I'm new to Unity 3D Game Development and I've learned the very first game Roll a Ball by watching tutorials but in the end stuck in a problem that I am not able to Build my Project from the Build Settings PC Standalone Module, Error occurs:
No PC/MAC standalone Module loaded.
I don't understand where would be the problem, I have also attached the screenshot of my question.
As Droppy mentioned, it looks as though you are missing the Windows Build Support module.
However, you don't have to reinstall Unity, you can just run the Download Assistant and just select the Windows Build Module from there. That will install the module, without reinstalling Unity.
Close and reopen Unity, and it should work fine.
As described in the documentation, you can decide what modules to install when you install Unity. It looks like you didn't install the Windows Build Support module.
To rectify, I would recommend re-installing Unity (it's probably been patched since, anyway).
Related
I am trying to install a new version of unity from unity hub but when i try to dowload it, it does not fully complete the download bar.
Later i proceed downloading the editor for a manual instalation, i finally install the version i wanted to but in the installer does not show the aditional modules to build the games, i also try adding this modules in unity hub but once again the modules never finished to charge.
I need to install the additional modules but i do not find any answer to my problem
I have a problem in development of mixed reality app and there has been 2 days that I'm stuck.
My problem is that after adding packages of MRTK to the unity project, if I click the play button, the unity exits (closing) without any error massages or warning.
I tested two versions of unity (2020.3.32f1 and 2020.3.33f1) and both had the same problem.
I am using this link (MRTK document) and also this one Mixed Reality Feature Tool as a guide for configuration and adding the packages of MRTK to my project.
I have also tried two different versions of the packages i.e. (Mixed Reality Toolkit Foundation and Mixed Reality Toolkit Extensions both versions of 2.7.3 and 2.7.2 and for Mixed Reality OpenXR Plugin package I tried 1.4.0 and 1.3.1 versions).
I am using Visual Studio 2019 version 16.11.14
Inside Unity, I am choosing Universal Windows Platform from the Build Settings and I want to practice a little development of mixed reality applications, but I am stuck at the beginning and when ever I press the play button the unity exits (closed) without any warning or error.
Just for more information → I don't have Microsoft Hololens2, therefor I am considering to use Windows Mixed Reality simulator (Mixed Reality Portal).
I can't get what mistakes I am doing, please if you have any idea help me.
Thanks in advance.
There are many steps to configure a Unity Project for Mixed Reality. According to the description, it is hard to determine which step causes the issue. I have created a repository which is implemented with the necessary MR packages, and the configuration has been done. Feel free to pull the repo from https://github.com/sethdu0525/MR-Blank-Project. Please open it and click run to test.
If you still have this issue, you may need to have a clean installation of Unity 2020.3.33f1 (LTS), Visual Studio 2022 and make sure all the required components have been installed, including a comparatively new Windows SDK.
If you have a dump file for the crash, you may also share it and find support from Unity forum -- General Discussion - Unity Forum
i installed unity 2019.3.10f without unity hub. Now i want to download modules such as android , sdk ,ndk and jdk (recommended ones) but hub does not give option to add module.
Unity version is latest same as hub but radio button is disabled
You can re-enable the option 'Add Modules':
Windows
1- go to C:\Users\{USER_NAME}\AppData\Roaming\UnityHub
MacOS
1- go to ~/Library/Application/Support/UnityHub
2- open editors.json file.
3- change "manual":true to "manual":false
4- kill the UnityHub and restart it. Note: Do not forget is stays in the tray on Windows.
So, i searched and found out that if you don't download unity from unity hub you cannot add modules from unity hub.
I didn't expected that but that's how it works.
So, i had to uninstall the old one and then install via unity hub.
The three dot option show modules only if its downloaded via unity hub.
In short if you want unity hub's help you would have to play by unity hub's rules. That might be inconvenient to some extent.
The manual re-enable only seems to work if you have just one version of the editor installed. If you have more than one, it attempts to install the modules for the version you actually downloaded with the hub. This can break things. At this point, unfortunately, it seems you must uninstall the version that is not allowing modules to be added, and reinstall it directly through the hub.
Here is simple trick, and it worked for me.
I originally installed unity but the monodevelop seems to not been installed as i tried to open a script in unity but nothing come out, saying i should find a software that opens it up when i have already set the preferences to monodevelop(built-in).
Then i reinstalled it again, this time, it contains visual studio too. then it can only open with visual studio. When I tried to open with monodevelop, the following pop-up will apear.
But I have already installed the two things which is /net and gtk. as shown below. what is the problem?
1st time-- install gtk after install unity(no monodev) 2nd time--
install monodevelop with unity i went to the monodev website and it
says xamarin studio not monodevelop
You messed up in the first step.
You have to Uninstall gtk and everything else you installed during this time. This includes Unity too.If possible, do a system restore and set the restore date to the time before you installed any of this.
Now, install Unity, make sure that MonoDevelop is selected from Unity and then install it. Don't install gtk or any other software. When using Unity, MonoDevelop must be installed from Unity and not from any other website. The reason for this is because they are using a customized version of MonoDevelop.
I am using Unity 5.2.2f1 with the Oculus Rift and Windows 7. Everything was working well till... one hour ago. I first ran a build that played smoothly. I then moved away from my computer; when I came back, it was shutting down. Upon turning the computer back on, Unity started to crash anytime I hit play and the Oculus is on. If the Oculus is turned off before I start Unity, everything works perfectly. This is the link to the Unity Editor log.
This is part of the log, where the crash happens:
Completed reload, in 0.636 seconds
Initializing Unity.PackageManager (PackageManager) v5.2.2 for Unity v5.2.2f1
(...)
Native extension for OSXStandalone target not found
Native extension for WindowsStandalone target not found
Native extension for LinuxStandalone target not found
Native extension for WebGL target not found
Native extension for SamsungTV target not found
Native extension for Tizen target not found
Native extension for Android target not found
04/22/16 19:07:47: [CAPI] LibOVR module is located at C:\Windows\system32\LibOVRRT64_0_7.dll
(Filename: C:/buildslave/unity/build/Runtime/VR/Oculus/VRDeviceOculus.cpp Line: 46)
Crash!!!
SymInit: Symbol-SearchPath: 'C:/Program Files/Unity/Editor/Data/MonoEmbedRuntime;.;C:\Users\vcladmin\Documents\maze;C:\Program
(...)
#Programmer, I have used System Restore as you suggested.
The suggested restore point was at an install of "Dell update", right at the time of the crash. Proceeding with the restore, I realized that the NVIDIA driver was being restored from an old version (266), to the newer version (358) (that's the version I need to make the Oculus work). After the restore everything went back to normal. Then I tried to install Dropbox. After the install, the computer turned off again and, like before, once restarting, the Oculus was not working anymore. I checked the Oculus setup and it said it needed a new NVIDIA driver. So something is happening that makes the NVIDIA driver go from 358 to the old one. I don't understand why. What would you suggest?
A friend told me that probably the "Dell Command update" thinks that the new NVIDIA driver is the wrong one, so it restores it to the old one every time it updates. We have disabled automatic Dell Command updates.
Thanks for the help.