Unity3D 5 packages conflict - unity3d

I have Unity 5.0.2f1. Firstly, I've successfully added GooglePlayGamesPlugin-0.9.20.unitypackage to my project. Then, I've tried to import GoogleMobileAds.unitypackage, but I got these errors:
Error importing folder (The pathName assets/plugins is already mapped to fce8a713f1e5a4cc4b9973d1ef630f31. But the meta data wants it to be mapped to cbde64d36fd994c458fffca9e931b232)
Error importing folder (The pathName assets/plugins/android is already mapped to b8f0d9a6a7f9240c981894807effddbc. But the meta data wants it to be mapped to 2f5d736f7c4cb4c1e80d0816d0e81625)
Error importing folder (The pathName assets/plugins/ios is already mapped to 6490bb8acab6f4f92b29615e7429b8df. But the meta data wants it to be mapped to da135550add3c4abca622bda5280d204)
How to resolve this?

First make a backup of your project and delete your metadata files in your asset project folder and childs.
Files with extension .meta

The easiest workaround I could come up with:
1. Within the Unity Editor, create a subfolder of the Assets folder, for instance called TEMP123.
2. Move the entire (other) content of the Assets folder to TEMP123.
3. Import your package.
4. Manually merge the content of TEMP123back to the Assets folder.

If you see these kinds of errors, reimport all the assets. This reprocesses the metadata and the error goes off.

Related

While uploading a php project github gives error of file size

When i uploading a php project into existing repository which itself contains another project. Github through this error:
"Yowza, that’s a big file. Try again with a file smaller than 25MB."
My project folder size is in Kb's even not in Mb's.
Try and list all the files of your current repository, sorted by size.
Chances are, you have, by mistake, included one large binary.

Change .vscode folder location

I'm programming a client side applications using SharePoint Designer 2013.
I want to change to VSCODE since it supports a lot of extensions for some Javascript library like angular, jQuery. And because of the Chrome/Node.js debugger extension.
But when I try to start any Debugger, I got the error:
Unable to create 'launch.json' file inside the '.vscode' folder (Error: UNKNOWN: unknown error, mkdir '\\servername\DavWWWRoot\sitename\Style Library\.vscode').
I get this error because it's impossible to create a folder in SharePoint where the name starts with dot.
So there's a possibility to change the name of this folder or the file location to any directory in my local computer?
No, it's not possible to move/rename that folder. VS code is a tool that bases project management on folder content. So it is essential that the project settings reside in the folder being managed.
You can move the "extensions" folder, but unfortunately not the argv.json (so the ".vscode" will, at least be recreated on vscode launch)
https://github.com/microsoft/vscode/issues/17691#issuecomment-559234574
I hope that'll finally change sometime .
https://github.com/microsoft/vscode/issues/3884
https://github.com/OmniSharp/omnisharp-roslyn/issues/953

Resolving NED Path issue Veins/Omnet++

I am working with veins. I needed to change the default behavior of BaseWaveApplLayer. Rather doing in file changes, I created a second application file with the name MyApp. I added MyApp.cc, MyApp.h, MyApp.ned files. Then I duplicated TraCIDemoRSU11p, and added files for TraCIDemoRSU11pEnhanced. Now in .ini file when I changed *.rsu[*].applType to point to "TraCIDemoRSU11pEnhanced". It compiles fine, but when I try to run it, generates the following error:
Submodule appl: no module type named `TraCIDemo11pEnhanced' found that implements module interface org.car2x.veins.base.modules.IBaseApplLayer (not in the loaded NED files?).
In MyApp.ned file it is declared to be of type IBaseApplLayer. I tried setting ned-path parameter in ini file, didn't resolve the problem. In veins project properties, NED source folder is checked. Do I have to add the ned path for the newly created application file, somewhere?
Try using the cookiecutter package (https://veins.car2x.org/tutorial/#newprojects) to create new applications that use veins instead of copying and pasting files:
Use pip to install the package (https://github.com/cookiecutter/cookiecutter)
Then follow the steps in (https://github.com/veins/cookiecutter-veins-project/blob/master/README.md) to create the new project; following the prompts that appear.
This will create a new project that uses Veins and has the application layer-related files for you to update according to your application with no errors.

Adding assets to Xcode problem

I've an Xcode project which has been using svn, but we had to stop using it. Since then when ever I try and Add files to the project I get the error window below. The files actually get added to the file system (using Finder), but not to the project,so not displayed in the file system in XCode and therefore can't be accessed.
I found the answer myself.
Just make sure you delete all the hidden .svn files / folders

Problem with header files of ARToolkitPlus after making the ARToolKitPlus dylib!

I'm writing this Augmented Reality app for the iPhone and I'd decided to use ARToolKitPlus for it. Using QMake, I created the xcode project file and subsequently the libArToolKitPlus.dylib
I tried to compile and run the sample files "simple" and "multi" which worked well. Now all other attempts that I tried to create another project and use the library have failed due to header files not being found. If I drag the "include" folder to the xcode project I get 8 errors instead of just one; The one is for the main include not being found is solved but then it includes 8 other headers that cannot be found (although they are in the same folder)
#include "ARToolKitPlus/TrackerSingleMarkerImpl.h"
I get a error: ARToolKitPlus/TrackerSingleMarkerImpl.h: No such file or directory
If I drag the include folder then some of what I get:
error: ARToolKitPlus/TrackerSingleMarker.h: No such file or directory
error: ../src/TrackerSingleMarkerImpl.cpp: No such file or directory
error: expected class-name before ',' token
class TrackerSingleMarkerImpl : public TrackerSingleMarker, protected TrackerImpl<__PATTERN_SIZE_X,__PATTERN_SIZE_Y, __PATTERN_SAMPLE_NUM, __MAX_LOAD_PATTERNS, __MAX_IMAGE_PATTERNS>
Having the dylib doesnt make a difference as far as I can tell. What do you think I should do?? Would creating a framework help??
I'm not sure its ok "copyright wise" to do so. But here's how to do it.
In XCode, create a new group called: ARToolKitPlus (or whatever u like).
Drag the "src" and "include" folders from the original ARToolKitPlus folder to the group you created.
Find the location of both the "include" and "src" folders by right clicking on each and selecting "Get Info"
Copy these paths in the "Get Info" window.
Open the project settings, choose "All configurations" and find "Header Search Paths", you can search for it directly.
Add the paths you copied from the info window to the header search paths, make sure you compensate for spaces (or even better, have no spaces in your paths).
Confirm and make it recursive, and voila!
I figured this out... It was an xcode problem, it was not including the "include" folder in the header search path. Did that manually and the problem was solved!