I recently published a game in Play Console, but it is showing a warning of 'intent redirection vulnerability' and requesting me to cure it before due date. What do I have to do in terms of unity or android manifest file or c# programming to resolve it?
Considering you're probably using Unity 2018+, try this: https://stackoverflow.com/a/56274895
Otherwise it would be very helpful if you could share your Unity version, used packages and plugins. Probably it has nothing to do with your game at all.
Related
I was wondering how one would go about using Q# within Unity. I want to endow agents within a Unity simulation with quantum-like behavior, and I was wondering whether it was possible.
I've seen reference to adding a managed .dll in \Assets\Plugins and adding "using yourLibraryNameSpace;" at the top of scripts, but I'm not exactly sure whether/how that would work with the Microsoft Quantum Development Kit. I've attached some potentially related posts below for reference. Any information would be greatly appreciated. Thanks so much.
NuGet packages in Unity
Unity C# how to load a managed DLL properly?
Someone pinged me about this on Twitter, so I figured I'd put out the quick-and-dirty prototype I put together last year: https://github.com/amirebrahimi/qsharp-unity
The PROBLEM
I am currently building a simple website containing Unity WebGL projects for a client. The games are working on all browsers for me, my teammates, and my producer, but one of the games does NOT work for our client (on any browser, Mac, or Windows).
All the games are embedded in a div in the exact same manner. There are no discernible differences between the build settings or output for each of the games. Unfortunately, I only have access to the Unity project for the game that is not loading for the client.
THE CLUES
While on a call with the client where he shared his problems, he specified the game in question did not load at all in Chrome (not even a rectangle appeared) and crashed in Safari (rectangle appeared first). The other games on the website loaded for him normally. Over the course of the conversation, he mentioned that he could not share his screen due to security limitations/software on his device from work. All of the games are built with 2019.4.15f1.
The only odd thing happening on my end is that the Unity logo is not appearing while the game loads as it typically does for games w/the free license.
THE QUESTION
Are there any settings or known problems within Unity for WebGL that can cause this type of issue? Due to the fact the other games work fine for him, I suspect there is some setting in my build that is causing it to trigger his security. Thank you for any and all suggestions!
Edit: We are hoping to avoid asking our client to print and share their console, just to maintain professionalism.
We are working on a project using tango and VR, and i got to the point of wanting to test to implement it into our app. our app is using both tango and vr in combination, and thus we have both the tango VR sdk and the google VR sdk in out project. We are using the latest verstion of uinty, gvr gvr 1.1 and tango sdk Caporales.
Just for the record we are working in unity and have had a great deal of problems so far, the combination of googlevr and tango sdks seems to do something to each other and cause a lot of issues... We've tried to use different unity versions and different versions of both sdks and found out that a project with both tango and vr sdks can only run if we disable the Tango UX component in the tango manager prefab. I'm not sure what that does exactly but if it is enbaled the app just crashes on launch.
Anyway the problem at hand is that i'm trying to anable the area learning features. I am using the TangoAreaDescriptionmanager scene from the example and the code that goes with it. I've isolated the issue to occur in the AreaDescriptionAPI class (line 800 or there about in the AreaDescription file) in the method called TangoService_getAreaDescriptionUUIDList. As soon as that method is called from the _GetUUIDList method in the same file the code does not execute furter. mind you that the app does not crash but nothing happens, so there is some error that happens in the external library that i am not albe to figure out.
Does someone have some information on this?
I'll happlily supply more information if needed.
EDIT: I looked at the logcat from my device and found that the problem maybe is something else... pastebin.com/53Htz9YQ here is the file with relevant logs. It seems to be that the TANGO_CLIENT_API is not being loaded correctly...
The application needs to have the ADF_LOAD_SAVE_PERMISSION for this call to work. Same thing for the actual loading or saving of a learned area.
Be sure to review this part of the doc: Tango Permissions and Lifecycle in Unity, and especially the "Manually request permissions and connect (Area Learning)" as the workflow is special to handle this permission.
Permissions that creep in between android builds of our app is a recurring problem for us at the office.
We work with Unity and use C#. In our project we use various 3rd party packages that we purchased from the Unity Asset Store and these packages update frequently. Sometimes we'll see a new permission creep in and we'll have to pinpoint the last git push to see when it exactly started appearing.
Doing all this stuff and tracking and scanning our code whenever we have an uncalled permission appear is a bit of a downer and takes considerable time.
I was wondering, theoretically speaking, if it's possible to write a script or a piece of code that creeps through our project and libraries within to give us a list of references that require android permissions.
Any guidance about this question is appreciated. I'm not a coder by trade and my knowledge isn't too strong over this subject so I apologize in advance if this questions is out of place.
So this is alittle bit tricky, because in Android Studio 1.5.1 seems like this function disappeared from lint for some reasons I dont know. So use any Android studio below 1.5.1 and it will be OK.
Analyze -> Run Inspection by Name -> "MissingPermissions".
Basically, I am having trouble playing my augmented reality app in the Unity. I have done all the right things but the app just won't play. It is a very basic app that adds a spinning cube on some real life it sees in the real world. I know that vuforia can't handle the 64 bit Unity but i was hoping that there was either a hack or some emulator that I can use to open the unity scene with or something epic that I can't even conceive of. These are my first steps into augmented reality programming and it would help to actually see it work on my pc.
As far as I know, you cannot use 64 bit Unity with Vuforia. It may work for some features of Vuforia but you definitely will not be able to use the full functionality of Vuforia--there will always be problems.
One solution is obviously to just uninstall your current version of unity and install a 32 bit version (I would suggest Unity 5.1.3 (32 bit) as this is the one I know to support almost 100% of Vuforia). A note: this will NOT delete any Unity projects you have created, you will just need to reopen them in your new version of Unity.
Another solution is like what tim mentioned in his comment--to just have both 64bit and 32bit Unity installed of your computer. Just make sure that you stay as consistent as possible (i.e. make sure you don't accidentally open a Vuforia project with the 64bit Unity) as this will likely cause problems.
Best of luck.
If you want to use Unity 64 bit , you can try the newest version of Vuforia , vuforia-unity-6-0-112.It was recently released to be more compatible for unity 64 bit.You can give it a try by downloading on this link https://developer.vuforia.com/downloads/sdk. Right now im using Unity 5.4.0f3 (64-bit) and its working perfectly until now.