I am trying to implement License verification into my android unity game. I found this plugin, but the problem is that I am doing this for the first time and don't really know what to do.
I imported that into my project and attached CheckLVLButton.cs
to a gameObject in my scene and inserted my public LVL key to the script.
I have even recompiled the Java source and attached the new classes_jar.txt to the CheckLVLButton script, but I am still getting this error. This is the output of the log
And when I try to debug it on Android using Visual Studio, there is an error that ServiceBinder is null.
But when I try to run the game and push that button it just says Invalid LVL key! Check the source... But I have it right.
Do I have to do something else?
Do I have to install it from google play beta test instead of building apk with unity and installing?
You have to put it up in a test track, install it from the Playstore, and then test it. (it's a pain, and I am still not there yet.)
The reason that it is saying that it is invalid is because it's not installed from the playstore.
Related
I am developing a game in unity for 4 months now. today I reset my local repo to a state from a few days ago. since then, unity claims there would be "compilation errors" and offers me to open the project in "safe mode" or ignore the errors and continue to load the project. whatever I choose, unity crashes.
What I tried:
Open the project by clicking "ignore" in the unity dialog. Unity suddenly starts modifying the using statements in my C# files. I have no clue as to why that is. Rider starts complaining about issues.
Reset git to the current state again. Rider says everything is fine.
Copy the whole folder to be able to do multiple repair attempts.
Download the current state from Azure DevOps, overwrite everything in the project. Unity is now able to open the project in safe mode and starts complaining about missing files in the library and library / bee folder. I found the missing files in other projects and 1 on a random git repo online that seems to mirror official sources and keeps older version.
While working through that I noticed unity started to complain about missing C# scripts. The scripts were there, but it was searching in an old location of the scripts. So I think something got reset to the old state and is stuck there :S
I moved the files including the meta files to the old location and restarted unity. Now it complained about components in library and library / bee again, so I copied the files there and unity started crashing again.
create a new project, copy my files and the asset files in there. unity crashes
Unity crash:
Obtained 10 stack frames
0x00007ff700d33866 (Unity) AssetImportManager::Import
0x00007ff700d37b94 (Unity) ImportOutOfDateAssets
0x00007ff700d42f79 (Unity) RefreshInternalV2
0x00007ff700d4ab7f (Unity) StopAssetImportingV2Internal
0x00007ff700d384bd (Unity) InitialRefreshV2
0x00007ff70053d566 (Unity) Application::InitializeProject
0x00007ff7009d5495 (Unity) WinMain
0x00007ff701d9c9ae (Unity) __scrt_common_main_seh
0x00007ffbe0a326bd (KERNEL32) BaseThreadInitThunk
0x00007ffbe0cadfb8 (ntdll) RtlUserThreadStart
CrashLog: https://pastebin.com/SurWU6QT
The crash log states:
Symbol file LoadedFromMemory doesn't match image F:\prog\Unity\myProject\Library\PackageCache\com.unity.visualscripting#1.8.0\Editor\VisualScripting.Core\Dependencies\YamlDotNet\Unity.VisualScripting.YamlDotNet.dll
Symbol file LoadedFromMemory doesn't match image F:\prog\Unity\myProject\Library\PackageCache\com.unity.visualscripting#1.8.0\Editor\VisualScripting.Core\Dependencies\DotNetZip\Unity.VisualScripting.IonicZip.dll
I excluded the package cache from my git repo as I thought it's just a cache that can be rebuilt.. copying the files back seems to be an issue.
As soon as I remove the folder Library\PackageCache\com.unity.visualscripting#1.8.0 I can open the project in safe mode, but get these errors: error CS0234: The type or namespace name 'VisualScripting' does not exist in the namespace 'Unity' (are you missing an assembly reference?)
Package manager things it's installed, but uninstalling and reinstalling the package causes unity to crash with exactly the same error as stated in the crash logs above :/
After uninstalling visual scripting and removing all (unused) references to it in my code, unity crashes on start. I have the feeling that as soon as there are no errors, it crashes. In the crash logs, it still shows the native crash and Got a UNKNOWN while executing native code. together with the Managed Stacktrace: stuff.
I'm not a professional (game) developer and completely lost here, fearing for the loss of the unity project.
can somebody please help me figure out what is going on here? I've been battling this for hours without any progess.
Is unity stuck in the old state that I initially tried to restore?
I assume a big part of the issue is that in the meantime, I upgraded unity from 2022.1.f1 to the current version 2022.2.f1. Is unity confused because of the upgrade? how do I restore a working version?
Thank you so much!!
As mentioned by #RetiredNinja and #PSGuy, the solution is to:
git clean -fdx with Unity closed
Doing restore tests with another local repo regularly
Also, I updated my .gitignore with the content from https://github.com/github/gitignore/blob/main/Unity.gitignore
I am trying to show post/pre build data to user in the unity game, something I want to update whenever I process a build. turns out in unity, the updated file version after pre or post build is not included in assets. It still fetches the data before pre/post build script.
Can someone help me resolve this issue.
run prebuild script and call AssetDatabase.Refresh()
when i start the sampleNFT -an already made example from ARToolkit- in unity Editor -pressing play button- it worked greatly
BUT when i build my android app it removes my NFT marker which is in this case "gilbratar"
and i made the player setting and Android manifest as good as it supposed to be !
BTW i'm using Unity 5.3.0f4 and ARToolkit 5.3.1
why i have this problem ?!
check this image for more info
You're posting Unity editor logs, but saying you're building to Android. Do you mean you're trying to hit the "Play" button while your build target is set to Android?
If that is the case, I would recommend continuing on the editor set to your desktop platform for debugging purposes, and only switching over to your build target for building.
Also, make sure that the AndroidManifest.xml in your Assets/Plugins/Android folder has it's package name changed from "com.Artoolkit.demo" to whatever you chose as your Bundle Identifier under build settings for Android.
You'll need to download the project from this link first, it will only take a second.
http://www.innovativegateway.com/d_reference.aspx
Download the Windows .NET 3.5 Client
Unzip it and open up the C# project file
Run the project
Put in a test credit card number and any first and last name. Here is a test visa card you can use: 4012888888881881 (testing only it's not a real card)
When you run the application it gives the error:
"class not registered"
I tried registering ugpiclient.dll (using regsvr32) and it still gives the same error. I tried setting up a reference to ugpiclient.dll and I still get the same error. I tried setting up a reference to Interop.UpgiClient.dll and I still get the same error.
Can anyone just get that error to not show up so I can use the code?
I figured out the problem. When you download their project, visual studio 2012 upgrades the project.
Right click your project and click properties.
Click Build
Set the target platform to x86
That solved the problem while registering the upgiclient.dll in the syswo64 directory (using regsvr32).
First of all I'm going to give you a little background on this issue.
My solution has 2 windows forms projects (map editor and another tool), one XNA game, a game library and a content project.
Im adding the content reference to the library, which is referenced by the forms and the game. This way I thought I would be able to access the content everywhere, making everything easier.
It worked until I tried to deploy the project using the ClickOnce feature. When I try to do that, I get a:
Error 1 Unable to load arguments for the XmlPeek task. One of XmlContent or XmlInputPath arguments must be set.
And I have no idea of the reason for this error. Now I cant even debug with this setup. It used to work, until I tried to use ClickOnce publishing, and now not even debugging works. i have to add a content reference to the game, and remove it from the Library, because having the game and the library referencing the same content project gets me 1 error for each one of my content files.
Any thought on this error message?