I'm using Unity version 5.5.0f3 and getting an error during development. It's showing an error on this line of code:
var assembly = Security.LoadAndVerifyAssembly(www.bytes);
The error message I'm getting:
UnityEngine.Security.LoadAndVerifyAssembly(byte[])' is obsolete:This was an internal method which is no longer used'
As per the documentation, this method is used by the Web Player. However:
Note that web player is not supported from 5.4.0, so this function no longer serves a purpose and will be deprecated.
If you really want to continue using this method, you can try downloading a prior version of Unity from the Download Archive - though I would recommend against working on Web Player projects since they will become even more difficult to maintain going forward without official support.
Related
I am making a Firefox Extension and I want to log the errors/messages/exceptions produced by the extension code using Sentry.
I tried the JavsScript Raven client but I guess its not really made to live inside the "Content" context.
The error I get is: message = "debug" is read-only, but my actual question is, how do I go about integrating Sentry in a Firefox Addon?
PS: No, this wont go into general distribution, my api keys are safe.
What I did was just to omit calling .install() and just use the error/message reporting.
There will be no automatic catching and source code but it works for my purposes.
I am using a Oculus DK2 (v0.8) and OSVR SDK. I'm having a problem getting the HMD to run/display anything.
The Oculus samples and the OSVR samples do work however, so the osvr_server seems to run fine.
My application itself renders a test scene just fine when not using a HMD.
I tried two approaches:
First, just creating a osvr context and creating a DisplayConfig object. This seems to work, but DisplayConfig::checkStartup() fails (I do this in a loop, calling update on the context when the checkStartup call is failing). I used the OpenGLSample.cpp as a guide for this
Second, I tried using a RenderManager, but the call to createRenderManager results in a crash within the RenderManager.dll. I get the same crash wether I create the graphics lib object myself or if I let the library create it.
I am quite stuck now, since the demos and examples do work, I have no idea where to look for the error on my side. Creating the context works, querying interfaces as well, but the crash with createRenderManager is beyond me.
Does anyone have any hints or ideas what the problem could possibly be?
Regards and thanks in advance
pettersson
RenderManager should not crash during open. There have been a couple of bug fixes recently to avoid that happening, and the latest RenderManager binaries, libraries and header files are available with the SDK download from http://osvr.github.io/using/ along with updated copies of the example programs.
When something goes wrong in RenderManager, it usually reports that to standard error. We're moving that to a logging interface, but for now it should show up on the console. Posting an output of that as an issue at https://github.com/sensics/OSVR-RenderManager/issues is a good way to let the developers know that there is a problem. Of course, providing the same sort of information you provided here will be helpful as well.
I'm trying to make midroll ads work with DFP on Roku and I'm having some trouble.
I'm reading the docs on using the Roku Advertising Framework (RAF) and it says to put Library "Roku_Ads.brs" into the code where I want to use RAF. Since it uses the Library call, it leads me to assume that the library is included in Roku and doesn't have to be downloaded separately.
However, when I put Library "Roku_Ads.brs" at the top of my lib/ads.brs file, I always get the following error:
*** ERROR compiling /pkg:/source/lib/ads.brs:
Error loading file. (compile error &hb9) in pkg:/source/lib/ads.brs(1) 'Roku_Ads.brs'
What am I missing here? Is there some Roku_Ads.brs file that I need to download from somewhere first?
Thanks for the help!
Be sure to add the following line to your manifest:
bs_libs_required=roku_ads_lib
Adobe AIR application which was working perfectly earlier; is not working now. No idea whether it is due to any recent change in Facebook or Adobe AIR.
I have added the component mx:HTML to display http://facebook.com content. In the development environment (Flash Builder 4.5) after logging in facebook successfully; I can see the TimeLine contents and updates properly. But after build when executed outside the IDE; I am able to login facebook but the timeline or updates are not being displayed properly.
Anybody facing similar issue and has a fix; please provide the solution.
uncaughtScriptException gives following two errors...
TypeError: Result of expression 'bigPipe' [undefined] is not an object.
ReferenceError: Can't find variable: console
I have similar issue, if you catch the javascript errors you will notice that facebook is using some library that fails in AIR, then if you google that exact error you will find similar issues. My solution was to use the FB API and reimplement the functionality(in my case share) , other alternatives is to fix that library or FB code to make it work. I don't remember the details but I fixed it a week ago.
Check the docs for catching the JS errors uncaughtScriptException
I am wondering if that library has code for each browser that it supports and on AIR it fails, maybe changing useragent will help, you need to check the javascript code to see where it fails
I got this warning message on Chrome whith My facebook application.
The method FB.JSON.parse is not officially supported by Facebook and access to it will soon be removed.
and
The method FB.JSON.stringify is not officially supported by Facebook and access to it will soon be removed.
When this flash is loaded this message appears.
I'm using Facebook Flash AS3 API 1.8.1, SWFObject 2.2.
What does it mean ?
Test here (facebook test): https://apps.facebook.com/vuvuzelagame/
Thanks.
I have the same error on my application.
As you probably know, the Facebook AS3 API calls JavaScript functions to communicate with FB, and, as Baris says, this error is a warning that one of those JS functions that it calls is deprecated and will soon be removed.
You can safely ignore it for the present. Hopefully the API will be updated before the function is actually deprecated, otherwise we may get a breaking bug rather than just a warning. I'm going to keep an eye out for updates to the API and upgrade my code as soon as one is released.
Or, if you're feeling really brave, you can go digging in the API source and fix the issue yourself :)
A few days ago, many flash apps suddenly stopped working, if you have this problem follow this steps:
If you are using GraphAPI_Web_1_8_1.swc delete it
Download the modified graph API from here
Paste those folders on your library, if you had the facebook folder overwrite it
Publish your project
This problem started when facebook changed its file http://connect.facebook.net/en_US/all.js in a way that all the calls made from the AS3 file FacebookJSBridge.as must be changed from FB.JSON to just JSON.
(Source)
FB.JSON.stringify is that a javascript function or actionscript function?
In flash if you are targetting flash player 11 and up you can just use JSON.parse and JSON.stringify, or you can use the JSON class in the com.adobe.serialization package.
If that is a javascript method, just get a json library from the web.
The error just means facebook is no longer supporting/updating that function and they will remove it. It will stop working soon so you should replace your usages of it with something else.