Unity3D is unable to find jar system path after importing google play services library - unity3d

Iam trying to upload a simple Unity3D test app on my Google Play Games Console. The only purpose of this is to get familiarized with the workings of this as I have just opened up my account and Iam a first timer on the subject.
I have started out with a great tutorial on implementing Google Play Services Library I found on YT. The test app was working okay except for the end part where I had problems with the built. Nevertheless I decided to redo the test app from the begining for better understanding and memorization of the procces and maybe figuring out why the build was not working as it should have been.
Before redoing everyting I upgraded Unity to 5.4.1f1. (from 5.3.3f1)
Now after I import the Google Play Services Library to the project and try to setup the Google Play Games > Setup > Android Setup, Unity is suddenly unable to find jar system path.
When I press play button I get the below error:
Error
I went through the readme file, made sure everything was done as listed (source), read through dozens of questions/answers here and on Unity Community, and I still cannot find a soultion for my problem. I made sure that the paths were correct, checked other projects and they are still working fine. So the problem starts with importation of the GPSL.
Any help would be greatly appreciated !

Solved the problem. I was not paying enough attention to the redame file on Git.
I had a set JDK variable in Users variables but instead in needed to add also JAVA_HOME variable.
Solved
To set the variable you need to go to Computer/Properties/Advanced system settings/Enviroment variables and set it there.
Do not forget to also add a PATH in the Systems variables.
Hope this helps. Cheers!

Related

Xcode Build Fails on Archive, but the Build does not Fail on Run with ResearchKit

What I am trying to achieve is to archive the app and still have a working consent form on the app.
Although this piece of code is deprecated and says to use ORKInstructionStep I haven't found anywhere how to use ORKInstructionStep instead of ORKVisualConsentStep.
Whenever I try to Archive the app I keep getting this problem. Still, I also can't remove the ORKVisualConsentStep because I haven't been able to find anywhere how to add the consentDocument otherwise.
I've looked at so many other tutorials and all of them use the ORKVisualConsentStep and haven't seen anyone that has had this problem show how to still keep the consent form working. I can get the app running on a phone but I can't get it to archive so not entirely sure what is going on.
Any insight would be beneficial thank you
If you don't know how to added all frameworks, libraries and Embedded contents then you can find shown below what I shared and you can remove it. Please check after your local files remove it.
I managed to fix the problem by using cocoapods to install the ResearchKit framework instead of dragging ResearchKit into my project. It now archives however I had to comment out this line of code instructionStep.imageContentMode = .scaleAspectFit for my survey tasks.

Getting started with Azure Spatial Anchors: CreateAzureAnchor() crash or taking a long time to load

I have been following this tutorial:
https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/tutorials/mr-learning-asa-02
there were some necessary configurations and steps not included in the tutorial like:
it needed an ARCameraManager error log
it needed an ARSession error log
it needed an ARAnchorManager error log
which I configured as I keep getting errors and fixing it along the way
and was able to deploy, test and follow the in-device tutorial:
Move the cube to a different location
Start Azure Session
Create Azure Anchor (creates an anchor at the location of the cube).
......
but I got stuck in #3
when I tap for create Azure button, it just crash but when I check the Debug version, it didn't actually crash cause there were no actual errors, I think it just keeps loading and/or working on the current main thread because everything disappeared when I tap the create Azure Button.
I check the codes of its corresponding function and this is it:
as you may notice it has an error, this is the actual script from the package I download, but all I had to do to fix this is add ".Result" after ".GetPointer()"
I divided the script and added logs so I can see which part is the problem:
the very last to log is: "tastInpt" which means getting the result is the problem.
is this fixable? can anyone help me get through this?
Could you provide little more info about your environment? For example, Unity version, Azure Spatial Anchors (ASA) SDK version and OS version of your HoloLens 2 device.
Are you using the matching ASA SDK for your Unity? In the tutorial you mentioned above has a link to this page: https://learn.microsoft.com/en-us/azure/spatial-anchors/how-tos/setup-unity-project?tabs=unity-package-web-ui
Some common mistakes includes the version mismatch - Unity 2019 requires ASA SDK 2.7 or above and below 2.9, and Unity 2020 requires min version of 2.9.
Was able to fix this on my own by using this:
a github repository of Azure samples. I actually don't know why this worked but the samples from Microsoft didn't. but here you go:
https://github.com/Azure/azure-spatial-anchors-samples
I just realize my fix for that error:
gameObject.GetComponent<UnityEngine.XR.WSA.WorldAnchor>().SetNativeSpatialAnchorPtr(currentCloudAnchor.LocalAnchor);
is just to comment it out since I thought this won't be necessary, because I was yet to start development and as I understand (from reading the code) that this is just for loading the anchor not creating it, but I might be wrong. but anyway It's one of the things we must fix also in order to load. or create(if this does indeed help with the create anchor feature)
again this script is from:
MRTK.HoloLens2.Unity.Tutorials.Assets.AzureSpatialAnchors.2.5.3.unitypackage

Unity machine learning using internal brain for pre-trained networks results in crash

I try to get the machine learning project of Unity running. The project can be found here: https://github.com/Unity-Technologies/ml-agents
Following all the necessary steps to set everything up, everything works fine until I try to use a pre-trained model in an internal brain, e.g in the 3D-Ball example. On pressing play in the editor, it says to have stopped working and the editor crashes. Same goes for a successfully compiled executable.
Since I can't find any crash logs, I absolutely don't know what's the cause to this. Anybody had the same issue and solved it, or any ideas on this?
I'll just add the steps I made to set my project up, in case somebody wants to reproduce or check for mistakes I made:
Download zipped project from github
Open project with Unity 2018.1.1f1
Add ENABLE_TENSORFLOW to predefined symbols
Download and install TensorflowSharp Plugin
In the 3DBall Scene select the brain and switch BrainType to Internal
Run in editor or compile and run, results both times in a crash
EDIT
What's making me wonder is that I got it working just fine training an external brain in python using a compiled executable. So my thoughts were it should be much more easy to just forward pass a trained net, if it's working doing forward pass and back propagation. But it says though that external brain still is experimental, so not sure if that just will not work until some future patches.
EDIT 2
So I tried using an internal brain in an older version of the githubs project, which then worked quite fine. Also I used an older version of the TensforflowSharp Plugin. I'll try to figure out, which version still works and gonna post my results here ;)
To conclude, the problem was actually the recent version of the TensorflowSharp Plugin. Using an older version, which I found somewhere worked fine. I don't have the link to that version anymore, but in case someone experiences the exact same problem, I could search for it or upload it somewhere.

Unity3D v4.6.9 game doesn't run on iOS8 with xCode7

When we try running the game we see our splash screen and then we are getting the error Thread1:EXC_BAD_ACCESS code=1
at
il2cpp::icalls::mscorlib::System::String::RedirectToCreateString:
It happens before any of our c# code gets executed - before Awake().
It does run properly on iOS9.
We have tried it on Unity4.6.9 and on Unity4.6.9p3.
We have managed to build and run it for iOS8 only from Unity4.6.6 with xCode6.4. But we do need iOS9.
We can't find any references to this issue on the web, any help will be greatly appreciated.
xCode screen shot:
Unity Player Settings
Edited:
We have tried it from Unity5.2.3 too, no luck.
Another factor you should probably know is that before we run into the issue described above, we have edited the 'Run Debug' scheme of our product in xCode and disabled the 'GPU Frame Capture' because we had a different issue that prevented us from running our game on iOS8.
Here is the link we followed.
And here is a screen shot of our original issue:
We are really stuck here, hope you can help.
Are you sure that this Unity project is using the mscorlib.dll assembly from the Unity version of Mono? It looks like it may not be.
The RedirectToCreateString icall should never actually be executed, as the Mono mscorlib assembly used in Unity build strings via a single CreateString method. When this happens it usually means the moscorlib.dll version is out of sync with the IL2CPP runtime.
I'm not sure why this is happening, but it might be worth trying 4.6.9p3 with an empty (or simple) project to note the difference.
Its a replay for Josh Peterson, I could not replay with an image in a comment to his answer.
I was looking for the mscorlib.dll in my project but couldn't find one, so I looked in an old project and did find it. Here is an image of the file system of both projects.
Any way I don't know the origin of the file, I didn't manually played with it.
I have tried now to copy the mscorlib.dll from the old project to the new with no luck.
Any way my company decided to stop this investigation now and jump to the latest Unity 5.
Hope we will have more luck over there.
Thank you again.

Spotify Simple Player example and libspotify

I have downloaded libspotify for iOS programming and I'm trying to run the Simple Player example. However, I keep getting the following error:
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool failed with exit code 1"
Screenshots can be found here and here
This is the first time I have tried to use any framework that didn't come with XCode, so I am fairly lost at this. I have an application key from developer.spotify.com, but I am unsure of how to add it to my project or the simple player example. Unfortunately, I don't seem to be able to follow the documentation available online very well. Any help would be very useful.
That screenshot sounds like you've got a broken copy of libspotify for some reason. You should delete the whole repo, check it out cleanly from GitHub and try again.