Google VR - Unity - Failed to load 'Assets/Plugins/x86_64/audioplugingvrunity.dll' - unity3d

I am using Unity 5.3.5f1 Personal and I am trying to integrate Unity with Google VR SDK. Everything works great with stereoscopic rendering and I can add models to it. But console shows an error:
Failed to load 'Assets/Plugins/x86_64/audioplugingvrunity.dll' with error 'The specified module could not be found.'
Everything else works fine.
Background Information: I am using Windows 10 Pro edition
As you can see, I have the file audioplugingvrunity.dll in the desired folder but it still gives me a warning message.

Does the file exist at the stated path in your project? Note that in the prior version of the SDK, the filename was very slightly different (old: audiopluginvrunity.dll, new: audioplugingvrunity.dll, i.e. "vr" -> "gvr"). If the old file is still there, delete it in Windows explorer (with Unity closed), reopen Unity, and reimport the SDK.

Related

Unity - Bug in Unity Hub : Unity is already in list. You cannot locate the same version

When I launch a project via Unity Hub, the following message is printed : Unity is already in list. You cannot locate the same version.
unity hub error
And when I want to access my project via Assets -> Scenes.
I get this : error message
If I said "continue", my project is broken with a lot of errors to fix.
Have you a solution ?
Thanks
From what I see in your screenshot, you are trying to open a project with an older unity version than the project's version. As it is written in the message, the operation is not supported and you should open it with at least the same version, or an older one. Make sure you have such a version installed in Unity Hub and to open the scene with this version.
You can still try to get everything to work by reimporting all you assets in Assets -> Reimport All but this will probably fail.

Building a Unity game for iOS with fastlane fails with missing USYM_UPLOAD_AUTH_TOKEN

I'm building my Unity game for iOS using fastlane, but ever since I enabled Unity's Cloud Diagnostics my iOS build has been failing with the message Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable
This error message has caused fastlane to fail at ARCHIVE FAILED when building for the app store.
Try the following to get your builds passing:
If you are building the Unity project from commandline with -batchmode, be sure to pass in -username and -password to Unity as well. [source]
Ensure the user you are using to log in to Unity has access to the project in Unity's developer dashboard
If you are using an older version of Unity be sure to upgrade, there was a known bug related to this
If none of these work, try setting the environment variable USYM_UPLOAD_AUTH_TOKEN to an arbitrary value. This will make uploading the symbol files to Unity's servers fail, but should cause your build to pass. [source]
You can also just disable Unity Cloud Diagnostics again to get it working immediately.
This issue occurs because enabling Unity's Cloud Diagnostics tell the Xcode Project to upload the symbol files to Unity's servers as part of building the game. That way you they have symbol files to help you process game crashes.
A bit of how this all works: You must log in to Unity so it can get a token to use for uploading the game's symbol files. Then, Unity sets the values USYM_UPLOAD_URL_SOURCE and USYM_UPLOAD_AUTH_TOKEN inside the generated Unity-iPhone.xcodeproj/project.pbxproj. During the xcode build there are two tools, usymtool and process_symbols.sh which use these values to send the symbols to Unity. You can find usymtool's logs at ~/Library/Logs/Unity/symbol_upload.log.
Same probrem, I fixed it for set disabled crash reporting in UnityConnectSettings.asset (Not a fundamental solution)
CrashReportingSettings:
m_EventUrl: https://perf-events.cloud.unity3d.com
- m_Enabled: 1
+ m_Enabled: 0

IBM Watson Speech to Text not working in built app

I'm working in a project in Unity 3D that uses the Speech to Text service. It's quite simple and works fine in the Unity editor, but when I build the project it doesn't listen.
I'm working with a MacBook Pro and I export it to the same OS. I thought that it could be any problem in the rest of my code, or a corrupted project issue, so I have created a new empty project and I've followed the steps indicated in: https://github.com/watson-developer-cloud/unity-sdk
When I open the scene Assets/Watson/Examples/ExampleStreaming it recognizes the speech in Unity, but when I export it the results are the same, it doesn't listen. I've checked the file permissions and I have added read and write for all users. Also I have entered in sound preferences in my OS and everything seems to be ok.
I've looked in the player logs (home/Library/Logs/Unity/Player.log) and it contains:
Setting up 2 worker threads for Enlighten.
Thread -> id: 70000bd59000 -> priority: 1
Thread -> id: 70000bddc000 -> priority: 1
debugger-agent: Unable to listen on 6
##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1562101403605,"processId":465,"allocatedMemory":115452,"memoryLabels":[{"Default":1560},{"NewDelete":102552},{"Manager":256},{"GfxDevice":8656},{"Physics":32},{"Serialization":40},{"Terrain":88},{"String":1468},{"DynamicArray":72},{"PoolAlloc":-88},{"VR":536},{"SceneManager":280}]}
Finally I solved it. I tried to export it to Windows (which worked fine) and to Web Player but it gave me an error when installing the library, so I decided to upgrade Unity to 2019.2.2f1 version. It didn't work either because it seems that the Unity Watson lib is not compatible with Web Player, but the thing is that when I tried to export it to Mac again suddenly it worked fine. The built app now ask for permissions for using the microphone, so if I accept, it listens and converts it to text perfectly. So, at the end, I don't know exactly what made it work, if it was the version upgrade, or the compilation for other platforms, which forced to rebuild everything.

Weaver failure: unable to locate assemblies (no matching project) for: Temp/Assembly-CSharp.dll

I opened Unity for the first time in a while today and I'm unable to create new scripts of any type. Both the normal and right click menus are missing the option:
Adding a script through the inspector creates a file, but yields these errors:
Although the file is created, it does not appear in either the project browser, or inspector panels.
Googling various parts of these errors actually gets a lot of posts, but almost all of them come down to "restart Unity", which isn't doing anything.
All of this is reproducible for me on a fresh project file. I've tried restarting Unity and my computer, as well as reinstalling Unity from scratch. I've also double checked that I have .NET installed properly (reinstalled, and dotnet command works in terminal).
Unity: 5.4.5p5
Mac OS 10.13.3
This is a bug present in versions between Unity 5.1 and 5.4. It has been fixed in Unity 5.5.0 and an update to 5.5.0 and above should fix it.
If updating to Unity 5.5.0 which has the fix did not fix it then it's better to upgrade Unity to the latest version which is currently Unity 2017.4 at the time of posting this answer. This version should be able to get ride of that error.

How to get Oculus Rift DK2 working in Unity 5.4 on windows 10

I upgraded to Windows 10, downloaded the newest drivers for the graphics card, and installed the latest SDK I also installed the oculus utilities for unity 5 and the ovr plugin. I tried following this tutorial but I cant seem to find the OculusConfigTool referenced. Also I've been trying to use the VRSamples from unity but I keep getting [VRDevice] initialization of device oculus not found.
I had this working before i upgraded to windows 10, so what am I doing wrong?
Ok finally got this to work ... in the instructions I followed it said to place the ovr plugin files in a folder called "unity". I found thisthis thread http://forum.unity3d.com/threads/unity-5-3-vrdevice-initialization-of-device-oculus-failed.372663/ and placed it in a folder called "oculus" and replaced the file in there, now it works