Unity3D There should be '<AppName>_Data' folder next to the executable - unity3d

as the title says, I'm having a problem with using my .exe-File.
I'm building a Unity3D project with default Build and Player Settings.
The final build consist of the following: MyProject.exe and MyProject_Data (Folder). The .exe is located in the same folder with MyProject_Data. Still I'm getting the following error:
"There should be 'MyProject_Data'
folder next to the executable"
So far I've tried installing it in different folders (e.g. desktop, inside the Unity Project folder...).
I still ended up with the same problem.
Other projects are building fine and I'm having no problems opening their .exe-Files.
Thanks in advance.

I fixed the problem by doing this:
Player Settings > Optimization > Api Compability Level > .NET 2.0
was .Net 2.0 Subset before.
I hope this is not a bad workaround that will lead to different problems in the long run!

Related

Maui Blazor Hybrid - Cannot double click on the exe in the bin folder

I recently installed the preview version of visual studio and created a new .net maui blazor hybrid app.
When debugging the app, a window shows up and everything works just as expected.
However when i go to the bin folder and run the exe that is located there the window does not come up.
In the windows event logs i can see the following:
Exception Info: System.DllNotFoundException: Unable to load DLL 'Microsoft.ui.xaml.dll' or one of its dependencies
And indeed that dll is missing from the bin folder.
What does visual studio do to make this work? How can i just run the exe?
Right now we only support so-called “packaged” apps. Those you need to publish to an MSIX and install in order to run.
We’re working on adding the unpackaged scenario as well, you can track that here: https://github.com/dotnet/maui/issues/3166
While searching for the above issue I noticed a couple of others ones though. According to this and this it might already be possible right now, you might want to try!

error: unable to spawn process (Argument list too long) in Xcode Build

I am getting this error:
"error: unable to spawn process (Argument list too long)
** ARCHIVE FAILED **
The following build commands failed:
CompileSwiftSources normal arm64 com.apple.xcode.tools.swift.compiler
(1 failure)
Exitcode =65 "
I went through this link:
Xcode export localization throws error "Argument list too long"
This article provides a good temporary solution of the problem stating to reduce the path hierarchy. But this does not seem to be an appropriate approach. Can anyone provide me with a different approach to the solution for this problem?
In my case, it was about custom configurations in .xcconfig files.
My config files were including Pods configurations like:
// Development.xcconfig
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.debug (development).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.debug (development).xcconfig"
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.release (development).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.release (development).xcconfig"
// Production.xcconfig
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.debug (production).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.debug (production).xcconfig"
#include "Pods/Target Support Files/Pods-MyProject/Pods-MyProject.release (production).xcconfig"
#include "Pods/Target Support Files/Pods-MyProjectTests/Pods-MyProjectTests.release (production).xcconfig"
This produced the error you mentioned, when I added Firebase pods into my Podfile.
So to make this compile again I had to:
remove all inclusion (#include ...),
set them explicitly in the Project -> Info -> Configuration, as follows:
Quick tip:
If you don't want manually setting up corresponding target configurations (those with red icon), mark them as None and run pod install. This will automatically change it for you.
A few days ago I faced a similar challenge. I want to provide details and share my research with SO community.
First of all I found this thread and I followed the link in the asked question.
And yes, thats right, the answer marked in the link is correct, but the solutions to this problem did not suit me.
Problem
In my case, I had this problem when I changed the folder hierarchy in my project to be more convenient and suitable for me.
#oOEric option did not suit me, because according to the rules, the hierarchy of groups in Xcode should coincide with the hierarchy of folders in the system.
But I've already had about 1680 swift files to compiling.
The problem was that I had too long path to the compiled files and their number was too large.
Research
Then I start research and found swift jira with the same bug.
Here some links:
Main
Linked Issue 1
Linked Issue 2
Linked Issue 3
Bug on Open Radar
But here I didn't find some solutions for me.
Most of all I was pleased with this response of the swift developers.
Again, this is an Xcode-side issue, not a Swift-side issue. Commenting here won't make the Xcode engineers work any faster!
(We're not all the same people at Apple.)
Okey, after this answer, I was finally convinced that if it is an Xcode bug, then the solution should be sought in Xcode.
Solutions
Temporary solution
You need to move your project higher in the hierarchy of your system.
I choose this one, because I have really big project and the use of other solutions will require more than one day from me.
In my case, I conducted an experiment and calculated that the length of the path to the project should be no more than 50 characters.
But this is a temporary solution. If your project grows further, you will have to shorten the path or use other solutions.
Cocoa Touch Framework target
This solution is suitable for files that do not use dependencies.
First of all you need to add Cocoa Touch Framework as a target to you main project.
This target should be added automatically to Embedded Binaries and Linked Framework and Libraries.
After this you need to find some files without dependencies and change target membership to your "TestTarget".
Don't forget classes, properties, methods, enums, protocols from cocoa touch framework should have open or public access.
And don't forget clean your DerivedData folder.
Modular iOS
This solution has a more integrated approach.
If you want to use any dependencies in your Cocoa Touch Frameworks you should go to this guide and make more complex refactoring for your big project!
Link to solution
I think this is the best solution.
I hope this big answer will help someone!
I solved this by setting build system to Legacy build system
in file-> workspace setting -> select workspace setting
I solved this by reducing the hierarchy of groups in Xcode.
e.g. original files at project_name/project_name/About/Model/Text
I removed the groups "Model", "Text" and moved files under project_name/project_name/About/
I made simple script for temporary fix that problem. https://github.com/gregoryvit/flatter
It simply move all swift files in Xcode project to root group.
Error - unable to spawn process (Argument list too long)
There are many reason for this error. Some of these are mentioned below:
Your project might have many swift files (say more than 2000)
Most of the Swift source files may be deeply nested inside directories
Many of these files have absolute paths with more than 150 characters (eg. /Macintosh HD⁩/⁨Users⁩/jayprakashnd⁩/⁨mySampleProject/Module1…)
Xcode swift complier takes the absolute paths of all source files while so compiling, the ARG_MX limit is reached and build fails.
This has been fixed in Xcode 11 wherein a flag is used to set unlimited number of swift files.
Solutions:
Switch to Xcode 11 and add USE_SWIFT_RESPONSE_FILE to YES in build settings - User Defined Section
If you cannot switch to Xcode 11 then take a new checkout of your project in Macintosh HD⁩ ▸ ⁨Users⁩ directory with folder name as minimal as possible.
Solution 2 worked for me like a charm!
It happened to me when I use Xcode 11 beta version using Live Preview. Then I solved it by restarting Xcode after that error has gone.
I have fixed this issue, moving my folder of My Xcode project to the mac root and changing my name Folder to less characters.
Terminal: cd /
Change name folder to BX (example).
xcode11
-build setting
-user-defined
-add setting: USE_SWIFT_RESPONSE_FILE
-setValue: YES
Doing this you enable xcode to have more files than is allowed. But im not sure if this always solve the problem.
I have changed build type to legacy and it also resolved problem for me, both locally and on our CI builder. For me it was caused during checking Podfile.lock and Manifest.lock. Probably this could be skipped in our pipeline since we are always installing pods on CI.
If you faced this issue on your Flutter project while building in Release mode (or Archive) check out my this answer: https://stackoverflow.com/a/61446892/5502121
Long story short:
set your build system to New Build System in File > Project Settings…
remove ios and build_ios folders
run flutter create . to init new ios module
run pod install
run flutter pub get
check your Xcode build config (it should be Release mode and General iOS Device)
and you're good to go
I have the same problem. I fix it using a temporary solution, however that work for me.
My solution is to change the Derived Data folder to a directory with a shorter path.
The Steps is as the following:
Xcode -> File -> Workspace Settings... -> Select Custom Location for Derived Data and give a shorter path as the location.

Disabling/Deactivating scripts in the Unity MonoDevelop

I have a folder in my Unity's Assets directory that contains several scripts with errors and missing directives, etc...
So, I looked for a way of getting Unity to disregard all those scripts until I have found the directives and solution...
I found out that in MonoDevelop, I could click on the little Settings icon that appears to the right of every script (on the Solution viewpad) and change their setting from Compile to None, but this still does not exclude them from being compiled, so I still get error messages that prevent me from running my Unity app.
Is there another way of doing this, without having to cut that directory out of my Unity project through windows explorer?
As far as I know - no, you can not do that: http://forum.unity3d.com/threads/excluding-unreferenced-scripts-from-builds.13406/
Because it's a development issue, you can just comment out all the code in those scripts. Ctrl/Cmd + A, then Ctrl/Cmd + /.

Facebook SDK for Unity slow settings screen

I'm using the Facebook SDK for Unity v5.04 (also tried 5.03) and whenever I open the FacebookSettings panel in the inspector I get ridiculous slowdown to the point that I can't even use Unity. This only happens when I do that, does anyone know what might be wrong? I've tried it on multiple computers now and all have been experiencing this lag.
I am getting this same thing. I don't think this is happening to every project or the FB team would have noticed prior to pushing the builds out.
As far as I can tell, it only happens on larger projects. We have seen this same behavior in other plugins (namely one that one of our developers wrote) when the plugin tried to scan the project for a file of a specific name. It didn't show up in his tests but in large projects it made Unity almost unusable.
I tested the Facebook settings issue on a brand new project and it's fast.
Potential Solution Delete everything in your project except Facebook ;)
Edit: The settings menu appears to work just fine on a Mac. I have the same project on my PC and Mac (and the PC's specs are far better than the Mac's) yet it brings Unity to a crawl on the PC and it works fine on the Mac. Go figure :S
OP: If you add the SDK to a new project, or Facebook's sample project, do you see the same issue? Also, could you update with the Unity version you're using, so we can explore? Thanks!
I have the same problem
but when I follow this Link that solve "[Open SSL not found]" Problem >> The slow problem was disappeared.
this is the steps that I was follow:
1) Download and install OpenSSL. http://slproweb.com/products/Win32OpenSSL.html
Win32 OpenSSL v#.#.# (not Light)
OR Win64 OpenSSL v#.#.# (not Light)
2) Add the OpenSSL directory to your path.
Go to: Control Panel > System > Advanced system settings > Environment Variables
Select the Variable "Path" in the "System variables" window and click Edit.
3) Add the path to your OpenSSL bin folder to the end of the "Variable value" text. e.g. I added ";C:\Program Files\OpenSSL-Win64\bin" to the end of the value text.
Restart Unity3D.
take note do not forget to add semi-colon ";" before the C:/
4) If you get the error in FacebookSettings "Keytool not found", you need to add the JDK (Java Development Kit) bin directory to the Path variable value.
5) Follow the same steps as before, but instead of the OpenSSL bin path, add the JDK bin path. e.g. I added ";C:\Program Files\Java\jdk1.7.0_45\bin" to the end of the value text.
Restart Unity3D.

Reference errors building OpenCV Android CVCamera_MSER sample app

I'm relatively new to Android development, as well as OpenCV. I've tried out some OpenCV samples found with the sdk (using OpenCV2.4.2), as well as some here offered by Stanford University. The first two samples by Stanford worked fine (histogram equalization and color histogram). However I've spent almost a week now trying to get the remaining three to run.
I've already installed Android ndk and tried a hello world android app using ndk once and the three sample projects in question seem to all need native code (thus ndk).
On selecting the project in eclipse the console reads:
<terminated> Native Builder CVCamera_MSER [Program] C:\cygwin\bin\bash.exe
/usr/bin/bash: 1ine 0: cd: /home/Davidchen/opencv/android/apps/cvCamera_MSER: No such file or directory
I tried building the native project using the commands in the command line (as I understood from here):
cd {project path}
{ndk path}/ndk-build
However scores of errors appeared, all reference-related, since there are inumerable references to home/DavidChen. There is no folder on my computer named DavidChen. My guess is that there is a reference somewhere to the project path within the cygwin home folder of the project's author. I still cannot find where this faulty reference is specified however so that I could alter it to an existing one instead; I've looked into the paths and symbols under the C/C++ General Project Properties in eclipse as well as the source files, both native code and java code.
When I've tried it on cgywin's console, it still didn't work.
The errors are upon trying to run the project CVCamera_MSER, under the project video titled Local Feature Points found in the link provided above (also [here][14] for convenience). I've also tried running the projects Edges, Lines, and Circles and Feature Tracking with no success.
I'm using Eclipse Indigo Service Release 2 running on Windows7 x64bit.
Thank you for your time.