VS2015: Missing Debug targets for TACO - android-emulator

I'm using VS2015 and just updated the Visual Studio Android Emulator (to 1.1.622.2) this morning. Since I've done so, the debug targets have disappeared for all of my TACO projects (the drop-down is empty for all device types, incl. Android and iOS):
I have followed the instructions here, but no CoreCon folder is recreated when I re-build. The build does succeed (i.e. I get an .apk file that works) but I can't deploy to any emulator or local device from Visual Studio. The emulator itself works fine.
Any ideas? I've tried rebuilding the Cordova cache but with no success.

Related

Flutter - How to run an existing project in Android Studio BumbleBee

This sounds stupid and like a duplicate, but this is driving me nuts.
All I am trying to do is get an existing flutter project to run on my newly installed Android Studio BumbleBee on an M1 Mac.
I read somewhere that AS creates a default configuration; however, in my case there is no default configuration. I am trying to add one but no luck so far. I don't know what needs to be chosen as a module and what other settings are required.
To worsen things, there's no Sync with Gradle option in Android Studio Bumblebee anywhere.
I have wasted a lot of time in this; can someone suggest the right steps so that I get my project running?

Flutter project on android Studio 4.2.1 no database inspector, profiler and emulator window

Two months and no answer. Am I the only one having this problem?
Yesterday I downloaded and installed Android Studio Arctic Fox 2020.3.1 on my new laptop (Windows 10 64 bit, i7-8565U) and HAVE THE SAME PROBLEM AGAIN!!
Android projects I have all tools, Flutter project missing emulator window, database inspector and profiler!
Android Studio 4.2.1 on Windows 10. Latest stable Flutter version.
If I create an Android project I have all tools: database inspector, profiler and the emulator window.
If I create a Flutter project I have no database inspector, no profiler and no emulator window.
Flutter doctor gives no error.
Everything worked fine until the upgrade to 4.2.1
What's going on? Thank you
I've had this issue and been following this question from the time you posted it. Finally found a solution to it on another SO question.
Solution: Enable the Android Facet It turned out that I had to enable
the Android Facet for this project:
Go to File → Project Structure Choose Facets Press the small + Button
at the top Select Android from the list Confirm your project by
clicking the project_name and press OK
Please check out the full answer here:
https://stackoverflow.com/a/68839489/8362593
I hope it works for you too.
If it's not showing then you can do one thing go to
Help > Find action or ctrl+shift+A > Then search.
Try Windows -> Restore default (Shift+F12 by default)
And also you can specify which windows to show: In bookMark View
I think you might rather have the PATH wrong (which means: using an outdated emulator),
because the emulator now resides in directory called emulator (which wasn't always the case).
This can be easily verified:
emulator -v
emulator: Android emulator version 30.8.4.0 (build_id 7600983) (CL:N/A)
If you'd get anything less than the current version 30.8.4.0 (despite having installed version 30.8.4.0 with the SDK Manager), you'd know what the actual cause is. Once having fixed the PATH, the proper version of the emulator should become accessible / usable ...and even an upgrade to Arctic Fox should then be possible, at least while the Flutter build.gradle scripts are compatible with Gradle 7.1.1.
Your workaround in words, you probably found this out, and did not bother to document it.
It is just for the next person :-).
Start your flutter app in debug mode.
Select your android folder in flutter project.
Right click -> Flutter -> Open in Android Studio.
Do NO upgrade Gradle Plugin, when suggested.
It might break flutter build and is not needed.
Android Window:
Click Debug Icon.
Wait a bit.
Click something in your app, so your db is active.
Android Window:
Click App Inspection at bottom of android window.
Result:
The Database Inspector shows up, and you can inspect db content in android window.
-- You have to switch between windows, and yes, it is a pain in the but.
-- Flutter plugin and Android integration is lackluster since 2018, but probably very hard to keep up with all that upstream in sync :-(.
Right, basically it doesn't work. That's it. Maybe one day it will. In the meantime I'm using AS 4.1.3 so that I can get all the available tools.
Remember to set environment: sdk: ">=2.12.0 <3.0.0" to have null-safety enabled and to go to Project Structure and set an SDK otherwise you'll get the old ADB.exe file not found when starting the Emulator which means also no Profiler and a bunch of other tools.

Freeze on Copying APK file

I created a new empty project, switched platform to Android and started Build and Run. But when it comes to "Copying APK File to device" it just freezes and I have to restart Unity.
I installed Android SDK & NDK tools just before that (through Unity Hub). Android Build Support was installed by me manually a while ago so it was visible as installed in Add Modules window. I did not do any changes to the project. The most interesting thing is that the apk is built in my Builds folder. Not sure if it works though.
I am using Unity 2019.1.0f2. The device Android version is 9.0 (API level 28) and the minimum API set in Player is 16, so the problem should not be with API.
Does anyone know possible reasons for it?
Try to turn off the following setting on your android device.
Settings -> Developer options -> Monitor apps installed by ADB
This setting(if turned on) will ask a verrification if you want to install the app. It feels like this cuts off the connection with unity which causes it to get stuck.
Unplugging and replugging the device seems to work aswell. In case of big projects this is anoying tho since if you are to quick it will just say it lost connection and it will ask if you want to reconnect, which in turn causes the same problem.
This is the only answer that worked for me:
https://answers.unity.com/questions/1248123/build-run-apk-freezes-on-pushing-content-only-one.html
In short, Player settings -> Publishing settings -> Split application binary
First of I would ask you on what computer did you run this on? (performance wise)
Second you can just copy the .apk file to the phone and install it there. If you got to where it prompts for copying to android your apk file is fine and built.

Launch/Test VS Emulator for Android in/from VS Code

I've noticed that Visual Studio has a separate/independent VS Emulator for Android, but I can't figure out how to launch/test their emulator directly from Visual Studio Code. Has anyone used it before? Can anyone tell me how to connect/launch the emulator in/from VS Code?
there is a marketplace plugin for that:
https://marketplace.visualstudio.com/items?itemName=343max.android-emulator-launcher
launch via
Cmd-Shit-P > Launch Android Emulator
you can also create a task to do it:
https://gist.github.com/wbroek/a2caf1ace90eac0c5e25497548f41a6e
and put the task in your debug pipeline (see this: https://www.gamedev.net/articles/programming/general-and-gameplay-programming/android-debugging-with-visual-studio-code-r4820/). this will launch the emulator. to have the emulator open to whatever you're doing, it depends on the framework, etc. For instance, React Native you can use expo for "realtime" updating/debugging (basically just an app that lives on the phone and proxies the compiled code). For full "automated" pipeline, you'd need a task to build your apk, upload it to the phone, then launch apk.

visual studio for Mac unity execution failed

I am running the latest version of Visual Studio and the latest version of unity. When I open the project using Visual Studio for Mac, I am able to rebuild the app.
But, when I try to start debugging, I am getting Execution Failed without any explanation or build output.
I am able to run the app successfully on iOS through Xcode, although the iPad is refusing to start the app automatically and I have to open it manually.
The issue is that , I can't start the app on Visual Studio for Mac.
Apparently, If you open multiple instances of Unity, Visual Studio for Mac will get confused and will not know which project to attach to.
Having one instance solved the issue for me.