CRC fail when extracting sample Unity project - unity3d

How do I properly extract the zip files located at
https://parse.com/downloads/windows/ParseUnityStarterProject-CSharp/latest
and
https://parse.com/downloads/windows/Parse/latest
I have tried the built in Windows zip functionality and 7zip run with administrator privileges. I tried reporting it as a bug to Parse but their bug tracking system gave me a 404 when I tried to submit.
The specific pathways to get to those URLs are
Parse.com -> Docs -> Get Started link under Start building -> Data -> Unity -> New Project -> Download the blank Unity project

The solution was to use WinRAR instead of 7zip or the built in Windows zip functionality. It was not simply a matter of re-downloading, the directories produced by WinRAR versus 7zip were different.

Related

With Unity version 2020 and onwards, how to build for Windows to a single file?

I'm struggling to find any method that works with current Unity.
This for a conventional Windows build (not a Windows Universal via VS).
So, there's the separate data, dll, etc files of a build: how to create a civilian-usable "single exe" for Windows, with current Unity??
As said afaik this was actually always the case.
See e.g. Windows standalone Player build binaries to see a list of resulting output of a build. It exists back until version 2017.2.
So the short answer is:
It is how it is. You will always get multiple files and the data folder as output.
What you can do however is using a pack tool which simply packs all your folder content into one single exe file.
One example is Appacker
=>
BUT unfortunately there is one known issue: Windows Defender recognizes it and every exe created with it as malware. The reason for that is actually mentioned by the author in the link
Spoiler: A self-extracting .exe file? Windows Defender hates that trick!
So either with this tool or any similar one there is no real way around that except you need to trust the tool and your users need to trust you ^^
(The icon is also only used for the process window, not for the exe file itself ^^)
The long and correct way would probably be to create an actual installer for your final app which is then allowed to extract all the files to a certain location.
So in the end the user anyway will again have an exe and according data and dll files e.g. in the Programs folder but get a registered shortcut to the Start Menu which is just how any other application on Windows usually works like.
Just to add to the answer.
In 2020 if it's a game you should just use Steam. Making auto-update way easier for your users.
https://partner.steamgames.com/doc/gettingstarted

Visual Studio Code (VSCode) - how to update the standalone (.zip) version?

There is no "check for updates" when using the standalone/no install version.
What is best way to update a standalone version without losing settings etc.?
According to my experience (VSCode in a standalone .zip file uncompressed in D:\ using Win7 OS) you just need to download and uncompress the archive containing the new version (v 1.41.1).
When you run Code.exe in the new folder, your settings file is used and everithing is OK. (then, when you are really really sure that it is everithing OK, you could delete the old version).
If you changed the default settings file location, take a look at https://code.visualstudio.com/docs/getstarted/settings#_settings-file-locations
From the official doc it says when downloaded through zip file, one has download the release manually for each update and place the unzip version inside the Program files (Windows).
According to the special portable page all the settings, plugins, etc. of the standalone version
are stored in the data-folder. So assuming you called your vscode-folder vscode:
download the new version
unpack to vscode2 folder adjacent to current vscode
move data folder from vscode to vscode2
delete old vscode-folder
rename vscode2 to vscode
done
P.S.: Current portable versions notify about new version, but clicking on it leads to download, so above list still applies.
Edit 2020/08/04: To make a "normal" install portable one just needs to create the data folder inside the installation/unpack directory of VSC.
To download the old archive, replace user|system with archive in the URL.
Before:
https://update.code.visualstudio.com/1.69.2/win32-x64-user/stable
After:
https://update.code.visualstudio.com/1.69.2/win32-x64-archive/stable

After updating unity to latest version, the unity launcher is blank

Yesterday I updated my unity to latest version..
Then the launcher is blank.
And when i open any .unity file.. It opens the editor with a error.
Error loading file:///C%3A%2FUsers%2FBuckyDroidz%2FAppData%2FRoaming%2FUnity%2FPackages%2Fnode_modules%2Funity-editor-home%2Fdist/index.html#/login
Unity is still working and running the project.. But unity launcher is not working
After searching on google I found a fix. I mean I have to add some file in package folder.. But there was a link to download those files and the link is dead...
Help Me!!
Looking at your SO username, it looks like this is a problem with your computer username.The D in your name is probably "Ď" or some other character and Unity is having problem reading that file path(C:/Users/username/AppData/Roaming/Unity/Packages/node_modules/unity-editor-home/dist/index.html#/login). This causes license check to fail.
Two things to try:
Method 1.
Change your username
A.Change your name to valid English characters
B.Uninstall and install Unity again to recognize that change.
If this does not fix your problem, do method 2.
Method 2
Do manual Activation
A.Disconnect your internet/wifi.
B.Open Unity. Go to Help -> Manage License
C.Click on Manual Activation.
D.Click on Save License or Save License Request(Depends on Unity version)
E.Connect to your internet/wifi.
F.Go to https://license.unity3d.com/manual then upload that saved license there. Follow steps to on the website to create a license on that website. Make sure to chose free unity version as the license type. When everything is done, you will be able to download a key file. Download that file.
G.Disconnect your internet/wifi again.
H.Open Unity. Go to Help -> Manage License
I.Click on Manual Activation.
J.Click on Load License then choose the file you downloaded from step F.
You can now connect to your internet/wifi again. Restart Unity and test if the problem is still there.
This is a issue with 2017.2 as well
To fix
go to C:\Program Files\Unity\Editor\Data\Resources\Packages
You can see 4 tgz files
unity-editor-home.0.8.30.tgz
unityeditor-cloud-hub-0.0.15.tgz
unityeditor-collab-history.0.6.14.tgz
unityeditor-collab-toolbar.0.7.15.tgz
Use an unarchive program (I used 7-zip file manager) to open each one of these and extract contents (dist folder and package.json file) to your Roaming folder
C:\Users\YOURUSERNAME\AppData\Roaming\Unity\Packages\node_modules
After extract, the folder looks like this..
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-cloud-hub
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-history
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-toolbar
and unity-editor-home like below (one level subfolders shown)
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\dist
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\package.json
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\README.md

Building .car ColdFusion Archive from command-line

The current way I'm packaging my application is to deploy it on a running ColdFusion server, and export is as a .car (Coldfusion ARchive) through the admin console, but this manual process is usually prone to errors.
That's why I'm looking for a tool (or any solution) to build this final .car from the command line (so without requiring a ColdFusion server up and running).
Note: because of the complexity and the size of this legacy application, I cannot work with .war files, and I'm not aware of any other packaging format than .war or .car for ColdFusion applications.
Hi unfortunately Coldfusion is not built to use in this way but you can use API or the admin console.
I invite you to read this page : http://help.adobe.com/en_US/ColdFusion/10.0/Admin/WSc3ff6d0ea77859461172e0811cbf3638e6-7fc5.html for more details.
From coldfusion 9 servers, CAR files are zip files. You can unzip them, edit the files, and zip them back up and deploy them on coldfusion10 servers. The zip contains a folder called "{WorkingDir}" with curly brackets.
Structure looks like
{WorkingDir}
server_settings.xml
archive_settings.xml

Files on my WebDAV mapped drive output rendered files in IDEs instead of actual content

On my mac I mounted a shared drive using WebDAV by going to "Finder > Go > Connect to server".
Now, when I try to view the files using TextWranger or TextEdit I can see the PHP code that I want to edit.
However, if I try to use an IDE like NetBeans/Eclipse/TextMate and create a new project with my shared drive as the "Existing sources" folder I cannot see the PHP code.
Instead I see the HTML output of the files as if I were seeing them through a web browser. Also, if I try to view a file that isn't normally accessibility (a command line script) I see the output as if it were called from the command line.
But a weird thing is if I use TextMate to edit a single file from the shared drive I can see the php code I am trying to edit. It just doesn't work as a project.
Any suggestions or solutions on how I can use an IDE to edit files over WebDAV? And why do my IDEs display the content rendered, instead of the actual file on the file system.
I'm not a specialist at all but I seem to remember that WebDAV clients do send GET requests.
If I'm correct your server may not be able to discriminate between HTTP GET and WebDAV GET thus rendering your .php files. Why this would work that way when working with a project and another way while working with individual files is not clear, though.
Do you get rendered files when you add files to your project manually as well?