Unity "You are currently offline" error - unity3d

Here is the exact error I get while using Unity:
Everyone has said to disable your VPN/firewall/security. I've done all of this, and even re-downloaded, but I'm still not able to use Unity online; I'm only allowed to use it in offline mode.
Does anyone know how to fix this?

I had exactly the same problem. My issue wasn't firewall but the wrong time-zone on my account. I went to my account page and update everything correctly resolved the issue. Some servers are configured in a manner where they will reject any requests from a wrongly configured time-zone due to potential cyber attacks.

I've tried many solutions and this worked the best. However some of the other instructions mentioned on other sites could have affected the instructions below.
Log out of your Account in unity
Close Asset store page if you have it open
Open Asset store page
Log into your Unity Account using the Asset Store window
You will now be able to use the store

Open Unity Hub as administrator

I recently got that error in Mac OS. I also did the solutions above but didn't help. Try connecting to asset store in a browser and set your info, especially your nickname, that solved my case.

In Unity 2017 and Unity 2018, I used to do this to fix the problem:
(1) Log out of your Unity account from your Unity application:
Go To "Unity" menu -> click on "Manage License" -> Click on "My Account" -> Click on "Sign out".
(2) Then exit Unity application.
(3) Relaunch Unity.
(4) Try to logon to your Unity account again from your Unity application.
Next, try to access Unity store again. Be very patient and wait for 2 or 3 minutes, and the internet connection will eventually be established from your Unity editor on your computer to Unity asset store, and everything will be fine.
Sometimes, I have to repeat this procedure 2 times to make it work. But, it works in the end (very strangely).

In Unity 2019, the solution is very easy as follow:
(1) Click on the "Asset Store" tap in Unity.
(2) On that "Asset Store" tap, find the symbol that looks like the " three vertical dot " located at the top right corner of the "Asset Store" tab.
(3) Then, click on that " three vertical dot " symbol. You will see a drop-down menu.
(4) Next, on that drop-down menu, click on the "Reload" button.
Now, Unity will automatically re-connect or re-logon to Unity asset store. For most people, this will fix the issue at this point.
However, if you still can't logon at this point, then you may need to install "Unity hub", which is a new feature in Unity 2019. This will fix the issue for sure.
(Note: This solution works perfectly well for Unity 2019 all the times. However, it may not work very reliably every single times for Unity 2017 and Unity 2018, but you still can try as it may work for you.)

Related

Unity license error on startup

i'm having an issue at launching unity.
I just install Unity, log-in via google and had that error.
Now, the bug appears with not even login in.
I tried to reinstall, remove registry and it stills happen with not even login in anymore.
There's the link where you can see the bucle it keeps doing.
https://gfycat.com/gifs/detail/AdmiredIcyAmericanwirehair
As you can see it keeps refreshing the license screen like it's trying to load something.
Thank you for any help you can provide.
I finally found a way to fix this problem.
First of all you have to know that the issue was with the license, it didn't activate properly, so it just keeps trying to activate again and again, and that's where the bucle was.
To solve this, i follow some steps made by myself, that came from a lot of research and combining some tutorials for others problems.
The first problem was I log-in only once, the first time I installed. After that I was unable to login again even with reinstall and remove registry. So I couldn't stop the bucle.
To fix that you need to uninstall Unity, remove registry (Ccleaner for example) and remove some hidden directories manually:
C:\ProgramData\Unity
C:\ProgramFiles\Unity or C:\ProgramFiles(x86)\Unity
C:\Users\(username)\AppData\Local\Unity
C:\Users\(username)\AppData\LocalLow\Unity
C:\Users\(username)\AppData\Roaming\Unity
After removing all those files, you can have a clean install of unity, if you don't remove those, it will keeps login in on the same acc and keeping the bucle on.
So, after doing that the bucle will stop and it will let you login again. First problem solved
Now if you log-in the bucle will happen again, so we need to activate the license without login in. And we're doing it with the offline activation.
Unplug your ethernet, disconect from wifi, whatever, just make sure you don't have connection.
Open Unity and check that says "No connection: Quit or Manual Activation".
Click "Manual Activation" and download the License Request.
Close Unity and connect your internet.
Go to the official Unity Manual Activation Page and upload your Request File.
Download the aproved license, it will request you an Unity account.
Unplug again the internet and open Unity on offline mode.
Click "Manual Activation" and upload the Aproved License.
Make sure you have now access to Unity on offline mode and close it.
Second problem solved: License activated.
Now you only need to connect again your internet, then open Unity and you will see an activated license without login-in, so you can now log-in with the account you used on step 6.
And now the problem is solved. You have the activated license and you're logged-in.
It tooks me like "2 days" to make this solution for this poblem, hope i can help someone with this tuto and save ur time.
1- exit from unity
2- go to C:\ProgramData\Unity
3- remove Unity_lic.ulf
4- open unity
5- reactivate the license
and it work.
Just delete the unity_lic.ulf found in program data and open unity and it will works!
Ok, so what I did was extremely simple. I just selected the re-activate button I found on the right and then I followed the instructions or better, I answered the questions. I selected Unity Personal and since I don't work, I use it as a hobby I selected "I don't use Unity in a professional way". Then, I just pressed the button on the screen and then Unity worked perfectly fine.

Blackberry - App does not launch after signature

Am facing an unusual problem on blackberry, after i have signed my app with the 3 keys and say "load onto device" via Eclipse Java Plugin for Blackberry - the app loads successfully on the device, but when i click on it to launch it - does not open up, nor even a error or a dialog pops up. Please Help - Cant find a solution for this!
I have often had this issue using the 9800 device. After loading apps to the device it starts "not launching". If you go to options -> application manager -> your app's permissions you might see some permissions as custom. Setting these to "allow" fixes it. After a while it stopped launching even when allowed, deleting the app and letting the device reboot fixes it.
This is my personal experience, I don't know what the official bug/fix is
Implement logging in your application. Log every step on the application startup and write log to a text file, located on device SD Card.
When your application has been installed and you have tried to launch it, check this text file to find out, what is going wrong with your application.
Also there is internal logging mechanism, you may employ it, instead of logging to text file.
From my point of view internal log is more suitable for simple logging purposes. If you want complex logging, then text file located on SDCard is preferred.
Try to start the app, then check the device event log. To open the event log viewer, hold 'Alt' and then press L,G,L,G. You will likely see an error explaining the problem in the event log viewer.

Validating app using validate in xcode - Errors found - Image provided

I got 2 errors when I tried to validate my app with the appstore.
How could I solve this ?
The approach i took to upload my build;
When I set Build configuration to Ad Hoc it Archives correctly (and displays in Organizer), but when I set Build configuration to Release, the archive file doesn't get displayed in the organizer. I have a different question on this on SO, but haven't got any replies yet.
So I clicked on the archived file (which was obtained after I set the Build configuration to Ad Hoc), and clicked on Validate.
Here is the screen shot, can someone tell me what I should be doing to get rid of this error ?
NOTE: Actually I know why the 1st error occurred, but I have no clue why the 2nd one occurred, and need guidance to solve it
SOLUTION TO ERROR-1:
Make sure your app icon is added to your project bundle and Also it is exactly 57 x 57 pixels PNG image.
SOLUTION TO ERROR-2:
Make sure you have set the Distribution Certificate and not Development Certificate in both Project and Target Settings.
You need to cross check it.
Also please cross check whether you are archiving the correct scheme, which you are setting the Distribution Certificate for.
EDIT FOR PRIVATE KEY ISSUE:
I have found louie's answer from the link iPhone app signing: A valid signing identity matching this profile could not be found in your keychain which was helpful to me once with same private key issue:
Here is what Louie's answer is:
I had the same problem: I first downloaded my certificates to my small
MacBook while on the run. When trying to install the certificates on
my iMac... then I ran into the problems described on this page.
After spending hours pulling my hair out like many of you, I performed
the following steps to fix it:
Close all your stuff except your webpage that should be logged into
App Dev center.
Open Xcode. Click WINDOW > ORGANIZER > select "Provisioning Profiles"
on the left. That should bring up your provisioning profiles.
Highlight one by one (if more than 1), right click and delete profile.
Yes, just do it! Delete them all! (I kept making a new one after a new
one trying to make the thing work.)
From the first page you see after logging into the App Dev Center on
the right side click "iOS PROVISIONING PORTAL" > (do not "launch
assistant"). Instead click on the left side. Select CERTIFICATES. You
will probably have just one line listed with your name/company - from
there click on the right side REVOKE. Click OK to verify that's what
you want to do.
On the same page click DEVICES. Click the box next to your device you
are trying to provision and click REMOVE SELECTED. Again click OK to
verify.
Wait about 2 minutes to let Apple do their thing.
Now click on "HOME" that is on the left side navigation.
Click "Launch Assistant"
create a new app ID - call it whatever you want. Just make sure it's
unique enough to know that's the one you just created because the
others you've been messing with all day will not be deleted from
Apples Dev Center.
You should be able to follow the rest of the Assistant without
troubles -- the main thing is you just had to delete your old
provision profiles and start over.
Hope this helps you.
Well... Your screenshot says that you have some problem with your icon and codesign verification.
Icon should be 57x57 pixel, put in your app bundle, correctly added to your target membership and set in your info.plist.
Then you need an iPhone Distribution Certificate from iOS Provisioning Portal.
If you checked icon and certificate and everything it's OK, maybe it is a problem in your uplader: I had same problem in the past (my icon was in my app bundle, but uploader wasn't recognizing it). Try software update to get latest uploader.

Moved Application to New Computer Won't Run

I have an application that I recently moved to another computer, where it won't run. Previously the application had a different name and a different target. I updated the new information and it runs fine on the original computer, but I can't get it to run on the iOS Simulator on the new computer. The play button is completely greyed out. Anyone have any ideas?
UPDATE: 8/8/2011 13:44
I'm not sure if this helps, but when I go to the Product menu and select "Edit Schemes" it is listing the old application target (which it says is missing). However, I can't find a way to change that in that menu.
FOUND SOLUTION:
I found that by going into the Product menu and selecting "Manage Schemes" that a new window came up. In this window I clicked a button that says, "Autocreate schemes now" and a new scheme with the new app name appeared. Then I went into the Product menu and clicked "Edit Scheme" and another window came up. In this menu, the new scheme was available from the "Scheme" drop down. I selected it, and now all is well.
Thank you, everyone, for your help.
In most all cases, this is caused by the configured SDK version of the application not being present on the newer computer. To adjust this, go to the project settings and adjust the Base SDK to a version that is present on the new computer.

Registering Mobilink with Mobile Device Center on Vista has errors

I have a bat file that I am using to try and register Mobilink with the Mobile Device Center on Vista. (I am using version 11 of Mobilink)
Script:
mlasinst -k ./ -v ./
I have copied mlasinst as well as mlasdev.dll and mlasdesk.dll to the same folder and am running the above command to get the sychronization process to run.(I have tested the above script on Windows XP and it works). When I try to copy the same files to a Windows Vista machine, I run the script and restart the computer. I then follow the directions from Sybase's website namely I
"From the Windows Mobile Device Center window, click Mobile Device Settings and then click Change Content Settings.
Select MobiLink Clients and click Save to activate the provider.
To see a list of registered applications, click Change Content Settings, click MobiLink Clients, and then click Sync Settings. "
Everything works on Vista except for when I click on "Sync Settings" when I click on it I get an error saying that there are no settings to administer.
My question is how do you get Mobilink to work with Vista and its Mobile Device Center? I have read all of the documentation I can find but to no avail.
Juen 23rd Comment
For those following at home, as a result of this post, our QA Department was able to reproduce this problem with the Windows Mobile Device Center on Vista when using a Windows Mobile 6 device, and we're looking into it. Everything seems to work fine with a Windows Mobile 5 device, which we used for our initial testing.
June 19th Comment
I really wanted to leave a comment, since this isn't really an answer, but my repuation wasn't high enough to do so. Oh well, I'll post a poor answer and watch my reputation go down. It's the price I'm willing to pay. :)
Our QA group tests mlasinst with Windows Mobile Device Center, but you're obviously doing something different, or more likely your machine setup is slightly different. To get to the bottom of this, we'd likely need to look into what registry settings are changed as a result of mlasinst running, but before I spend too much time figuring out what's going on here (including figuring out what the proper questions to ask are), I should point out that I would recommend synchronizing using TCPIP or HTTP instead of using ActiveSync, if only to simplify the instalation process and to cut out an additional layer or communication between the ML Client and Server. I also see from a post that you made at news://forums.sybase.com/sybase.public.sqlanywhere.mobilink that you've been playing with synchronization using the .NET version of the dbmlsync API and synchronizing using TCPIP. I did respond to your posting on the newsgroup to explain what I believe is happening in your application.
Are you still interested in figuring out the issues with ActiveSync and WMDC, or are you happy with the solution you've implemented using the dbmlsync API and using TCPIP?