Using Unity 5.2.3.
Using Android SDK Rev. 23.1.1
Using Google Play Game Services Package 0.9.31a (Services Version 8.4.0) for unity.
Using AdMob 3.0.1
Using Vungle (can't link, stackoverflow not allowing more than 2 links)
Note: I am using AdMob and Vungle separately with Play game services.
I have integrated Play game services with my app and that's work fine but whenever I try to include any other packages like AdMob or Vungle following happens.
AdMob: I have included the package, whenever Compile or Reopen the project play-services-basement-8.4.0 get deleted, Play Games Package has Resolve Client Jars and I am 100% sure that to blame.
Vungle: I configured Vungle Package as described in their documentation but again whenever I compile or reopen the Project several of Vungle files along with Vungle's main file Assets/Plugins/Android/libs/"android-support-v4.jar" get deleted. Again maybe Resolve Client Jars to blame.
In both cases above, I have manually copied the missing files and include them while Unity was closed but those were gone as soon as project opens.
I have issued a bug report with Unity but they said they can't help with 3rd party and they don't have issue on Unity's end.
Please Help and let me know any additional information, ill be happy to assist you.
Regards,
Since PlayServicesResolver just find dependency by rules and copy "NEWEST" to project folder and Google Play Games already have dependency on support-library-v4 23.1.+. , we can not resolve this within Unity Plugin.
I would recommend:
As work around, you can navigate to Assets>Google Play Services>Settings>uncheck-"enable background resolution"
and manually copy support library from
$sdk/extras/android/m2repository/com/android/support/support-v4/21.0.3/support-v4-21.0.3.aar
to
Assets/Plugins/Android, and run Assets>Google Play Services>Resolve Client Jars and keep 21.0.3"
This will leave "older version" of "android-support-v4.jar", but Google Play Games might not work with this version of "android-support-v4.jar".
Can you please try this?
Thanks!
Related
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
Can't build the project and use unity remote. What to do? Downloaded the latest 2020 LTS with a development package for android
External Tools
Unity hub
When installing a version from the Unity Hub, make sure you have selected the various android packages as you see in the image.
You have shown a link where you show that you did. If the procedure is the one I showed you above, you are not wrong.
Perhaps the problem may be related to Unity 2020.3.15 which in fact I do not find among the available downloads and which was released a few days ago. Maybe they caught some bugs (like maybe what you are showing), and took it out of the releases. Try downloading the 2020.3.14 version from the site (the one I use too), and see if the problem persists.
https://unity3d.com/get-unity/download/archive
I'm looking into learning to use Unity, so I've downloaded the Unity Hub as it seems to be the way Unity is forcing us to download their versions from now on. The problem with this is that, every time I try to download any version of Unity through the Hub, I get a message once the download bar has completed along the lines of:
"Incomplete or corrupt download".
I've tried downloading plenty of different official versions, with various plugins, even without any add ons to start with, but I always get the same message.
I contacted Unity support, but they're insisting that it's my internet connection and I should download versions from the archives. Surely this can't be the case, as I can download everything else without any issues.
Has anyone else come across this issue and are there any solutions out there?
What I do :
1) First of all ignored Unity Hub and install Unity manually
Download Link: https://unity3d.com/get-unity/download/archive
2) Download "Unity Editor 64 bit" or "Torrent download(Win+Mac)"
3) I download second one which also have other support file like Android, iOS, AppleTV etc.
4) Now Install "UnitySetup64.exe" application and other support files as your need and enjoy your project.
Happy_Unity
Do you have enough disk space to download the version? They can get big, if you install various modules with it.
While installing a new module it mentions the required disk space at the top.
Google Analytics V4 was working well in my Unity project linking with play-services-analytics-8.4.0.aar. I've now upgraded to the latest Play Services including play-services-analytics-9.4.0.aar. I can build an apk successfully but calls to Google Analytics fail:
java.lang.ClassNotFoundException: Didn't find class "com.google.android.gms.analytics.GoogleAnalytics"
I also tried adding libGoogleAnalyticsServices.jar from the git project (a long shot) but that made no difference.
Advice?
Instead of play-services-analytics-9.4.0.aar, copy play-services-analytics-impl-9.4.0.aar. But you may still need play-services-analytics-9.4.0.aar for some of the analytics feature. If you want to be sure, copy both.
My best guess is this is related to Unity Google Analytics v4 works for Editor and iOS, not for Android
Having spent a day on it, I'm just removing Google Analytics for now; hopefully there will be an update to the Unity Google Analytics plugin that makes it compatible with Google Play 9.4
I have a WP7 app that I recently upgraded to WP7.1 (including the MVVM-Lite assemblies) and the SL Media Framework player (SMF) stopped working. I turned on logging in the player and noticed that the decoder plugin it was looking for was not found. The SMF uses MEF to find the plugins and it was not able to find the plugin for my media.
I created a test project with just the SMF player and I was able to play SmoothStreaming and Progressive videos no problem. So one by one I added the referenced dlls that were in my real app into the test app - and when I added the MVVM-Lite 7.1 and Blend 7.1 assemblies (System.Windows.Interactivity and Microsoft.Expression.Interactions) - the MEF discovery of the plugins stopped working.
I then reverted the MVVM-Lite and Blend SDK assemblies back to v7 and the plugins were now discovered with no issues.
I am unaware of any use of MEF in the Blend SDK or MVVM-Lite but it appears there is an issue between SMF's MEF discovery when used with the Blend SDK 7.1 and MVVM-Lite 7.1 assemblies.
Any thoughts or insight into this? BTW - the SMF does not have a new version for WP7.1
thanks
Michael
I had the same problem. So, I started digging into this problem and I found the reason why is this happening.
The problem is System.Windows.Interactivity. SMF and MVVM Light are using different versions of this dll.
You have to make sure that Microsoft.SilverlightMediaFramework.Utilities.Phone project and your main project are refering to the same version.
In my case I updated SMF to reference version 3.8.5.0.
If you do not want to update the reference, then you can simply exclude the NavigationBehavior.cs class from Microsoft.SilverlightMediaFramework.Utilities.Phone project.
Hope it helps.