I've been developing an app for the Samsung Gear S2 (which runs Tizen) for a while. I'm using Unity 5.3.5p3, and Tizen 2.4.0rev6 with Tizen Wearable 2.3.1 profile.
And now that I've almost finished, strange bugs appear.
I've made a Shared Object (.so) library, successfully connected it to Unity, successfully installed my app on the device, and everything works.
Everything works until I switch off "Development Build" in Unity build settings. Then, it seems like it can load the library (it gives me no error about missing functions or whatever), but the functions inside my library don't get executed at all, not even half a log.
What's going on here?
(I can publish some code if you want to, but I don't think it would be of any help, since it all works out fine on development build)
Related
So there are a lot of guides for this topic, like:
SO-Post
Microsoft-Doc
Dev-Blog
And I set up my project like described in those guides.
Project Settings>Player:
Scripting Backend is IL2CPP
Api Compatibility Level is .NET 4.x
The capabilities
PrivateNetworkClientServer, InternetClientServer are checked
Build Settings:
Build Conf is Release
Architecture is ARM64
Copy References, Development Build, Script Debugging, Wait For Managed Debugger are checked
VS|HoloLens:
is connected via Wifi (not usb)
after deployment and start of the application I get the notification to start debugging, which I do. I open a script, that I want to debug, in unity which leads to a new instance of VS where I go to Debug>Attach unity debugger and choose one instance of my process (I get only one process, some ppl have more than one).
Issue:
I placed some brakepoints an they get not triggered. I dont know
why.
Second question I have is - If this debugging would work, would it be possible to debug/step through code that is wrapped in a macro like #if UWP or WINMD?
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.
i integrated crashlytics into my unity game, everything worked fine, but then i had to change my package name and my working mail, since then whenever i open the dashboard it gives me an alert "Sorry the app could not be located".
I reinstalled the crashlytics sdk in unity, used new login in prepare fabric tab, but the issue is still there, although the crashlytics seems to be working.
Thanks. Usually this means we aren't detecting the build and run event. Please make sure you are building and running in the relevant IDE. Also, clean your app and dependencies in the native IDE to make sure the bundle ID is updated in all locartions. If you still run into issues, you will need to contact support as your app may be in a weird state in our system.
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.
I'm having a problem where cordova is failing to start the camera app on iOS. A simple case works fine, but in my app, not so much.
So I'd like to debug into the Cordova.framework to see what the problem is.
But I can't figure out how to do it. I've built the Cordova project that's sitting next to the installed framework, and I've replaced my framework reference in my project to point at it. That seems to be fine. But I can't step in or set breakpoints.
With the cordova project, i"m building UniversalFramework and it looks like it's set to debug in the scheme config, even though it always builds to release (this seems to be in the script), I see --DDEBUG in the clang output, so I think it's debug. I'm fairly new to xcode so I don't know if it's building a symbol file or how to verify it's a debug framework, etc.
Latest Cordova (2.0.0) has it like a seperate project and linked as static library.
Use that version, you can put breakpoints in the library code.