I read the topic rules and I figured this can be an appropriate question to ask you guys.
I am currently using Unity 5, it has been letting me use the program in offline mode, but when I want to access the asset store it stops me from doing this. Ive tried everything and dont know what todo now, I need to use the asset store.
The exact error: https://gyazo.com/98985cf1f21f016bcf775b70bee01c18
I'm running on a windows computer, I do infact have windows fire wall, and a virus protector(norton)
What should I do from here?
Related
I've been following this tutorial https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/tutorials/mr-learning-sharing-02 to make a Hololens 2 app that can be used by 2 or more users, however, I haven't been able to make it work, because after finishing the tutorial and trying to run the app, I get this build error message:
DllNotFoundException: AzureSpatialAnchors
I'm not sure what i'm doing wrong, I tried googling this problem but I seem to get nowhere. pls keep in mind that i'm a new developer unu
I included an image to give a better idea of the problem, it seems to be the only error message D:
(I tought the problem may have been something to do with my spatial anchor resource on azure, but even after creating a new resource and pasting the new ids, it seems to still have the problem unu. also, i do have a hololens 2 visor, so i'm sure the problem doesn't have to do with the emulator while pressing play.)
i hope the image helps
Azure Spatial Anchors are not supported in Unity Player (per your image, you are running it in Player) nor Hololens Emulator. You need to build & deploy the app to a Hololens in order to test ASA.
I would like to run code to delete files created on local storage when my flutter app is uninstalled. How can I do the same? Is there any event to handle this? If not, how can I clean up the images generated?I don't see any reference online for this.
If you are saving images to users gallery, that image is no longer the domain of your app, in any way shape or form. If you create a gallery within your app this would be different, also, a gallery within your app would in fact be deleted along with any other memory your app uses. I highly doubt you could access users gallery & delete images even with users permission.
Possible backend server solution: here
This indicates this is not possible as per below:
All of your app's files are deleted by the OS when the user deletes
the app. If Apple wanted developers to have that capability, we would
have that capability 🙂
You could make a case for needing to know the app is deleted if you
are storing stuff on the server side. Currently from the server's
point of view there's no way to know whether the app was deleted or
the user just stopped using it. But locally stored files are not an
issue.
I am also looking for a solution to this & I think server logic will get it done.
Must be some sort of logic possible to discover server side if user is GONE!
I have used the same code given by https://github.com/playgameservices/play-games-plugin-for-unity to add the cloud save game functionality, enable save games have been called at the beginning of the code and save games are enabled from the google play console as well. The leaderboards and achievements are working fine.
The OnSaveGameOpened function gets an internal error as SavedGameRequestStatus status.
I am not able to find the cause of this (internal error being received as the status), can anyone help me out please? How can I solve this.
P.S. Serialized data (in the form of bytes[]) was fed into the SaveGame function, serialized using the binary formatter.
Edit:
I was able to debug this further, I get an error on the activation of save games in the play console. I have activated the save games feature and published it (this was done a few days ago). I have also confirmed that the Drive API, Play Games Services API and Play Games Management API are enabled under the API console project. I get following error,
Cannot use snapshots without enabling the 'Saved Game' feature in Play console
log from running on an android mobile.
The answer to this question
Google Play Games :: Cannot Use Snapshots Exception
states that it will activate within 24hrs, but it is not active even after multiple days.
There are several causes of an internal error; there should be other logs indicating the root cause. You might want to take a look into the source code to know what logs to expect.
If you're testing in an emulator, make sure your play services and play games are up-to-date.
Reference:
https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/source/PluginDev/Assets/GooglePlayGames/Platforms/Android/AndroidSavedGameClient.cs
The problem was solved. It was not a problem from my end, it took well over 24 hours for the saved game services to activate. The problem solved itself once the saved games were enabled by google (there was no notification that the saved games were enabled, instead the app started working properly).
I recently finished to develop a UWP based on the SDK example CameraFrames. On the second screen of this example (and also on my app) you can choose to preview the frames taken by the Kinect v2.0 as shown below.
On the top of the image on the right of "Grupo de fontes" (Source group) I am able to choose between the different cameras that are connected to my PC. The problem comes when I deploy my app to another PC, I am unable to see "Kinect V2 Video Sensor". Thus rendering my app obsolete as it needs to be portable between PCs. I have checked that inside "Package.appxmanifest->Capabilities->Web Cam" checkbox is ticked.
I am out of ideas as I don't have a clue why my app works flawlesly on my computer but not on the rest. If you need any extra info to help me with my problem please let me know.
It is worth noting that on the other PCs that I've tried my app can read frames via Kinect Studio or MatLab.
Inside "Camera privacy settings" my app has privileges to use the camera.
Thank you in advance.
Update due to Nico Zhu's comment
My OS is Windows 10 and my target version is "10.0.16299.0". I have downloading and deploying CameraFrames on the second computer that I'm working with but it doesn't recognize the Kinect as in input source. Even though CameraFrames doesn't work doesn't read anything, I can properly make use of the kinect using Kinect Studio.
It seems that my problem is focused on my second computer not being able to make use of the Kinect on any deployed UWPs. What should I installed in order to make sure that I have all that's needed to properly read from the Kinect?
At the end of a lot of headaches I just needed to upgrade my drivers.
I am writing a game for the Microsoft PixelSense written in Unity, communicating with the table through the SurfaceToTUIO Bridge and the unity3d-tuio Unity Plugin.
I am currently trying to get the game to play nicely with the Microsoft PixelSense launcher. I have been able to get my application to appear in the launcher by mimicking the Surface Bing Application - duplicating a link to an XML file in C:\ProgramData\Microsoft\Surface\v2.0\Programs and creating the corresponding XML in the proper format.
When I go into Surface Mode - either through a dedicated Surface User Account, or through the Surface Shell on the Administrator's Profile, the game appears correctly on the launcher bar with the custom icon I set in the XML. The game launches correctly from the bar, and I can play it without any errors for about two minutes.
At that point, the Launcher closes my game. With a little research, I learned that its the Application's Responsibility to dismiss the Launcher.
Being that this is part of the Microsoft PixelSense SDK and not accessible to Unity, I've tried various methods to get around this:
I tried running the game in Single Application Mode. It turns out there is a different timeout that still waits for the SignalApplicationLoadComplete call.
I tried using the CriticalProcessMonitoring Disable and ApplicationProcessMonitoring Disable keys in the Registry.
I tried setting the LoadingScreenTimeout and SingleAppLoadingScreenTimeout Registry Keys to 0 - below their valid threshold.
What I want is to provide my users with the smoothest experience getting into and out of the Unity game. Currently we have to launch our game from the Windows Desktop, which can frustrate users due to the fact that Windows can't differientiate between a finger touching the screen, and a palm hovering above the screen.
Does anyone have a workaround, an good understanding of how I could spoof a SignalApplicationLoadingCall from Unity, or a suggestion of something to try?
Thanks!
Update: I've found some more things that didn't work:
I found the Microsoft.Surface DLL at C:\Windows\Microsoft.NET\assembly\GAC_MSIL\Microsoft.Surface\v4.0_2.0.0.0__31bf3856ad364e35. I imported it into my Unity project, but recieved a System.TypeLoadException that appears to be that the DLL is compiled with .NET 4.0, which Unity does not currently support.
I have been unable to find any COM objects that would allow me to communicate with the launcher without needing the DLL.
I cannot use a XNA wrapper program, as System.Diagnostics.Process.Start doesn't work in Surface Mode according to this post.