I've been saving installerName(https://docs.unity3d.com/ScriptReference/Application-installerName.html) for the past some time.
Here's some values from it for a few days: https://i.imgur.com/GLUMeBP.png
If value is empty, does it 100% mean user installed it directly from downloaded apk file?
Could it be that on some android devices this value is always empty, even if it's installed from play store? Or it changes to empty after user updated the app?
↧
Using installerName to detect apk downloaded and installed from 3rd party websites
↧
Unity's Cloud Build for Android is giving warnings regarding shaders and is slow in general. What can I do to fix this?
This build took 26 mins for a fairly small project.
I get none of the shader warnings on my desktop. How can I get rid of them? I also don't get any of the 'No script attached to...' problems. As a matter of fact I only get two warning regarding variables not having use and rest is alien to me.
Any and all help is appreciated.
Here's the log below:
1: [Unity] DisplayProgressbar: Unity license
2: [Unity] Initialize engine version: 2019.1.9f1 (d5f1b37da199)
3: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
4: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
5: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
6: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
7: [Unity] WARNING: Shader Unsupported: 'Hidden/Internal-UIRDefault' - Pass '' has no vertex shader
8: [Unity] WARNING: Shader Unsupported: 'UI/Unlit/Transparent' - Setting to default shader.
9: [Unity] WARNING: Shader Unsupported: 'UI/Unlit/Text' - Setting to default shader.
10: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Pass '' has no vertex shader
11: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Setting to default shader.
12: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Pass '' has no vertex shader
13: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Setting to default shader.
14: [Unity] Updating Packages/com.unity.multiplayer-hlapi/Tests/Runtime/NetworkManagerGivesErrorWhenNoPlayerPrefabSet - GUID: eea41879e2ba3be46b084caceee6ce87...
15: [Unity] [API Updater] Warning : Multiple matches found for assembly name 'Vuforia.UnityExtensions'. Shortest path one (/UNITY_PATH/Unity/Unity-2019_1_9f1/PlaybackEngines/VuforiaSupport/Managed/iOS/Vuforia.UnityExtensions.dll) choosen as the source of updates. Full list: /UNITY_PATH/Unity/Unity-2019_1_9f1/PlaybackEngines/VuforiaSupport/Managed/iOS/Vuforia.UnityExtensions.dll
16: [Unity] [API Updater] Warning : Multiple matches found for assembly name 'Vuforia.UnityExtensions'. Shortest path one (/UNITY_PATH/Unity/Unity-2019_1_9f1/PlaybackEngines/VuforiaSupport/Managed/iOS/Vuforia.UnityExtensions.dll) choosen as the source of updates. Full list: /UNITY_PATH/Unity/Unity-2019_1_9f1/PlaybackEngines/VuforiaSupport/Managed/iOS/Vuforia.UnityExtensions.dll
17: [Unity] Assets/Scripts/Controller/UI/Initiative Tracker Panel/CharacterBarController.cs(55,18): warning CS0414: The field 'CharacterBarController.isConditionsPanelExpanded' is assigned but its value is never used
18: [Unity] Assets/Scripts/Managers/ConditionsManager.cs(55,20): warning CS0414: The field 'ConditionsManager.exhaustionSprite' is assigned but its value is never used
19: [Unity] Assets/Plugins/UnityChannel/XiaomiSupport/Editor/AppStoreSettingsEditor.cs(36,18): warning CS0649: Field 'AppStoreSettingsEditor.ReqStruct.currentStep' is never assigned to, and will always have its default value null
20: [Unity] DisplayProgressbar: Unity license
21: [Unity] Initialize engine version: 2019.1.9f1 (d5f1b37da199)
22: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
23: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
24: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
25: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
26: [Unity] WARNING: Shader Unsupported: 'Hidden/Internal-UIRDefault' - Pass '' has no vertex shader
27: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Pass '' has no vertex shader
28: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Setting to default shader.
29: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Pass '' has no vertex shader
30: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Setting to default shader.
31: [Unity] Assets/Scripts/Controller/UI/Initiative Tracker Panel/CharacterBarController.cs(55,18): warning CS0414: The field 'CharacterBarController.isConditionsPanelExpanded' is assigned but its value is never used
32: [Unity] Assets/Scripts/Managers/ConditionsManager.cs(55,20): warning CS0414: The field 'ConditionsManager.exhaustionSprite' is assigned but its value is never used
33: [Unity] Assets/Plugins/UnityChannel/XiaomiSupport/Editor/AppStoreSettingsEditor.cs(36,18): warning CS0649: Field 'AppStoreSettingsEditor.ReqStruct.currentStep' is never assigned to, and will always have its default value null
34: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Pass '' has no vertex shader
35: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Setting to default shader.
36: [Unity] WARNING: Shader Unsupported: 'Hidden/Internal-UIRDefault' - Pass '' has no vertex shader
37: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Pass '' has no vertex shader
38: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Setting to default shader.
39: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
40: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
41: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
42: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
43: [Unity] Assets/Scripts/Managers/ConditionsManager.cs(55,20): warning CS0414: The field 'ConditionsManager.exhaustionSprite' is assigned but its value is never used
44: [Unity] Assets/Scripts/Controller/UI/Initiative Tracker Panel/CharacterBarController.cs(55,18): warning CS0414: The field 'CharacterBarController.isConditionsPanelExpanded' is assigned but its value is never used
45: [Unity] [ 128 MB ]WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
46: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
47: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
48: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
49: [Unity] WARNING: Shader Unsupported: 'Hidden/Internal-UIRDefault' - Pass '' has no vertex shader
50: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
51: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
52: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
53: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
54: [Unity] WARNING: Shader Unsupported: 'Hidden/Internal-UIRDefault' - Pass '' has no vertex shader
55: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
56: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
57: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
58: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
59: [Unity] WARNING: Shader Unsupported: 'Hidden/Internal-UIRDefault' - Pass '' has no vertex shader
60: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Pass '' has no vertex shader
61: [Unity] WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Setting to default shader.
62: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Pass '' has no vertex shader
63: [Unity] WARNING: Shader Unsupported: 'AR/TangoARRender' - Setting to default shader.
64: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
65: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
66: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
67: [Unity] WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
68: [Unity] WARNING: Shader Unsupported: 'Hidden/Internal-UIRDefault' - Pass '' has no vertex shader
69: [Unity] Script attached to 'NoAuthObjPrefab' in scene '' is missing or no valid script is attached.
70: [Unity] Script attached to 'SpawningBase_PlayerPrefab' in scene '' is missing or no valid script is attached.
71: [Unity] Script attached to 'GetCurrentRTTCallDoesntCrashWhenUseWebSockets_PlayerPrefab' in scene '' is missing or no valid script is attached.
72: [Unity] Script attached to 'PlayerWithAuthPrefab' in scene '' is missing or no valid script is attached.
73: [Unity] Script attached to 'SpawningBase_SpawnableObjectPrefab' in scene '' is missing or no valid script is attached.
74: [Unity] Script attached to 'PlayerCallbacksOrderOnTheHost_PlayerPrefab' in scene '' is missing or no valid script is attached.
75: [Unity] Script attached to 'AuthObjPrefab' in scene '' is missing or no valid script is attached.
76: [Unity] UnityEngine.Debug:LogWarning(Object)
77: time="2019-07-08T21:11:55Z" level=info msg="All 6 uploads completed with out error."
78: [Unity] Assets/Scripts/Controller/UI/Initiative Tracker Panel/CharacterBarController.cs(55,18): warning CS0414: The field 'CharacterBarController.isConditionsPanelExpanded' is assigned but its value is never used
79: [Unity] Assets/Scripts/Managers/ConditionsManager.cs(55,20): warning CS0414: The field 'ConditionsManager.exhaustionSprite' is assigned but its value is never used
80: [Unity] Assets/Plugins/UnityChannel/XiaomiSupport/Editor/AppStoreSettingsEditor.cs(36,18): warning CS0649: Field 'AppStoreSettingsEditor.ReqStruct.currentStep' is never assigned to, and will always have its default value null
81: [Unity] Finished exporting player successfully.
82: publishing finished successfully.
83: Finished: SUCCESS
↧
↧
Different Touch.deltaPoition on different devices.
> My intent is to move a sprite across the screen with my finger making sure that the finger always remains at the same distance from the sprite and that the sprite moves precisely following the movement of the finger.>--> I had problems testing my code on different devices, while on my device (Xiaomi Mi5) it works perfectly, on others (Huawei P8 lite 2017 and Samsung Galaxy S3 neo) the sprite movement is much faster than that of the finger. >--> My code:
public class MoveBall : MonoBehaviour
{
private Vector3 transition;
private Touch touch;
void Update()
{
if (Input.touchCount > 0)
{
touch = Input.GetTouch(0);
transition = new Vector3(touch.deltaPosition.x, touch.deltaPosition.y, 0);
transform.position = transform.position + transition;
}
}
}>-->I did a lot of research and the problem seems to be the difference in dpi between the screens, but I couldn't find anything useful about it.>-->So, if the problem is this:
**Is there a formula that works that somehow associates deltaPosition with dpi?**>->Meanwhile I'm trying to calculate the dpi of the device screens but the results of Screen.dpi is always the same (I'm testing in editor mode and Screen.dpi always returns 96 on different devices).>-->Very grateful for your help.
↧
Violation of Usage of Android Advertising ID policy
Our app has been pulled three times off the google play store recently for Violation of Usage of Android Advertising ID policy.
I tried adding to the xml manifest:
And can confirm during packing it is being included.
I tried removing Advertisement, Analytics, and In App Purchase packages from the project.
Some people are saying because of recent metrics Unity started tracking themselves you have to have a user agreement becauase what they track will flag your app. Has anyone else had this same issue recently.
↧
How can i prevent player from flying
Im making this game where you have to jump thru levels like in mario but you have to swipe to move the player.
But my problem is that the player can constantly keep swiping to fly.
i tried making a collider that checks if player is touching ground but that doesn't work because i still want player to be able to swipe one time in air (Like first swipe jump and second swipe move right or left in the air).
Im pretty noob with coding so line of code would be helpful also.
(game is for android)
↧
↧
android app crash ...
Hi,all. I'm developing an android app with unity 2019.1.4f1.
I was able to build normally and launch the app without any problems. but from yesterday, it started to crash before it started. (If you press the app icon, it will seem like a black window will appear for a moment and close immediately)
When looking at the log, just before the crash, E / MemoryLeakMonitorManager (372): MemoryLeakMonitor.jar is not exist! E / Minikin (372): Could not get cmap table size!
I got these error messages that It did not understand well even if it investigated.
Also leave this apk, After deleting the memory data of the application from the application list of the setting screen of android and Launch the app. Then I can launch it without any problems.
Why does this happen? I tried to check it back little by little until the build was done without this problems. Sometimes the above problems occur, sometimes there are no problems ... After all, I can not grasp what is the cause.
I would like you to tell me if you have any understanding of this problem.
↧
[Android 9.0 Huawei] LocationService updates only once per ~40 seconds
Hello Unity Devs,
Recently i worked with LocationService and I found out that refresh rate of LocationService.lastData is extreamly low on selected devices. Here are results of my refresh rate test (simple walk down the street):
- Huawei Y2 [Andoid 6.0]: 2-12 sec - Huawei P10 [Android 8]: 3-8 sec - Motorolla Moto G7 [Android 9.0]: 1-8 sec - Samsung Galaxy s8 [Android 9.0]: 5-15 sec
and the cause of this post: - Huawei P20 (two devices tested) [Android 9.0]: 40 sec
Code is nothing special and you can see it below:
public TMPro.TextMeshProUGUI debugText; LocationService locationService; double lasttimestamp = 0; double timefromlastrefresh = 0; // Start is called before the first frame update void Start() { locationService = new LocationService(); locationService.Start(); } // Update is called once per frame void Update() { if (locationService.isEnabledByUser == true) { if (lasttimestamp < locationService.lastData.timestamp) { lasttimestamp = locationService.lastData.timestamp; timefromlastrefresh = 0; } timefromlastrefresh += Time.deltaTime; debugText.text = $"latitude: { locationService.lastData.latitude}{Environment.NewLine}longitude: { locationService.lastData.longitude }{Environment.NewLine}timestamp: {locationService.lastData.timestamp}{Environment.NewLine}Time from last refresh [s]: {Mathf.Floor((float)timefromlastrefresh) }{Environment.NewLine}altitude: {locationService.lastData.altitude}{Environment.NewLine}horizontalAccuracy: { locationService.lastData.horizontalAccuracy }{Environment.NewLine}verticalAccuracy: { locationService.lastData.verticalAccuracy} "; } }
Is that an issue with some of preferences for battery usage? How can I control that from code to deliver the best accuracy possible?
Recently i worked with LocationService and I found out that refresh rate of LocationService.lastData is extreamly low on selected devices. Here are results of my refresh rate test (simple walk down the street):
- Huawei Y2 [Andoid 6.0]: 2-12 sec - Huawei P10 [Android 8]: 3-8 sec - Motorolla Moto G7 [Android 9.0]: 1-8 sec - Samsung Galaxy s8 [Android 9.0]: 5-15 sec
and the cause of this post: - Huawei P20 (two devices tested) [Android 9.0]: 40 sec
Code is nothing special and you can see it below:
public TMPro.TextMeshProUGUI debugText; LocationService locationService; double lasttimestamp = 0; double timefromlastrefresh = 0; // Start is called before the first frame update void Start() { locationService = new LocationService(); locationService.Start(); } // Update is called once per frame void Update() { if (locationService.isEnabledByUser == true) { if (lasttimestamp < locationService.lastData.timestamp) { lasttimestamp = locationService.lastData.timestamp; timefromlastrefresh = 0; } timefromlastrefresh += Time.deltaTime; debugText.text = $"latitude: { locationService.lastData.latitude}{Environment.NewLine}longitude: { locationService.lastData.longitude }{Environment.NewLine}timestamp: {locationService.lastData.timestamp}{Environment.NewLine}Time from last refresh [s]: {Mathf.Floor((float)timefromlastrefresh) }{Environment.NewLine}altitude: {locationService.lastData.altitude}{Environment.NewLine}horizontalAccuracy: { locationService.lastData.horizontalAccuracy }{Environment.NewLine}verticalAccuracy: { locationService.lastData.verticalAccuracy} "; } }
Is that an issue with some of preferences for battery usage? How can I control that from code to deliver the best accuracy possible?
↧
Mechanim animation Any State except current one
I have a 4-directional 2D animation controller (using Spine2D animations):
https://www.dropbox.com/s/gg56xo36v0wibur/mechanim_4way.png?dl=0
Direction: 1 is up, 2 is right etc. All animations loop. No transitions have exit time (they don't require a loop to finish), but all have an overlapping transition time (blending between states).
The problem is that Any State includes the current state, so if direction=1 and moving=true, the transition from Any State to WalkUp will fire over and over, without letting WalkUp finish its loop.
If I had a 0-second transition time, I could make direction=1 only for a single frame to indicate a change in state, then immediately set it back to 0. Unfortunately with a transition time, if that direction=1 happens during a transition, it will be missed.
If I set the exit time flag on the 4 Any State transitions, then animations would finish their loops before changing, which would work, but take too long making movement feel sloppy and unresponsive.
The obvious solution is to add transitions between every single state and the 4 run states. This feels like a hack when clearly this is what Any State was intended to simplify.
The only other thing I can think of is setting direction=1 then polling the animation state every frame until it changes, before setting direction back to 0. This also feels hacky... but maybe is the best solution?
Surely this problem comes up all the time in Unity... am I just going about it all wrong? Is there a better way to handle 4-directional 2d animation using Mechanim?
↧
Can't build for Android with IL2CPP
Hi all,
I cannot build for Android anymore as it gives error. I'm building with IL2CPP so I can build for 64 bit devices and trying to export as an Android App Bundle. I have some experience with building and publishing with Google Play, but I returned to Unity after some time and now I can't solve this error. I have a 6 year old medium-end laptop and I'm trying with Windows 10, so probably it's time to upgrade my laptop, but I would like to hear yout opinion, because I can find a way to get rid of this :(
Info:
Unity version: 2018.4.3f1
Java Version: 1.8.0_221(Both the embedded OpenJDK and the one I have installed on laptop gives problems. I have to mention that either of the versions I've tried, I can see references to the embedded OpenJDK version, even if the other one is selected)
Android SDK: fully updated(Only NDK isn't installed from the Android SDK Manager from Android Studio)
NDK: r16b
[Console prints][1]
[Editor.Log file][2]
I appreciate your help. Thanks in advance!! :D
Best Regards,
Eduardo Bagarrão
[1]: https://imgur.com/a/SJn2nsU
[2]: https://pastebin.com/0LLaAv4f
↧
↧
from Local Database on PC to Android.
Hello Devs !
Well, i'm working on a game where it's supposed to be a VR one, I'm doing everything on PC right now, even the database is local using WAMPServer, so when I'll have to switch to phone to be able to use the VR box, how difficult would that be, or is there any easy way to just do the trick ?
And thanks in advance.
↧
Move 3d object using touch android
Greetings! I'm trying to move object along X and Z axes.![screen][1]
I want to move this blue ship with the players finger. But with my code ship is moving by only X axe. Help me please, what's wrong with my code?
void Start()
{
cachedTransform = transform;
startingPos = cachedTransform.position;
}
// Update is called once per frame
void Update()
{
if (Input.touchCount > 0)
{
Vector3 deltaPosition = Input.GetTouch(0).deltaPosition;
Vector3 deltaTouch = Camera.main.ScreenToWorldPoint(new Vector3(0.6f,deltaPosition.y,-deltaPosition.x));
switch (Input.GetTouch(0).phase)
{
case TouchPhase.Began:
break;
case TouchPhase.Moved:
DragObj(deltaTouch);
break;
case TouchPhase.Ended:
break;
}
}
}
void DragObj(Vector3 deltaPos)
{
cachedTransform.position = new Vector3(Mathf.Clamp(deltaPos.x + cachedTransform.position.x,
startingPos.x - xlimit, startingPos.x + xlimit),
0.0f,
Mathf.Clamp(deltaPos.z + cachedTransform.position.z,
startingPos.z - ylimit, startingPos.z + ylimit));
}
[1]: http://ibb.co/GtnZBn8
↧
Android App crash with UnityPlayer.destroy()
Hi. I have a problem with unity app crash.
Please understand that this question is translated and may be inaccurate.
**Test environment -**
Unity 2018.3.12f1, 2019.1.8f1
**Uniqueness -**
A bug that was never reproduced in previous 5.6.4f1
The current project has UnityPlayerActivity which is provided by Unity and is made into AAR package (AndroidManifest entry point is modified)
**Explanation -**
Occurs when Android apps are repeatedly executed and terminated
It usually restarts quickly after termination, or sometimes occurs at termination
Checking by logging on UnityPlayerActivity side, CRASH occurs when executing UnityPlayer.destroy () function.
UnityPlayer is already compiled in unity-classes.jar and can not be modified
In order to circumvent this process, System.runFinalizersOnExit (true); System.exit (0);
If you force a shutdown with a function
Intermittent signal 11 CRASH in nativeInjectEvent of libunity.so
**Error Log -**
E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr a3206214
E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
E/CRASH: Build type 'Release', Scripting Backend 'mono', CPU 'armeabi-v7a'
E/CRASH: Build fingerprint: 'Android/rk322x_box/rk322x_box:5.1.1/LMY49F/jesse04261250:user/
E/CRASH: Revision: '0'
E/CRASH: pid: 26968, tid: 26968, name: t.comcogproject >>> project <<<
E/CRASH: r0 a3206210 r1 a3206214 r2 00000001 r3 00000000
E/CRASH: r4 a4477550 r5 00001000 r6 a43d9000 r7 a4189780
E/CRASH: r8 a52b1000 r9 0000000c sl b6eb87bc fp be8bcd48
E/CRASH: ip b6eb264c sp be8bcd40 lr b6e6d25d pc a41897a0 cpsr 00006958
E/CRASH: backtrace:
E/CRASH: #00 pc 00e857a0 /data/app/com.neofect.rapael.content.comcogproject-1/lib/arm/
E/CRASH: #01 pc 0001225b /system/lib/libc.so (free+10)
E/CRASH: #02 pc 00000ffc
E/CRASH: memory near r0:
E/CRASH: a32061f0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206200 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206210 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206220 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206230 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206240 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206250 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206260 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206270 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206280 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206290 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062a0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062b0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062c0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062d0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062e0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: memory near r1:
E/CRASH: a32061f4 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206204 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206214 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206224 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206234 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206244 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206254 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206264 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206274 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206284 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a3206294 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062a4 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062b4 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062c4 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062d4 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: a32062e4 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: memory near r4:
E/CRASH: a4477530 00000000 00000000 00000000 00000000 ................
E/CRASH: a4477540 00000000 00000000 00000000 00000000 ................
E/CRASH: a4477550 b85c9ce8 a3206210 00000000 00000000 ..\..b .........
E/CRASH: a4477560 a44775c0 a447d958 5d26c3c7 00000000 .uG.X.G...&]....
E/CRASH: a4477570 a36f8280 ffffffff a4477578 a4477578 ..o.....xuG.xuG.
E/CRASH: a4477580 00000000 00000000 00000000 00000000 ................
E/CRASH: a4477590 00000000 00000000 00000000 00000000 ................
E/CRASH: a44775a0 00000000 00000000 00000000 00000000 ................
E/CRASH: a44775b0 00000000 00000000 00000000 00000000 ................
E/CRASH: a44775c0 a43d65e4 a44775c4 a44775c4 00000000 .e=..uG..uG.....
E/CRASH: a44775d0 00000000 00000000 00000000 00000000 ................
E/CRASH: a44775e0 a43d6638 a44775e4 a44775e4 00000000 8f=..uG..uG.....
E/CRASH: a44775f0 00000000 00000000 00000000 00000000 ................
E/CRASH: a4477600 00000000 00000000 00000000 00000000 ................
E/CRASH: a4477610 00000000 00000000 ffffffff 00000000 ................
E/CRASH: a4477620 00000000 00000000 00000001 3f800000 ...............?
E/CRASH: memory near r5:
E/CRASH: 00000fe0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00000ff0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001000 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001010 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001020 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001030 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001040 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001050 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001060 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001070 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001080 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 00001090 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 000010a0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 000010b0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 000010c0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: 000010d0 ffffffff ffffffff ffffffff ffffffff ................
E/CRASH: memory near r6:
E/CRASH: a43d8fe0 00000000 00000000 00000000 00000000 ................
E/CRASH: a43d8ff0 00000000 00000000 00000000 00000000 ................
E/CRASH: a43d9000 00000000 a43d91b4 a3862830 a42d092a ......=.0(..*.-.
E/CRASH: a43d9010 a4279e9f a338c18c 000000e3 00000194 ..'...8.........
E/CRASH: a43d9020 0000006a 00000001 00000100 00000000 j...............
E/CRASH: a43d9030 00000000 a43da3e4 a3d28358 a428dad6 ......=.X.....(.
E/CRASH: a43d9040 a4279e9f a338c18c 00000004 00000074 ..'...8.....t...
E/CRASH: a43d9050 00000078 00000002 00000000 00000000 x...............
E/CRASH: a43d9060 00000000 a43da2c4 a3a84a54 a428d300 ......=.TJ....(.
E/CRASH: a43d9070 a4279e9f a338c18c 00000014 00000814 ..'...8.........
E/CRASH: a43d9080 00000011 00000001 00000100 00000000 ................
E/CRASH: a43d9090 00000000 a43da2c4 a3a6957c a43019ce ......=.|.....0.
E/CRASH: a43d90a0 a4279e9f a338c18c 0000007c 00000024 ..'...8.|...$...
E/CRASH: a43d90b0 00000024 00000001 00000000 00000000 $...............
E/CRASH: a43d90c0 00000000 a43da2c4 a37dce8c a42ccb31 ......=...}.1.,.
E/CRASH: a43d90d0 a4279e9f a338c18c 00000085 00000024 ..'...8.....$...
E/CRASH: memory near r7:
E/CRASH: a4189760 ebc720ac e2800001 ebc72158 e1a01005 . ......X!......
E/CRASH: a4189770 e5840000 ebc72314 e1a00004 e8bd88f0 .....#..........
E/CRASH: a4189780 e92d4830 e28db008 e1a04000 e5940000 0H-......@......
E/CRASH: a4189790 ebc72103 e5940004 f57ff05b e2801004 .!......[.......
E/CRASH: a41897a0 e1910f9f e2402001 e1813f92 e3530000 ..... @..?....S.
E/CRASH: a41897b0 1afffffa e3500001 f57ff05b 1a00000a ......P.[.......
E/CRASH: a41897c0 e5945004 e3550000 0a000005 e5950000 .P....U.........
E/CRASH: a41897d0 e3500000 0a000000 ebff6c04 e1a00005 ..P......l......
E/CRASH: a41897e0 ebc72089 e3a00000 e5840004 e1a00004 . ..............
E/CRASH: a41897f0 e8bd8830 e92d4c70 e28db010 e1a0e000 0...pL-.........
E/CRASH: a4189800 e59f0128 e1a0c001 e79f0000 e5901000 (...............
E/CRASH: a4189810 e3a00020 e5914000 e1a05004 e5b56004 ....@...P...`..
E/CRASH: a4189820 e1560005 1a000004 e5944008 e1540005 ..V......@....T.
E/CRASH: a4189830 03a00025 031c00ff 0a000000 e8bd8c70 %...........p...
E/CRASH: a4189840 e59b4008 e35e0000 e59b500c 135c0000 .@....^..P....\.
E/CRASH: a4189850 e3855601 e5815014 0a000016 e35c0c01 .V...P........\.
E/CRASH: memory near r8:
E/CRASH: a52b0fe0 00000000 00000000 00000000 00000000 ................
E/CRASH: a52b0ff0 00000000 00000000 00000000 00000000 ................
E/CRASH: a52b1000 acc27000 00000138 00000154 a3993838 .p..8...T...88..
E/CRASH: a52b1010 a444a580 a43d9000 a3d219c4 a444a58c ..D...=.......D.
E/CRASH: a52b1020 a43d9000 a39885dc a444a59c a43d9000 ..=.......D...=.
E/CRASH: a52b1030 a39885dc a444a5a0 a43d9000 a34a181c ......D...=...J.
E/CRASH: a52b1040 a444a5c0 a43d9000 a3d219c4 a444a680 ..D...=.......D.
E/CRASH: a52b1050 a43d9000 a35ed530 a444a688 a43d9000 ..=.0.^...D...=.
E/CRASH: a52b1060 a34a181c a444a6c0 a43d9000 a34a181c ..J...D...=...J.
E/CRASH: a52b1070 a444a8c0 a43d9000 a34a181c a444a980 ..D...=...J...D.
E/CRASH: a52b1080 a43d9000 a3d219c4 a444aa40 a43d9000 ..=.....@.D...=.
E/CRASH: a52b1090 a34a181c a444aac0 a43d9000 a35220e8 ..J...D...=.. R.
E/CRASH: a52b10a0 a444ab80 a43d9000 a35220e8 a444ab9c ..D...=.. R...D.
E/CRASH: a52b10b0 a43d9000 a35220e8 a444abb8 a43d9000 ..=.. R...D...=.
E/CRASH: a52b10c0 a35220e8 a444abd4 a43d9000 a35220e8 . R...D...=.. R.
E/CRASH: a52b10d0 a444abf0 a43d9000 a35220e8 a444ac0c ..D...=.. R...D.
E/CRASH: memory near sl:
E/CRASH: b6eb879c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb87ac 00000000 00000000 00000000 00000001 ................
E/CRASH: b6eb87bc 00000000 00000001 00000000 00000000 ................
E/CRASH: b6eb87cc 00000001 ffff8170 00000000 00000000 ....p...........
E/CRASH: b6eb87dc 00000000 00000000 00000000 00000001 ................
E/CRASH: b6eb87ec 61697341 6f65532f 00006c75 00000000 Asia/Seoul......
E/CRASH: b6eb87fc 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb880c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb881c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb882c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb883c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb884c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb885c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb886c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb887c 00000000 00000000 00000000 00000000 ................
E/CRASH: b6eb888c 00000000 00000000 00000000 00000000 ................
E/CRASH: memory near fp:
E/CRASH: be8bcd28 a43d9000 a4189780 a52b1000 b6e6d25d ..=.......+.]...
E/CRASH: be8bcd38 00000000 a4189794 00000119 00001000 ................
E/CRASH: be8bcd48 a52b1d44 b6e96057 a4477550 b6eb87bc D.+.W`..PuG.....
E/CRASH: be8bcd58 a3352f95 a3352f94 b6fdf47f b4665a84 ./5../5......Zf.
E/CRASH: be8bcd68 b6fdf4d0 ffffffff b6fe4714 ffffffff .........G......
E/CRASH: be8bcd78 a43b0994 b6fd65bb b4665a84 b6fdf47f ..;..e...Zf.....
E/CRASH: be8bcd88 ffffffff fffffffc b4665a84 b6fd6691 .........Zf..f..
E/CRASH: be8bcd98 b527d254 b527dbe8 b527d13c b527d150 T.'...'.<.'.P.'.
E/CRASH: be8bcda8 00000000 fffffffc b6fdf25f b6fdf46e ........_...n...
E/CRASH: be8bcdb8 00550000 b4665a84 b6fe4714 00000000 ..U..Zf..G......
E/CRASH: be8bcdc8 732b4318 12e49ae0 b83e12e8 00000000 .C+s......>.....
E/CRASH: be8bcdd8 12e9eec0 b6fd674b 00000001 00001000 ....Kg..........
E/CRASH: be8bcde8 b4665a84 b6fd82e9 b4665a84 00001000 .Zf......Zf.....
E/CRASH: be8bcdf8 00000003 b4665a84 b4665a84 00000001 .....Zf..Zf.....
E/CRASH: be8bce08 732b4318 12e49ae0 b83e12e8 b6fd84a9 .C+s......>.....
E/CRASH: be8bce18 be8bce24 b6fd607f b4665a84 b6fe40e0 $....`...Zf..@..
E/CRASH: memory near ip:
E/CRASH: b6eb262c b6e6e7ac b6fd5f4d b6fd5e51 b6fd6065 ....M_..Q^..e`..
E/CRASH: b6eb263c b6e7206d b6e8056f b6e6dc00 b6e6d984 m ..o...........
E/CRASH: b6eb264c b6e721bb b6e72381 b6e95ef5 b6e6c9b9 .!...#...^......
E/CRASH: b6eb265c b6fd6339 b6e95fd1 b6e902c7 b6e74a63 9c..._......cJ..
E/CRASH: b6eb266c b6e6d4cf b6e6d4cf b6e6d4cf b6e6d4ec ................
E/CRASH: b6eb267c b6e9e119 b6e9e163 b6e6d7f4 b6e6d870 ....c.......p...
E/CRASH: b6eb268c b6e6d820 b6e6d8b4 b6e72c1b b6e72bcf ........,...+..
E/CRASH: b6eb269c b6fe7c69 b6e729bd b6e72bfd b6fe7d0d i|...)...+...}..
E/CRASH: b6eb26ac b6e985a4 b6e6f1a1 b6e974d8 b6e82c19 .........t...,..
E/CRASH: b6eb26bc b6e979bc b6e6f77d b6e7446f b6e6f3a1 .y..}...oD......
E/CRASH: b6eb26cc b6e985c4 b6e97a8c b6e975cc b6e97b38 .....z...u..8{..
E/CRASH: b6eb26dc b6e71a2d b6e8e3fd b6e8e425 b6e8e44d -.......%...M...
E/CRASH: b6eb26ec b6e8e461 b6e8e4b1 b6e8e4d9 b6e8e501 a...............
E/CRASH: b6eb26fc b6e8e529 b6e8e551 b6e8e579 b6e8e5a1 )...Q...y.......
E/CRASH: b6eb270c b6e8e649 b6e8e629 b6e6d27d b6e72035 I...)...}...5 ..
E/CRASH: b6eb271c b6e97c88 b6e97bbc b6e70bcd b6e7236d .|...{......m#..
E/CRASH: memory near sp:
E/CRASH: be8bcd20 a4477550 00001000 a43d9000 a4189780 PuG.......=.....
E/CRASH: be8bcd30 a52b1000 b6e6d25d 00000000 a4189794 ..+.]...........
E/CRASH: be8bcd40 00000119 00001000 a52b1d44 b6e96057 ........D.+.W`..
E/CRASH: be8bcd50 a4477550 b6eb87bc a3352f95 a3352f94 PuG....../5../5.
E/CRASH: be8bcd60 b6fdf47f b4665a84 b6fdf4d0 ffffffff .....Zf.........
E/CRASH: be8bcd70 b6fe4714 ffffffff a43b0994 b6fd65bb .G........;..e..
E/CRASH: be8bcd80 b4665a84 b6fdf47f ffffffff fffffffc .Zf.............
E/CRASH: be8bcd90 b4665a84 b6fd6691 b527d254 b527dbe8 .Zf..f..T.'...'.
E/CRASH: be8bcda0 b527d13c b527d150 00000000 fffffffc <.'.P.'.........
E/CRASH: be8bcdb0 b6fdf25f b6fdf46e 00550000 b4665a84 _...n.....U..Zf.
E/CRASH: be8bcdc0 b6fe4714 00000000 732b4318 12e49ae0 .G.......C+s....
E/CRASH: be8bcdd0 b83e12e8 00000000 12e9eec0 b6fd674b ..>.........Kg..
E/CRASH: be8bcde0 00000001 00001000 b4665a84 b6fd82e9 .........Zf.....
E/CRASH: be8bcdf0 b4665a84 00001000 00000003 b4665a84 .Zf..........Zf.
E/CRASH: be8bce00 b4665a84 00000001 732b4318 12e49ae0 .Zf......C+s....
E/CRASH: be8bce10 b83e12e8 b6fd84a9 be8bce24 b6fd607f ..>.....$....`..
E/CRASH: code around pc:
E/CRASH: a4189780 e92d4830 e28db008 e1a04000 e5940000 0H-......@......
E/CRASH: a4189790 ebc72103 e5940004 f57ff05b e2801004 .!......[.......
E/CRASH: a41897a0 e1910f9f e2402001 e1813f92 e3530000 ..... @..?....S.
E/CRASH: a41897b0 1afffffa e3500001 f57ff05b 1a00000a ......P.[.......
E/CRASH: a41897c0 e5945004 e3550000 0a000005 e5950000 .P....U.........
E/CRASH: a41897d0 e3500000 0a000000 ebff6c04 e1a00005 ..P......l......
E/CRASH: a41897e0 ebc72089 e3a00000 e5840004 e1a00004 . ..............
E/CRASH: a41897f0 e8bd8830 e92d4c70 e28db010 e1a0e000 0...pL-.........
E/CRASH: a4189800 e59f0128 e1a0c001 e79f0000 e5901000 (...............
E/CRASH: a4189810 e3a00020 e5914000 e1a05004 e5b56004 ....@...P...`..
E/CRASH: a4189820 e1560005 1a000004 e5944008 e1540005 ..V......@....T.
E/CRASH: a4189830 03a00025 031c00ff 0a000000 e8bd8c70 %...........p...
E/CRASH: a4189840 e59b4008 e35e0000 e59b500c 135c0000 .@....^..P....\.
E/CRASH: a4189850 e3855601 e5815014 0a000016 e35c0c01 .V...P........\.
E/CRASH: a4189860 bafffff5 e3520000 1afffff3 e3530000 ......R.......S.
E/CRASH: a4189870 03540000 1afffff0 e5910004 e1a0100e ..T.............
E/CRASH: code around lr:
E/CRASH: b6e6d23c 4b03b508 681a447b 47986813 bf00bd08 ...K{D.h.h.G....
E/CRASH: b6e6d24c 00045dbc 4b03b508 6819447b 4790684a .].....K{D.hJh.G
E/CRASH: b6e6d25c bf00bd08 00045da8 b5104b04 447b4604 .....]...K...F{D
E/CRASH: b6e6d26c 688a6819 46204790 bf00bd10 00045d92 .h.h.G F.....]..
E/CRASH: b6e6d27c 4b03b508 6819447b 479068ca bf00bd08 ...K{D.h.h.G....
E/CRASH: b6e6d28c 00045d7c 4b03b508 6819447b 4790690a |].....K{D.h.i.G
E/CRASH: b6e6d29c bf00bd08 00045d68 4b03b508 681a447b ....h].....K{D.h
E/CRASH: b6e6d2ac 47986953 bf00bd08 00045d54 4b03b508 Si.G....T].....K
E/CRASH: b6e6d2bc 681b447b 4798699b bf00bd08 00045d40 {D.h.i.G....@]..
E/CRASH: b6e6d2cc 4b03b508 6819447b 479069ca bf00bd08 ...K{D.h.i.G....
E/CRASH: b6e6d2dc 00045d2c 4b03b508 681a447b 47986a13 ,].....K{D.h.j.G
E/CRASH: b6e6d2ec bf00bd08 00045d18 4b03b508 6819447b .....].....K{D.h
E/CRASH: b6e6d2fc 47906a4a bf00bd08 00045d04 49094808 Jj.G.....]...H.I
E/CRASH: b6e6d30c 4478b508 f7fc4479 b140edc4 20064906 ..xDyD....@..I.
E/CRASH: b6e6d31c 44794a06 e8bd447a f0024008 bd08bfbd .JyDzD...@......
E/CRASH: b6e6d32c 00048276 fffffa95 0003871a 00038a17 v...............
Thank you for reading this question. I look forward to your help.
↧
android app does not play audio from wireless headset
Builded Unity app for Android. In Android app audio won't be played in wireless headset. In ios does. Headset itself works perfectly[.][1] Same problem with different bluetooth headsets.
Couldn't find any solution[.][2] Have anyone had this problem? Any glue why?
[1]: https://luckypatcherinfo.com/
[2]: https://luckypatcherinfo.com/category/luc
↧
↧
Android getUuidForPath of shared/external storage volumes
Im trying to read a USB OTG on android, I know I have to use getUuidForPath but I'm not entirely sure how to do it. Hopefully from this code you can see what I'm trying to do but I have no experience with AndroidJavaClass/Objects in Unity.
AndroidJavaClass storageVolume = new AndroidJavaClass("android.os.storage.StorageVolume");
AndroidJavaClass storageManager = new AndroidJavaClass("android.os.storage.StorageManager ");
try{
AndroidJavaObject[] storageVolumeList = storageManager.Call("getStorageVolumes");
foreach(AndroidJavaObject ajo in storageVolumeList ){
string id = ajo.Call("getUuidForPath");
list.Add(id);
}
}catch(Exception e){
list.Add(e.ToString());
}
Maybe someone can point me in the right direction? thanks.
↧
My 3D object in Vuforia AR is glitching and not rendering properly
I need some help, my 3D model does not render properly. It seems like it's UV maps/ Textures are all over the place. On the editor it looks completely fine but when I tried it on my firend's phone it's glitching all over the place help!
Image: https://imgur.com/a/Ni5tSWX
Image: https://imgur.com/a/Ni5tSWX
↧
Android App Works On Unity Remote But Not When Downloaded On Phone
My android game that I made on Unity runs perfectly on Unity Remote 5, but crashes when I run it after downloading the android app bundle from the google play store. It shows a black screen for a second, then closes. From this information, what could be wrong with my app? Is there a difference between running my phone on Unity Remote 5 and from a downloaded version?
↧
Error when building .apk to android.
I'm getting this error each time I build an .apk. ..........
"
CommandInvokationFailure: Gradle build failed.
C:\Program Files\2018.4.2f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\OpenJDK\Windows\bin\java.exe -classpath "C:\Program Files\2018.4.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.6.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"
stderr[
D8: Program type already present: com.unity.udp.sdk.ActivityExtension
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':transformDexArchiveWithExternalLibsDexMergerForRelease'.
> com.android.builder.dexing.DexArchiveMergerException: Error while merging dex archives: C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\0.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\1.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\2.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\3.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\4.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\5.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\6.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\7.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\8.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\9.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\10.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\11.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\12.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\13.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\14.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\15.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\16.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\19.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\20.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\21.jar, C:\Users\Jacks\Desktop\Genius Files\Unity Games\Springy Cat\Temp\gradleOut\build\intermediates\transforms\dexBuilder\release\22.jar
Program type already present: com.unity.udp.sdk.ActivityExtension
Learn how to resolve the issue at https://developer.android.com/studio/build/dependencies#duplicate_classes.
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
* Get more help at https://help.gradle.org
BUILD FAILED in 25s
]
stdout[
:checkReleaseClasspath UP-TO-DATE
:preBuild UP-TO-DATE
:preReleaseBuild UP-TO-DATE
:compileReleaseAidl NO-SOURCE
:compileReleaseRenderscript
:checkReleaseManifest UP-TO-DATE
:generateReleaseBuildConfig UP-TO-DATE
:prepareLintJar UP-TO-DATE
:mainApkListPersistenceRelease UP-TO-DATE
:generateReleaseResValues UP-TO-DATE
:generateReleaseResources
:mergeReleaseResources UP-TO-DATE
:createReleaseCompatibleScreenManifests UP-TO-DATE
:processReleaseManifest
:splitsDiscoveryTaskRelease UP-TO-DATE
:processReleaseResources
:generateReleaseSources
:javaPreCompileRelease UP-TO-DATE
:compileReleaseJavaWithJavac UP-TO-DATE
:compileReleaseNdk NO-SOURCE
:compileReleaseSources UP-TO-DATE
:lintVitalRelease
:mergeReleaseShaders UP-TO-DATE
:compileReleaseShaders UP-TO-DATE
:generateReleaseAssets UP-TO-DATE
:mergeReleaseAssets
:transformClassesWithDexBuilderForRelease UP-TO-DATE
:transformDexArchiveWithExternalLibsDexMergerForRelease FAILED
21 actionable tasks: 6 executed, 15 up-to-date
]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1[T] progress, System.String error) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <103137eb219949558cde9ab87892d16a>:0)
Rethrow as GradleInvokationException: Gradle build failed
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <103137eb219949558cde9ab87892d16a>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)"
what is going on?
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Unable able to detect NDK
So I Keep getting the "Unable To Detect NDK" message when I build my game even though I downloaded it from unity hub, downloaded it from android studio, and the website online but I still keep getting the error I don't know why PLEASE HELP.
Unity Version: 2019.2.0b9
Operating System: MacOS
Project Platform: Android
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App not opening/working after publishing on Google Play Store
I am having problems after building a android game (Android Google Play Store Bundle Build). I had to change the platforms supported for the Google Play Store 64 bit requirement. Everything was working fine before this change of changing the 64 bit requirement and the that I had to change the file to the Play Store bundle build (.aab) except the usual (.apk) file build. Now once I build with (.aab) and for (x86, ARM32 and ARM64) the build is successful and uploads fine on the Google Play store, but after publishing and everything the app doesn't open/work after downloading and everything. It just gives the error that "Unfortunately, (app name) has stopped working".
Any help will be appreciated
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android sdk problem with unity 2019.2.0a4
when i try to select android sdk in preference menu in unity 2019.2.0a4 , the unity can't detect the android sdk but i can do this in older versions and i can build the game .
my sdk location don't need admin permission.
can some one help me pls ?
(sry for bad english)
![alt text][1]
[1]: http://s9.picofile.com/file/8366641784/Annotation_2019_07_14_173535.png
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