Facebook SDK for Unity slow settings screen - lag

I'm using the Facebook SDK for Unity v5.04 (also tried 5.03) and whenever I open the FacebookSettings panel in the inspector I get ridiculous slowdown to the point that I can't even use Unity. This only happens when I do that, does anyone know what might be wrong? I've tried it on multiple computers now and all have been experiencing this lag.

I am getting this same thing. I don't think this is happening to every project or the FB team would have noticed prior to pushing the builds out.
As far as I can tell, it only happens on larger projects. We have seen this same behavior in other plugins (namely one that one of our developers wrote) when the plugin tried to scan the project for a file of a specific name. It didn't show up in his tests but in large projects it made Unity almost unusable.
I tested the Facebook settings issue on a brand new project and it's fast.
Potential Solution Delete everything in your project except Facebook ;)
Edit: The settings menu appears to work just fine on a Mac. I have the same project on my PC and Mac (and the PC's specs are far better than the Mac's) yet it brings Unity to a crawl on the PC and it works fine on the Mac. Go figure :S

OP: If you add the SDK to a new project, or Facebook's sample project, do you see the same issue? Also, could you update with the Unity version you're using, so we can explore? Thanks!

I have the same problem
but when I follow this Link that solve "[Open SSL not found]" Problem >> The slow problem was disappeared.
this is the steps that I was follow:
1) Download and install OpenSSL. http://slproweb.com/products/Win32OpenSSL.html
Win32 OpenSSL v#.#.# (not Light)
OR Win64 OpenSSL v#.#.# (not Light)
2) Add the OpenSSL directory to your path.
Go to: Control Panel > System > Advanced system settings > Environment Variables
Select the Variable "Path" in the "System variables" window and click Edit.
3) Add the path to your OpenSSL bin folder to the end of the "Variable value" text. e.g. I added ";C:\Program Files\OpenSSL-Win64\bin" to the end of the value text.
Restart Unity3D.
take note do not forget to add semi-colon ";" before the C:/
4) If you get the error in FacebookSettings "Keytool not found", you need to add the JDK (Java Development Kit) bin directory to the Path variable value.
5) Follow the same steps as before, but instead of the OpenSSL bin path, add the JDK bin path. e.g. I added ";C:\Program Files\Java\jdk1.7.0_45\bin" to the end of the value text.
Restart Unity3D.

Related

Unity 3D is Layout Errors On a fresh install

Unity 3d doesnt work, when I try to open my project it says that This can happen if layout contains custom windows and there are compile errors in the project. I tried reinstalling OpenGL and something that I found on the internet but didn't work. The error window says that Revert Factory Settings but same thing happens after it too my Unity version is 2020.1.0a My OS is Ubuntu and I gave all the permissions to some folders. Didn't work And all this happened after a fresh install
Unity 2020.1.0a3 is an ALPHA VERSION!
As any alpha version it is not stable for production and can be expected to be full of bugs and unexpected behavior.
Search through the Known Issues in 2020.1.0a3 maybe your problem is already listed there.
In general do not touch alpha or beta versions unless you want to checkout a new added feature and test it.
For anything else stick to the stable releases like 2019.1.14f1 or 2019.2.6f1
On the last letter you can see their state:
a = Alpha
b = Beta
f = Release
Not sure if these are related but here and here also others had this problem already in early version so maybe one of their hot-fixes work for you as well.
This error may occur in released versions.
To resolve this problem:
Go to this directory:
C:\Users{YOUR_USER}\AppData\Roaming\Unity\Editor-5.x\Preferences\Layouts\default
Open Default.wlt file with Notepad or any text editor and copy all its contents.
Go to your unity project directory like this:
{YOUR_UNITY_PROJECT}\Library
Open CurrentLayout-default.dwlt file with Notepad or any text editor and delete all its contents then paste the contents of Default.wlt that you copied in step 2
If these files exist in Library delete them:
CurrentMaximizeLayout.dwlt
CurrentLayout.dwlt
Stop the Unity Hub service by a click the system tray and right-click on Unity Hub icon then select Quit Unity Hub.
Run your project again.

Disabling/Deactivating scripts in the Unity MonoDevelop

I have a folder in my Unity's Assets directory that contains several scripts with errors and missing directives, etc...
So, I looked for a way of getting Unity to disregard all those scripts until I have found the directives and solution...
I found out that in MonoDevelop, I could click on the little Settings icon that appears to the right of every script (on the Solution viewpad) and change their setting from Compile to None, but this still does not exclude them from being compiled, so I still get error messages that prevent me from running my Unity app.
Is there another way of doing this, without having to cut that directory out of my Unity project through windows explorer?
As far as I know - no, you can not do that: http://forum.unity3d.com/threads/excluding-unreferenced-scripts-from-builds.13406/
Because it's a development issue, you can just comment out all the code in those scripts. Ctrl/Cmd + A, then Ctrl/Cmd + /.

Google App Engine Eclipse Launch Local Host Multiple App Conflict?

I have two GAE projects created through pydev in eclipse 4.2 (windows 7) and the first one I had no issues running the localhost:8080 but when I created a second project, I duplicated the Run Configuration for local run adn just changed the project name to the new one.
However- when I run that config the inital HelloWorld project shows up[ in my browser, I tried completely removing the first project, but then it just ocmplains it cant fint app.yaml in the old directory (because the old directory isnt where it was).
So clearly I'm missing some setting in the launch procedure where it sets the root path.
The run config is a PyDeb Google App Run, main module points to
C:\program files (x86)\google\google_appengine\dev_appserver.py
And the arguments are
${project_loc}\src
Everything else is on the default settings.
Any help would be greatly appreciated as pushing to Google (which works fine for both) for every little debug iteration is driving me a bit crazy.
Thanks!
*EDIT: Forgot to mention I have already tried to delete all runconfigs and remake.
Have you tried Run as : PyDev Google App Engine Run, to create a new runconfig?
Turns out I'm just a bit silly. In eclipse, I wasn't properly turning off (not sure on the correct term there) the LocalHost for the first project before starting the second. To fix, I needed to go Into eclipses console window, and select "display selected console" and choose the project I wanted to stop and hit the stop all button. Then it runs fine.
Hope this helps someone in the future, that is as determined as me that "It can't be my fault".
Cheers.

Receive message "A signed resource has been added, modified, or deleted" when trying to debug an App on iPhone

While attempting to debug a build created using the 3.2 SDK on an iPhone device I receive the message "A signed resource has been added, modified, or deleted.".
I can clean, rebuild, then install with no error, but if I try to install without cleaning the error shows.
Anyone have an idea as to what might be causing this?
I found a workaround for the bug.
If you delete the .app file in build/Debug-iphoneos/ before building for the device, the app gets installed without errors.
And there is a simple way to do that before every build.
Make sure you have selected "Device" in the dropdown overview menu.
In XCode go to Project > New target...
Then find "Shell Script target" under MacOSX/Other
Name it and add it to the current project
Now, in the left navigation panel, under targets, expand your newly created target and double-click on Run Script.
In the window that opens replace "# shell script goes here" with "rm -fr build/Debug-iphoneos/*.app" (without the quotes).
Now open your main target preferences and under Direct Dependencies add your newly created target.
Build and Go! :)
This error occurs when there is a special character in the Product Name. In my case it was a "?"
If you change the Product Name it automatically updates the "Bundle Name" and "Bundle Display Name" so it is often the best choice to rename an app.
If you want to include special characters in the app name you have to manually rename the "Bundle Name" and "Bundle Display Name"
Bundle Name: This is the actual app bundle name in the file system such as "Awesome App.app". It is generally not visible to the user.
Bundle Display Name: This is a short name displayed under the app icon on the device. Since the bundle name would be truncated to "Awes…tion" you have the option to have a shorter name which fits better such as "Awesome App". It should be similar to the App Store name (set in iTunes Connect)
This is pretty clearly a bug in the 3.2 SDK, but I don't want to downgrade. I've found that doing a Clean by pushing Command+Shift+K, then Return is pretty fast before pushing Command+R to build.
Xcode 8, reason of the "A signed resource has been added, modified, or deleted." was that target was signed with an enterprise provision profile.
In my case, it happened when no changes were made. Make a change to any file and run again.
This can have several causes. The fastest way to figure out what is causing it is to go into Xcode, Window menu, Devices, then click the reveal button at the bottom of the pane to show the Console. Now attempt to run. You should see log output that names the specific files it is complaining about.
Most of the solutions previously posted are just artificial ways of getting Xcode to regenerate the contents of the build folder and/or re-sign the files.
In my case, my WatchKit extension was somehow acquiring references to Cocoapods frameworks that were only targeted toward the main app so they got signed during the build, then pruned later (as they were not used). Then on device, iOS complained that they were missing from the .appex folder for the extension. I ended up not needing any pods in the extension so I just removed them all and removed the extension as a target, then did some minor cleanup to remove the pod-related debris left in the build steps. Now everything works perfectly.
(SOLVED) This is a weird one. I tried everything I could find. Eventually I changed the product name from "Unit Tests (device)" to "Device Unit Tests" - removing the brackets. Now everything works. The spaces in it appear to be fine.
Previously on stackoverflow:
I've just run into this bug with two static library projects. One builds and tests using the GHUnit test runner on the device without a problem. The other projects will not install and gets this error. That means it's something thats different between these two projects. I've so far tried wiping the build directory, taking spaces out of the executable name, and various clean and builds as suggested here.
Same for me, thought it has something to do with multiple targets etc. because I changed a lot there. But it's highly possible that it's a Bug in the 3.2.2 release since I did not test extensively in this sdk version before the massive target changes in my project.
solved my issue!!!
I found out by accident that somehow a space " " found it's way into the Product Name of my app so it was called "First Second.app" instead of "FirstSecond.app". After deleting the space the issue was gone!
I changed it here:
right click on target
Get Info
Build Tab
Packaging Section
Product Name <- The name here will be used for the bundle (.app) name
Hope this helps, let me know!
Cheers,
nils
I could solved by changing project name.
[project]-[Rename] menu. "phase1 (new)" -> "pahse1"
I was getting this same error, but intermittently. I tried all the above and it still didn't work. Today I found what was causing it.
The error seems to occur when editing a xib in interface builder. If you try to run while the interface builder is open in xcode it will cause the above error. To solve just close the interface builder editor. i.e. just select a code file from your project so you are in the Source Editor.
The simplest (and probably most common cause) appears to be rebuilding without any changes.
So the simplest thing to cure it is to make a trivial change to a source file (such as adding a space, then deleting it), and then rebuilding.
If this doesn't work, feel free to try all the other answers here.
For months, I'd get this error without realizing it was due to such a simple cause. I'd usually do a Clean Build to get rid of it.
When I created ipa through terminal using xcodebuild commands, ipa created but while installing it I was getting same error. exportOptionsPlist solved my issue.
xcodebuild -exportArchive -archivePath projectPath/myapp.xcarchive -exportPath projectPath/myApp.ipa -exportOptionsPlist ProjectFolder/exportPlist.plist
In my case, Quit and restarting XCode worked.
For me the issue was related to the provisioning profile settings. The clue to this was that debug builds were installing ok, but release builds were not. I wanted to test a release build, so I ran the scheme with that build configuration.
I fixed it by duplicating the Release Configuration, then modifying those fields in the Build Settings to have the same provisioning stuff as if I am debugging it.
(Adding another build configuration will give you headaches if you are using Cocoapods however, then you'll have to modify your Podfile)
I'm getting the same thing, when installing on a iPod Touch. I can't link for the simulator (for other reasons), so can't say whether the problem occurs there.
Yes, rebuilding clean or deleting the app from the device allows me to install again. Neither are desirable, iterative solutions!
The minimal "cleaning" I've come across as a work around is manually deleting the Foo.app in the build/Debug-iphoneos directory.
it seems this is a bug in xcode 3.2.2:
iphonedevsdk
I had the same problem in Xcode 3.2.1 when I put a + in my app name. Specifically the "product name" in the build settings. It is fine to have a + in the bundle name in your Info.plist. The same probably applies to other punctuation characters.
Go to Window > Organizer > Projects > Find your project and delete derived data
I got this error intermittently while installing app using iPhone config utility on Windows7. Following solution works - Go to C:\Users\{lanusername}\AppData\Local\Temp and delete app specific folders (e.g. abc.app) and try installing app again.
I reported this bug on ICU (Windows versions) to Apple in June 2011. With the following workarounds:
The workaround is this ....
Win XP
1) Close ICU
2) Delete the temp folder: c:\Documents and Settings\[username]\Local Settings\Temp\[AppName].app
3) Delete the deploy folder: c:\Documents and Settings\[username]\Application Data\AppleComputer\MobileDevice
4) Restart ICU. Drag in the App and install normally.
============================
Win 7
1) Close ICU
2) Delete the temp folder: c:\Users\[username]\AppData\Local\Temp\[AppName].app
3) Delete the deploy folder: c:\Users\[username]\AppData\Local\Apple Computer\MobileDevice\Applications\[AppName].app
4) Restart ICU. Drag in the App and install normally.
=========================================================
I simply rebuilt my app, and that solved the issue.
I also faced the same issue. After wasting lot of time I realized that my product name has a special character "?" which cased the problem
Having the DerivedData folder at a network location caused this problem for me.
After trying everything else, I found out my workstation couldn't agree with the University server about what the time was. (It thought everything was always modified). I also had to clean for every rebuild to avoid that frustrating message.
In the end I gave up and built locally, changing Xcode > Preferences > Locations ... feeling altogether pretty dumb for having ever built over the network.
We ran into this issues on XCode_6.3.1. We were building a AppleWatch app, with an extension. We do have a bunch of Pods.. After debugging the issue for almost a bunch of hours, what we found was that there was an issue with the way a file was adde to the project..
It seems like some references to a unused file was sitting in the iPhone App, though it was used in the Watch App.. It turns out that the error XCode was showing was totally useless.
After removing this file and re adding it back to the project the project started working fine & was able to install to the device. To make it even harder to debug the issues, the debug version was installed without an issue, but was unable to install the norman version..
Make sure you add your files to the right target and, look at git history and see if there are lingering fragments that are added to the wrong target.
This is a very general error message indicating something is wrong during the validation process of the code signature. To find out the specific error, you can go to Xcode->Window->Devices and check your device log.
In my case, I have following console spew
Feb 1 18:53:07 iPod-touch installd[40] : 0x1001f8000 -[MICodeSigningVerifier performValidationWithError:]: 192: Failed to verify code signature of : 0xe8008017 (Signed resources have been added, removed, or modified)
Check on this 3rd party framework again, I found an extra CodeResources file under the framework root. Remove that file fixed the problem.

Upgrade to iPhone SDK 3.0 Causing UIKit Problems

I have an existing project that I was working on, and I recently decided to update my iPhone SDK and updated to the latest 3.0 SDK.
I update my SDK and go to open my existing project. Sure enough, there are some problems including some certificate problems and so on. Anyway, google and I were able to solve most of them, but I haven't had any luck on what I hope to be the last of my problems.
When running my program in the simulator, I now get
dyld: Library not loaded:
/System/Library/Frameworks/UIKit.framework/UIKit
Referenced from:
/Developer/iGameLib/iGameLib/build/Debug-iphonesimulator/iGameLib.app/iGameLib Reason: image not found
Now, I discovered the UIKit has moved to
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0sdk/
System/Library/FrameWorks/UIKit
and I have updated my target and project settings to point to that new framework location, but still when I build it, no luck.
I have also tried clearing out the simulator's applications and settings, still no luck.
The referencing .app is cleared when I run the "clean" menuitem, I have confirmed this, so clearly something in my project settings are still pointing to use the old UIKit location.
Where should I be looking?
I've gone as far as I can to help myself but I'm afraid I'm at a loss here. I don't see it under the target settings, or the project settings, or the plist, or any of the other files within my project.
I was getting the same error
dyld: Library not loaded: /System/Library/Frameworks/UIKit.framework/UIKit
The solution on my case was simply quit Xcode and try again.
OK, SO I HAVE THE ANSWER!!!
Quite simply, Xcode is not changing all of the variables correctly in the actual .xcodeproj file. So, here are the steps I took.
Get out of Xcode, you've got to do this job at the terminal. Bring up a terminal and go to where your project is. Find your .xcodeproj and go into it as if it were a directory. It looks like an actual file in finder, but it is one of those package directories.
Now, I couldn't get textedit to allow me to edit it, but you can go into nano, so like I did
sudo nano project.pbxproj which is under my .xcodeproj file/folder/package/whatever.
In this file, you need to find where the SDKROOT is set. Chances are there are a few places it is referenced, but you're looking for SDKROOT = iphoneos2.2.1 or something similar. Change ALL OF THESE (there are a few) to SDKROOT = iphoneos3.0
Now, you're half way there. do ctrl x and save the file. Next you're going to do ls and find out what the .pbxuser file is. Mine is myname.pbxuser. run the same command of
sudo nano myname.pbxuser
In this file, there are a HUGE number of references to the 2.1 iphone sdk directory. Do a search/replace of iPhoneSimulatorOLDVERSION.sdk, in my case it was iPhoneSimulator2.1.sdk
and change the 2.1 to 3.0. Be very careful with this though, I wouldn't want to know what happens when you mess this file up.
Save it and open xcode. CLEAN the project and build and run. Presto!
Check your target settings
Make sure you're actually linking to all of those frameworks in the Target (check under "link binary with libraries")
Make sure you've chosen the 3.0 sdk as your base SDK
Create a blank project and add your frameworks as before; if you still have issues, probably a borked SDK install
BTW, you shouldn't have to re-add sdk frameworks, as the paths are relative to the current SDK
Just trying to be helpful… not sure I can debug from here :)
I have had some similar problems with Xcode that seem to have no apparent cause. The fact of the matter is that Xcode does still have bugs here and there and sometimes you WILL run into a wall.
My Experience: Similar to your situation somewhat, on one particular occasion, an Xcode project I was working just stopped building for whatever mysterious reason, and no amount of cleaning, googling or SO-ing provided me any answers. So I simply created a FRESH, NEW project and filled the source-code from my corrupt project into that of the new project. The new project used the SAME source, libraries, resources, settings, mind you -- and yet it built with no problems. It took about 20-25 minutes to make the transfer but considering that I had spent several HOURS trying to address a bug that would not reveal itself in the corrupt project, the time was well worth it.
So, I'd suggest doing what I did: Maybe try creating a fresh project and transfer your old source and resources over.
Good Luck
I just deleted the UIKit.framework from the 'Frameworks' folder, right-clicked and added it back again.
Clean build, and no problem..
I had the same problem using Xcode 3.2.1 but it was solved in an easier manner. I realized I had recently disabled my target's environment variables, specifically ones to do with memory debugging (NSDebugEnabled, NSZombieEnabled, NSAutoreleaseFreedObjectCheckEnabled, MallocStackLogging, MallocStackLoggingNoCompact). The app ran once in the simulator after removing the environment variables but never again after that.
Quitting Xcode, the Simulator, restarting Xcode and doing a complete clean of the target (including it's dependencies off course) brought me back to a good state.
Same problem when launching my application without debugging.
In my experience the produced binary does not seem to be the culprit.
I created an app from the xcode wizard which does launch OK in the simulator (let's call it testApp, my application being called myApp), I tried to figure out where is the difference with my app.
otool -L myApp
gives correct (relative paths) to the frameworks, same as testApp
ps -E
DYLD_ROOT_PATH, DYLD_FALLBACK_FRAMEWORK_PATH, DYLD_FRAMEWORK_PATH, DYLD_LIBRARY_PATH environment variables needed by ld to locate the framework
are OK for myApp compared to the values of these variables when testApp is launched
I suspect that the problem lies somewhere in the communicartion between XCode and the simulator once the app is launched ... altough I can't find what's wrong ...
The solution that worked (at least for me) have certainly some big side effects but here it is :
quit xcode
browse the content of the package myApp.xcodeproj
unlock .model1v3 and .pbxuser for modification (the lock in the information panel (cmd-I on the file))
delete these two files
start xcode and retry to launch your application from there