Trouble deploying Unity build to Xbox One dev mode - unity3d

This is the error I'm getting.
The following unexpected error occurred during bootstrapping stage 'Connecting to the device '192.168.1.3'.': MissingMethodException - Method not found: 'Boolean Microsoft.Tools.Connectivity.RemoteDevice.Ping()'.

Maybe you are using a wrong windows SDK witch could be installed by VS custom installing. You can try uninstall "Windows Software Development Kit" on "program and feature", and install one here:
https://developer.microsoft.com/en-US/windows/downloads/windows-10-sdk
Maybe you need fix your solution by missed feature when you open your project again.

Related

Error compiling MAUI project - missing MonoAOTCompiler.Task

I'm creating a MAUI application targeting iOS and Android. I have been using Visual Studio 2022 for Mac version 17.3. That version doesn't really support archiving the app, so I installed version 17.4 preview 2.1. When I try to compile my app I get the following error:
Unable to find Microsoft.NET.Runtime.MonoAOTCompiler.Task
I found a post that indicated I should run the command:
dotnet add package Microsoft.NET.Runtime.MonoAOTCompiler.Task --version 7.0.0-rc.2.22472.3
When I run that command in terminal I get the error:
error: Value cannot be null. (Parameter 'version')
Everything I have found indicated that the problem should have been fixed in Preview 2.1 of Visual Studio 2022 for Mac, but it is still occurring.
Can anyone help me resolve this? I need to publish my app to the stores and can't get it to compile in release mode or create the archive because of that.
You need to add the package to your project.
First, you should right click your project name and choose the Manage Nuget packages button.
Second, you can search the package Microsoft.NET.Runtime.MonoAOTCompiler.Task and install it.
Then you successfully add the package to your project.

JDK, SDK, and Gradle errors trying to build a Unity game for Android

The question:
My environmental variable JAVA_HOME is set to the location of my manual installation of Java, so why is Unity claiming it is an invalid directory?
Supporting information:
I'm using Unity to build a game for Android phones with the intent on putting it on the Google Play Store for a client. We need to use a Google Ad plugin for managing ads in the game. However, when I put the plugin into the project I can no longer build the game.
When going to Assets > External Dependency Manager > Android Resolver > Resolve, it claims it succeeds.
But when I try Assets > External Dependency Manager > Android Resolver > Force Resolve or even building the project I get a failure and a perplexing error.
Originally I had the same problem as: Intellij Gradle terminal ERROR: JAVA_HOME is not set
When I tried the solutions there as well as following the steps at: https://javatutorial.net/set-java-home-windows-10
I've tried setting the environment variable both to the independent java installation as well as the location of Unity's JDK module and got an error that they were both invalid directories:
When I try to build I get the same error plus some additional errors:
I am unsure if the SDK error is related or not.
I already tried toggling these off and on, and even changing the installation targets to manual installations:
Possibly relevant information:
Using Unity 2019.3.0f6
InMobi Google Ads Unity Mediation Plugin Version 3.0.0
Windows 10 Pro
Java JDK 14.0.1
If Unity can't find JAVA_HOME it won't do anything, have you tried checking if you have that Environment Variable set correctly?
Check this thing.
Maybe you will need a Restart on you computer to see the changes.

Unable to automate Hybrid Android mobile app using appium

I want to automate test a basic Hybrid Mobile Application running in Android.I am able to launch the app in emulator but not able to enter the text in the login screen.
Getting error as
"Exception in thread "main"
io.appium.java_client.NoSuchContextException: An unknown server-side
error occurred while processing the command. Original error: No
Chromedriver found that can automate Chrome '53.0.2785'. See
https://github.com/appium/appium/blob/master/docs/en/writing-running-appium/web/chromedriver.md
for more details. "
Please help me resolving this!!!!!
If you see chromedriver.exe change log you will get the version you require for hybrid app automation. The browser used in your device have versin 53+
See this url http://chromedriver.chromium.org/downloads [check ChromeDriver 2.24 details] it says it supports browser with version 53+. Get this exe from https://chromedriver.storage.googleapis.com/index.html?path=2.24/
How to connect with Appium -
If you are using appium desktop, it gets installed as windows application in program files folder. Now location of chromedriver.exe it uses is as mentioned below.
C:\Program Files (x86)\Appium\resources\app\node_modules\appium\node_modules\appium-chromedriver\chromedriver\win\chromedriver.exe [This location may be bit different in your case]
Replace above location chromedriver from downloaded chromedriver.exe(from step2)
Note - Ideally automation should work without throwing exception. Incase still it doesn't work then try 1+ or 1- version of 2.24
You got everything you need in exception message:
Go here https://github.com/appium/appium/blob/master/docs/en/writing-running-appium/web/chromedriver.md
and read explanation on compatibility.
No Chromedriver found that can automate Chrome '53.0.2785'
Appium was not able to get chromedriver for your emulator that have Chrome 53.0.2785
So the first solution is to get Chromedriver v2.26 and add absolute path to binary as chromedriverExecutable capability:
1) download chromedriver_win32.zip from the link above and unzip
2) in your code add capability with the path to chromedriver.exe:
DesiredCapabilities caps = new DesiredCapabilities();
...
caps.setCapability("chromedriverExecutable", "/abs/path/to/chromedriver.exe")
If you get new emulator, first check what browser version is preinstalled and try to upgrade.

Java.utils.cuncurrent.ExecutionException: java.lang.RuntimeException:no server to serve request. Check log for details

How to fix this error. I am using android studio on my phone using Linux deploy and Ubuntu. Installed open jdk not oracle jdk. This error comes when building apk. Before that gradle build is successful. Log is too big i don't know where to start
Java.utils.cuncurrent.ExecutionException: java.lang.RuntimeException:no server to serve request. Check log for detail
Edit: This error shown in gradle console
AAPT err(faced for 340422075): /root/android/sdk/build-tools/27.0.3/aapt2 :I : /root/android/sdk/build-tools/27.0.3/aapt2 :syntax error: "(" unexpected
First of all, OMG congrats on running android studio on your phone, first time I have ever heard of anyone getting this far! :)
This error from AAPT2 comes when you try to run it on 32 bit Linux - it is not a supported platform.
List of supported platforms: here
This error is due to using build tools which does not support on arm platforms. Currently there is no build tools available for arm officially from google. This doesn't provide solution but i need to port build tools for arm.

error CS0234: The type or namespace name `iOS' does not exist in the namespace `UnityEditor'. Are you missing an assembly reference?

I have installed the latest versions of Unity (2017.3.1), Daydream SDKs (GVR SDK for Unity v1.130.0) and followed the steps here: https://developers.google.com/vr/develop/unity/get-started#configure_build_settings_and_player_settings
However when I press Play I get the following error, ideas on what is the reason & how to fix it?
Assets/GoogleVR/Editor/GvrBuildProcessor.cs(20,19): error CS0234: The type or namespace name 'iOS' does not exist in the namespace 'UnityEditor'. Are you missing an assembly reference?
Edit: Issue fixed after a few hours of submission on GitHub with the release of GVR SDK for Unity v1.130.1
If you're facing with this problem there are 2 steps to solve it:
Make sure that "iOS Build Support" is checked in Unity Hub -> Installs as Adam mentioned (if U're developing for iOS platform then this option most definitely is already checked).
Place your script in Assets -> Editor folder. UnityEditor.iOS.Xcode namespace cannot be used in your main project. It works only in special Assembly-CSharp-Editor project intended to modify native Xcode project. (That's the option that worked for me after searching a ton of forums).
The Official Solution:
https://forum.unity.com/threads/unityeditor-ios-xcode-ios-namespace-doesnt-exist.365381/
Step by step I did:
Figure 1 shows the Unity Download Assistent installation file that should be run.
Figure 2 shows the "iOS Build Support" option that should be checked for installation.
I went ahead and changed the "Current Platform" to "iOS" in Unity Hub, This is a quick fix and it works now.
Change "Current Platform" to iOS Image:
If you have installed IOS build through unity hub while the project is open, try restarting Unity Hub and Unity Editor. This solved my issue.
I met this issue When useing unity-arkit-plugin to develop something, i did nothing but import this plugin it throw this error .
And after i installed UnitySetup-IOS-Support-for-Editor-2017.3.0f3.pkg ,the issue fixed.
This usually happens when iOS Build Support is not installed in Unity Hub