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
Related
I'm having an error only when running on Android in unity.
This is the error:
Unity ads initialization failed: internal_error - unity ads sdk failed to initialize due to environment check failed
I used the correct keys to initialize my ads on android.
Does anybody know how to fix this?
This error is most likely due to an outdated version of the unity ads package.
Please try removing the current version you have and installing the latest through the unity package manager. Chances are you will need to update some code as there have been some breaking changes in the past.
While compiling cobalt for raspberry pi on ninja, im getting an error like this:
undefined reference to symbol 'eglCreateImageKHR'
here is the full trace:
[1/1] LINK cobalt
FAILED: cobalt
/home/mi07/work/raspitools/tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian-x64/bin/arm-linux-gnueabihf-g++ #cobalt.rsp
/home/mi07/work/raspitools/tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian-x64/bin/../lib/gcc/arm-linux-gnueabihf/4.8.3/../../../../arm-linux-gnueabihf/bin/ld: obj/starboard/raspi/2/../shared/open_max/starboard_platform.decode_target_create.o: undefined reference to symbol 'eglCreateImageKHR'
/home/mi07/work/raspitools/sysroot/opt/vc/lib/libbrcmEGL.so: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
ninja: build stopped: subcommand failed.
I googled it and found somewhat related article on this site.
As per this article the fault could be that of libssl1.0-dev not being there. I checked and found it was libssl-dev. Replaced it with libssl1.0-dev but still the error persists.
Can somebody tell me what is going wrong?
eglCreateImageKHR() is an EGL extension EGL_KHR_image. Since Cobalt compiled, it appears the headers declare the extension, but the linked EGL library didn't define it. It's surprising that only eglCreateImageKHR() is missing and not eglDestroyImageKHR as well.
At any rate, I recommend trying to update the EGL library, but I'm not familiar with the raspi install, so can't tell you the specifics.
Alternatively, it is safe to comment out the call to that function in decode_target_create.cc since SbImageIsDecodeSupported() always returns false for raspi (see image_is_decode_supported.cc), so decode targets should never be created / destroyed on the platform. (Decode target support is a work in progress for raspi.)
I resolved this by changing the os itself. The problem was that the cobalt was not compatible with raspi stretch but with raspi jessie. Because sysroot files are being copied from the OS it was creating that error. I don't know exactly where the difference is but changing to raspi jessie worked fine for me.
I am integrating Playscape 1.11 SDK to my game in unity. I keep getting an error stating: An error occurred while applying post-build logic: failed to apply patch to the .jar file
I have checked to see if Android 19 and google-play-services are downloaded/installed in the SDK.
Looks like some files were missed. Check that you have removed all previous files of Playscape SDK before importing new version into your Unity project:
/Assets/Plugins/Android/PlayscapeManifestFragments
/Assets/Plugins/Android/PlayscapePublishingKit
/Assets/Plugins/Playscape
/Assets/Temp
/Assets/StreamingAssets/fonts
/Assets/StreamingAssets/level_up_icons
/Assets/StreamingAssets/playscape
/Assets/StreamingAssets/playscape_bootstrap
/Assets/StreamingAssets/WelcomeMessage
It shows error 'An error occured while applying post-build logic: Object reference not set to an instance of an object' when it builds two-file android build: APK + OBB.
Playscape's ApkCreator try to extract config file 'assets/playscape/PlayscapeConfig.xml' from APK. But config is inside .OBB file.
How to fix it?
We're currently do not support APK expansion files (for applications that are bigger than 50MB). We expect to support this functionality in a future version. Can you contact me directly so can discuss your game specifically. sharonh#playscape.com
Thanks,
Sharon
I am trying to run the Unity example Angry Bots but I am getting the following error:
Assets/Standard assets/Camera Scripts/SmoothFollow.js(32,9): BCE0005: Unknown identifier: 'wantedRotationAngle'.
I am using Unity Version 3.5.0f5
I have tried redownloading/importing the project from the Asset Store but I am still getting the error.
Here is a screen shot:
An upgrade to Unity 4.0.1 fixed this issue.