity name from com.unity3d.player.UnityPlayerProxyActivity to com.unity3d.player.UnityPlayerActivity
From
<activity
android:name="com.unity3d.player.UnityPlayerProxyActivity"
android:launchMode="singleTask"
android:label="#string/app_name">
to
<activity
android:name="com.unity3d.player.UnityPlayerActivity" // changes in this line
android:launchMode="singleTask"
android:label="#string/app_name">
After this, you should be able to run it successfully.
This is pretty strange. Both Android and iOS builds fail with pretty much the same message. No errors are shown in the full log. The closest to errors is what I added below. I believe the build stopped working once we added in the Facebook SDK (which is why I included the line about FacebookSettings) but there were so many changes done in the check in, it's hard to be certain.
The Player export failed below is the only line that was in red.
I would think the MissingMethodException would be the cause but that doesn't show as an error.
The build has been broken for several days now which is really, really bad.
201: [Unity] Script attached to 'FacebookSettings' in scene '' is missing or no valid script is attached.
202: [Unity] WARNING: PVRTC texture format is not supported, decompressing texture
203: [Unity] WARNING: PVRTC texture format is not supported, decompressing texture
204: [Unity] UnityEngine.Debug:LogWarning(Object)
205: [Unity] MissingMethodException: Method not found: 'UnityEditor.PlayerSettings.get_applicationIdentifier'.
206: [Unity] Player export failed. Reason: PostProcessBuild callback threw exception
207: ! build of 'default-ios' failed. compile failed
208: publishing finished successfully.
209: Finished: FAILURE
Thanks in advance.
It turned out the issue was the build version on the cloud. The build was set to use the latest 5.5, but the project was upgraded to 5.6. After changing the cloud build to use Latest 5.6, the build succeeded
I have some Problems with Unity 5.50.f3/Visual Studio 2015 for Windows Universal (HoloLens) and the Holograms 212 Tutorial( https://developer.microsoft.com/en-us/windows/holographic/holograms_212). T
If i started the Example inside the HoloLens Emulator or Device in Debug-Mode i got the following error code in Visual Studio and my App crashed:
_CRT_ASSERT caught:
'''
C:\Program Files (x86)\Microsoft Visual Studio 14.0\vc\include\vector(73) : Assertion failed: "Standard C++ Libraries Out of Range" && 0
'''
I think the problem is that i haven't installed my Visual Studio at this path. Anyway it seemed to be (hardcoded?) inside the BridgeInterface.pdb, UnityEngineDelegates.pdb and UnityPlayer_UAP_x86_Debug_dotnet.pdb.
These files seemed to be used from Unity directory.
In Release-Mode this error didn't occur. Does any one has an idea how i can avoid this error?
Thank You :-)