Kudan for Unity v1.1.3 : Crash on Android/Unable to start application - unity3d

I have installed Kudan 1.1.3 in Unity 5.3.4. I have followed 100% accurately the scene setup from Kudan's "getting started" guide. I hit "build and run", everything looks OK but once starting on Nexus 9, the app dies immediately. I generated a bug report with ADB and here is the crash narrowed to whatever seemed to me relevant :
05-24 13:38:28.619 5751 5777 E Unity : [KudanAR] Graphics vendor: NVIDIA Corporation
05-24 13:38:28.619 5751 5777 E Unity :
05-24 13:38:28.619 5751 5777 E Unity : (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
05-24 13:38:28.619 5751 5777 E Unity :
05-24 13:38:28.620 5751 5777 E Unity : [KudanAR] Graphics version: OpenGL ES 3.1 NVIDIA 343.00
05-24 13:38:28.620 5751 5777 E Unity :
05-24 13:38:28.620 5751 5777 E Unity : (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
05-24 13:38:28.620 5751 5777 E Unity :
05-24 13:38:28.667 617 794 D ConnectivityService: notifyType CAP_CHANGED for NetworkAgentInfo [WIFI () - 100]
05-24 13:38:28.719 5751 5777 D Kudan : KudanAR initialise called
05-24 13:38:28.721 5751 5777 D Kudan : CameraPreviewAndRender initialise called
05-24 13:38:28.722 5751 5777 D Kudan : OpenGL ES version is set to: 3
05-24 13:38:28.722 5751 5777 D Kudan : OpenGL ES Can use glBindArray: true
05-24 13:38:28.722 5751 5777 D Kudan : CameraPreviewAndRender loadShaders called
05-24 13:38:28.722 5751 5777 D Kudan : CameraPreviewAndRender CreateTexture called
05-24 13:38:28.723 5751 5777 D Kudan : CameraPreviewAndRender BindSinkTexture called
05-24 13:38:28.723 5751 5777 D Kudan : CameraPreviewAndRender CreateShaderProgram called
05-24 13:38:28.752 5751 5777 D Kudan : CameraPreviewAndRender SetupShaderProgram called
05-24 13:38:28.752 5751 5777 D Kudan : CameraPreviewAndRender CreateQuadGeometry called
05-24 13:38:28.752 5751 5777 D Kudan : StopTrackerThread called - bWaitForFinish: true
05-24 13:38:28.752 5751 5777 D Kudan : StartTrackerThread: creating thread TrackerThread1464111508
05-24 13:38:28.754 5751 5777 D Kudan : StartTrackerThread: Finished
05-24 13:38:28.767 5751 5777 I kudan-ndk: checking
05-24 13:38:28.782 5751 5751 F libc : Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 5751 (eu.kudan.ar)
05-24 13:38:28.831 617 981 I WindowState: WIN DEATH: Window{a426155 u0 SurfaceView}
05-24 13:38:28.832 617 654 I chatty : uid=1000(system) InputDispatcher expire 2 lines
05-24 13:38:28.834 617 979 I WindowState: WIN DEATH: Window{4004c13 u0 eu.kudan.ar/com.unity3d.player.UnityPlayerActivity}
05-24 13:38:28.834 617 979 I chatty : uid=1000(system) Binder_7 expire 1 line
05-24 13:38:28.847 617 984 I ActivityManager: Process eu.kudan.ar (pid 5751) has died
Everything looks OK until the "kudan-ndk: checking" line. I am not a pro using Android but I did considered the "Gotchas" at the bottom of this turotial page : https://wiki.kudan.eu/Unity
I have installed Android API 22 using Android SDK manager since that level is stated as the targeted one. I have also forced screen orientation to be "landscape left" in player settings in Unity and I have even installed Android API 23 since my Nexus 9 has Android version 6.0.1. Maybe that last part is causing the problem... or not? Can anyone share a better understanding of this problem?

We have put new tutorials on the Kudan Wiki that should be much easier to follow. The ones helpful to you are called:
My First Augmented Reality App (1.1.3 Stable)
Building the App - Android
In response to your actual question, crash on start is generally caused by an incorrect API Key, which is set on the Kudan Camera. Ensure that this matches with its according Bundle ID, which is set in the player settings in Unity.

F libc : Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 5751 (eu.kudan.ar)
I also had that error and it was because of a kudan marker, I replaced it with another one and it started working again.

Related

FFMPEG Kit issue in Banuba Video SDK : "FFmpegKit failed to start on brand"

I am trying to integrate Banuba Video Editor sdk in flutter.
The issue i am facing is as below
Banuba sdk works with native code for Android in Flutter
So Banuba requires FFMPEG dependency to define in Native Android
And I am already using 'ffmpeg_kit_flutter' plugin for flutter.
So both the FFMPEG kits are conflicted and some of the functions are not found. due to that I am receiving the below error.
When the app is launched I am receiving this Crash as mentioned
**java.lang.Error: FFmpegKit failed to start on brand: google, model: sdk_gphone_x86, device: generic_x86_arm, api level: 30, abis: x86 armeabi-v7a armeabi, 32bit abis: x86 armeabi-v7a armeabi, 64bit abis: .
** at com.arthenica.ffmpegkit.NativeLoader.loadLibrary(NativeLoader.java:50)
at com.arthenica.ffmpegkit.NativeLoader.loadFFmpegKit(NativeLoader.java:189)
at com.arthenica.ffmpegkit.FFmpegKitConfig.<clinit>(FFmpegKitConfig.java:145)
at com.arthenica.ffmpegkit.FFmpegKitConfig.enableFFmpegSessionCompleteCallback(FFmpegKitConfig.java:864)
at com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin.registerGlobalCallbacks(FFmpegKitFlutterPlugin.java:168)
at com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin.init(FFmpegKitFlutterPlugin.java:652)
at com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin.onAttachedToActivity(FFmpegKitFlutterPlugin.java:198)
at io.flutter.embedding.engine.FlutterEngineConnectionRegistry.attachToActivityInternal(FlutterEngineConnectionRegistry.java:351)
at io.flutter.embedding.engine.FlutterEngineConnectionRegistry.attachToActivity(FlutterEngineConnectionRegistry.java:324)
at io.flutter.embedding.android.FlutterActivityAndFragmentDelegate.onAttach(FlutterActivityAndFragmentDelegate.java:194)
at io.flutter.embedding.android.FlutterActivity.onCreate(FlutterActivity.java:498)
at com.sound.it.MainActivity.onCreate(MainActivity.kt:43)
at android.app.Activity.performCreate(Activity.java:8000)
at android.app.Activity.performCreate(Activity.java:7984)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1309)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:3422)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:3601)
at android.app.servertransaction.LaunchActivityItem.execute(LaunchActivityItem.java:85)
at android.app.servertransaction.TransactionExecutor.executeCallbacks(TransactionExecutor.java:135)
at android.app.servertransaction.TransactionExecutor.execute(TransactionExecutor.java:95)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2066)
at android.os.Handler.dispatchMessage(Handler.java:106)
at android.os.Looper.loop(Looper.java:223)
at android.app.ActivityThread.main(ActivityThread.java:7656)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:592)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:947)
**Caused by: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "av_log_default_callback" referenced by "/data/app/~~umF3qlB9U53L4peU9nKYuQ==/com.sound.it-agqiFlNmMe17AHMK5gYIHw==/lib/x86/libffmpegkit.so"...**
at java.lang.Runtime.loadLibrary0(Runtime.java:1087)
at java.lang.Runtime.loadLibrary0(Runtime.java:1008)
at java.lang.System.loadLibrary(System.java:1664)
at com.arthenica.ffmpegkit.NativeLoader.loadLibrary(NativeLoader.java:48)
Looking for the solutions

c/c++ language server unable to start(and intellisense too) showing spawn unknown system error -86 on my m1 macbook

When I install the C/C++ extension(by Microsoft) on my M1 Macbook after installing Visual Studio Code for the first time,
As soon as I create a cpp file, I get this error:
[Error - 10:26:19 AM] Starting client failed
Error: spawn Unknown system error -86
at ChildProcess.spawn (internal/child_process.js:407:11)
at Object.spawn (child_process.js:557:9)
at /Users/akshay/.vscode/extensions/ms-vscode.cpptools-1.2.2/dist/main.js:15519:40
I'm using the M1 Macbook and clang works properly(it can compile the program)
but Intellisense does not work (I downloaded previous version of c/c++ extension too , it has the same problem)

Unity 5.6.0b3 CardboarHead Character Motion - App Crashing

Creating a basic Cardboard Unity App following this tutorial:
https://developers.google.com/tango/apis/unity/unity-cardboard-integration
App loads fine on Unity and build. However, the app crashes without any errors when loading on the Project Tango Tablet.
Error message reads:
Unfortunately, AppName has stopped.
Android version 4.4.2
Minimum API level - Android 4.2 'Jelly Bean'
(API level 17) Runtime: Dalvik
Unity 5.6.0b Personal
Character Controller (Script)
Tango Delta Pose Controller (Script) - Character Motion
./adb logcat -s Unity ActivityManager PackageManager dalvikvm DEBUG
W/ActivityManager( 908): Activity pause timeout for ActivityRecord{4221d498 u0 com.google.tango.prefab/com.google.unity.GoogleUnityActivity t53 f}
I/ActivityManager( 908): Displayed com.android.launcher/com.android.launcher2.Launcher: +170ms
D/dalvikvm( 3940): GC_CONCURRENT freed 396K, 20% free 3562K/4432K, paused 0ms+2ms, total 23ms
I/ActivityManager( 908): Process com.google.tango.prefab (pid 9525) has died.
Open your scene, go to the Tango Manager object, and on the TangoUx script disable Draw Default UX Exceptions.

ERROR CardBoard Unity3D --> libc Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1) libvrunity.so

ERROR CardBoard
Show logo unity and crash...
Export unity3d to eclipse and debug in logcat...
libc Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1) libvrunity.so
I know it is a memory allocation problem, but I want to know how is solved. Thank you.
CONTEXT:
CardBoard unitypackage v0.5
unity3D (4.6 and 5.02)
API 22 Android
win 8 64bits
LG-D805 (LG G2)

FB.Init no callback for some users

I'm trying to add Facebook functionality to my Unity3D project, which is working for me. But for some unknown reason the test scene doesn't seem to work for some Facebook users. It looks like the the Facebook DLL doesn't load.
I'm using the example scene which comes with Unity3D Facebook SDK. No modifications, I only changed the App Name and App Id (Facebook Settings).
The application is set on public.
log when it works:
140505 15:36:05 ------------------------------------------------------------
140505 15:36:05 Instance starting, version 4.3.5f1_cab656801c19, UNITY_WEB_ENABLE_AUTODOWNLOAD: 1, GetDisableAutoUpdates(): 0
140505 15:36:05 Datafile https://oege.ie.hva.nl/~vriens09/facebook.unity3d
web: player version 4.3.6f1
web: load mono
Mono path[0] = 'C:/Users/Robert/AppData/LocalLow/Unity/WebPlayer/player/Stable3.x.x/Data/lib'
Mono path[1] = 'C:/Users/Robert/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/lib'
Mono config path = 'C:/Users/Robert/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/etc'
web: start, src=https://oege.ie.hva.nl/~vriens09/facebook.unity3d abs=https://oege.ie.hva.nl/~vriens09/facebook.unity3d flags=0x1
web: sucessfully initialized
140505 15:36:06 loader: start ok
140505 15:36:06 Times: download 0.2 load 0.1
Loading webdata version: 4.3.4f1
Initialize engine version: 4.3.6f1 (7a73f0242edf)
GfxDevice: creating device client; threaded=0
Direct3D:
Version: Direct3D 9.0c [nvd3dum.dll 9.18.13.3250]
Renderer: NVIDIA Quadro FX 570M
Vendor: NVIDIA
VRAM: 1255 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\UnityEngine.dll (this message is harmless)
Non platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll into Unity Child Domain
Non platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll (this message is harmless)
Loading C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll into Unity Child Domain
- Completed reload, in 0.074 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 1680x1050 60Hz; virtual: 1680x1050 at 0,0
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\System.Core.dll (this message is harmless)
Using SDK 5.1.0, Build 140401.725cc2ecbc9002a
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\CrossDomainPolicyParser.dll (this message is harmless)
loading dll: /rsrc/unity/lib/sdk_5.1/CanvasFacebook.dll
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\Mono.Security.dll (this message is harmless)
Non platform assembly: data-0B170078 (this message is harmless)
Finished loading Facebook dll. Version 5.1.0 Build 140313.f19caa5422b69ba
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
FB.Init completed: Is user logged in? True
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\System.dll (this message is harmless)
log when it fails:
140505 15:33:35 ------------------------------------------------------------
140505 15:33:35 Instance starting, version 4.3.5f1_cab656801c19, UNITY_WEB_ENABLE_AUTODOWNLOAD: 1, GetDisableAutoUpdates(): 0
140505 15:33:36 Datafile https://oege.ie.hva.nl/~vriens09/facebook.unity3d
web: player version 4.3.6f1
web: load mono
Mono path[0] = 'C:/Users/Eigenaar/AppData/LocalLow/Unity/WebPlayer/player/Stable3.x.x/Data/lib'
Mono path[1] = 'C:/Users/Eigenaar/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/lib'
Mono config path = 'C:/Users/Eigenaar/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/etc'
web: start, src=https://oege.ie.hva.nl/~vriens09/facebook.unity3dabs=https://oege.ie.hva.nl/~vriens09/facebook.unity3d flags=0x1
web: sucessfully initialized
140505 15:33:36 loader: start ok
140505 15:33:36 Times: download 0.7 load 0.2
Loading webdata version: 4.3.4f1
Initialize engine version: 4.3.6f1 (7a73f0242edf)
GfxDevice: creating device client; threaded=0
Direct3D:
Version: Direct3D 9.0c [igdumd32.dll 8.15.10.1749]
Renderer: Mobile Intel(R) 965 Express Chipset Family (Microsoft Corporation - WDDM 1.1)
Vendor: Intel
VRAM: 64 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=0 NativeShadow=1 DF16=0 INTZ=0 RAWZ=0 NULL=0 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\UnityEngine.dll (this message is harmless)
Non platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll into Unity Child Domain
Non platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll (this message is harmless)
Loading C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll into Unity Child Domain
- Completed reload, in 0.119 seconds
<RI> Initializing input.
XInput1_3.dll not found.
<RI> Input initialized.
desktop: 1280x800 60Hz; virtual: 1280x800 at 0,0
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\System.Core.dll (this message is harmless)
Using SDK 5.1.0, Build 140401.725cc2ecbc9002a
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\CrossDomainPolicyParser.dll (this message is harmless)
loading dll: /rsrc/unity/lib/sdk_5.1/CanvasFacebook.dll
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\Mono.Security.dll (this message is harmless)
Non platform assembly: data-09B0B848 (this message is harmless)
Finished loading Facebook dll. Version 5.1.0 Build 140313.f19caa5422b69ba
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
SDK Version 5.1.0
Unity3D Version 4.3.4f1