Firebase Messaging in Unity - c#

I was trying Firebase Messaging in Unity, I follow the instruction from https://firebase.google.com/docs/cloud-messaging/unity/client , but I got error when building
Error 1:
Error: Error while saving blame file, build will continue
Error: The prefix "tools" for attribute "tools:overrideLibrary" associated with an element type "uses-sdk" is not bound.
UnityEditor.HostView:OnGUI()
Error 2:
AndroidSDKToolsException: Unable to merge android manifests. See the Console for more details.
UnityEditor.Android.AndroidSDKTools.DetectErrorsAndWarnings (System.String logMessages, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit,System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.MergeManifests (System.String target, System.String mainManifest, System.String[] libraryManifests, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit)
UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.MergeManifests (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String targetManifest, System.String mainManifest)
UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.HostView:OnGUI()

Solution found on unity issue tracker:
just open https://developer.android.com/studio/index.html
scroll down to the bottom of that page
go to downloads
scroll down to the bottom of that page
find Windows "tools_r25.2.3-windows.zip" download and unzip it
find MacOSX "tools_r25.2.3-macosx.zip" download and unzip it.
In the SDK path replace the tools folder.

Related

Getting error while building a project for android on unity

I'm a newbie in Unity, I'm trying to build android app using unity which has vr Support. I'm using Google VR and cardboard plugin.
I was initially able to build the project but after I made some changes in the scene its showing error in build.
1st error
DirectoryNotFoundException: Could not find a part of the path '/home/suhas/Unity Projects/ProjectRoom/Temp/StagingArea/assets/bin/Data/Managed/Temp/StagingArea/assets/bin/Data'.
System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.FileSystemEnumerableIterator1[TSource].HandleError (System.Int32 hr, System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0) System.IO.FileSystemEnumerableIterator1[TSource].CommonInit () (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.FileSystemEnumerableIterator1[TSource]..ctor (System.String path, System.String originalUserPath, System.String searchPattern, System.IO.SearchOption searchOption, System.IO.SearchResultHandler1[TSource] resultHandler, System.Boolean checkHost) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.FileSystemEnumerableFactory.CreateFileNameIterator (System.String path, System.String originalUserPath, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.Directory.InternalGetFileDirectoryNames (System.String path, System.String userPathOriginal, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.Directory.InternalGetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) (at <695d1cc93cca45069c528c15c9fdd749>:0)
UnityEditor.Android.PostProcessor.Tasks.SplitLargeFiles.SplitFiles (System.String path, System.String extension, System.Int32 threshold) (at :0)
UnityEditor.Android.PostProcessor.Tasks.SplitLargeFiles.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at /home/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:337)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /home/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
2nd error
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002be] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:190
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /home/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:95
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
I've been stuck at this error from past two days. Please do help.
Thank you.

Omnisharp on linux apperently starts but fails to load project and outputs errors on visual studio code

According to output information omnisharp starts but cant load projects on ubuntu. this is the error message
[fail]: OmniSharp.MSBuild.ProjectLoader
The "CreateAppHost" task failed unexpectedly.
System.UnauthorizedAccessException: Access to the path is denied. ---> System.IO.IOException: Operacija ni dovoljena (Operation not allowed i think for some reason this part shows in my chosen OS langauge)
--- End of inner exception stack trace ---
at Interop.ThrowExceptionForIoErrno (Interop+ErrorInfo errorInfo, System.String path, System.Boolean isDirectory, System.Func`2[T,TResult] errorRewriter) [0x00014] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at Interop.CheckIo (System.Int64 result, System.String path, System.Boolean isDirectory, System.Func`2[T,TResult] errorRewriter) [0x0000a] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at Interop.CheckIo (System.Int32 result, System.String path, System.Boolean isDirectory, System.Func`2[T,TResult] errorRewriter) [0x00000] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String destFullPath, System.Boolean overwrite) [0x0005c] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x00062] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at Microsoft.NET.HostModel.AppHost.BinaryUtils.CopyFile (System.String sourcePath, System.String destinationPath) [0x00020] in <ed3b6b71decf41cb8876c183ba6fdd7e>:0
at Microsoft.NET.HostModel.AppHost.HostWriter.CreateAppHost (System.String appHostSourceFilePath, System.String appHostDestinationFilePath, System.String appBinaryFilePath, System.Boolean windowsGraphicalUserInterface, System.String assemblyToCopyResorcesFrom) [0x00043] in <ed3b6b71decf41cb8876c183ba6fdd7e>:0
at Microsoft.NET.Build.Tasks.CreateAppHost.ExecuteCore () [0x0009f] in <66b08175c8bd43eda1fda46fdebf1641>:0
at Microsoft.NET.Build.Tasks.TaskBase.Execute () [0x0002e] in <66b08175c8bd43eda1fda46fdebf1641>:0
at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute () [0x00029] in <f7274894ce154696afba1f0ffcd06434>:0
at Microsoft.Build.BackEnd.TaskBuilder.ExecuteInstantiatedTask (Microsoft.Build.BackEnd.ITaskExecutionHost taskExecutionHost, Microsoft.Build.BackEnd.Logging.TaskLoggingContext taskLoggingContext, Microsoft.Build.BackEnd.TaskHost taskHost, Microsoft.Build.BackEnd.ItemBucket bucket, Microsoft.Build.BackEnd.TaskExecutionMode howToExecuteTask) [0x002fc] in <f7274894ce154696afba1f0ffcd06434>:0
[warn]: OmniSharp.MSBuild.ProjectManager
Failed to load project file
right before that it also outputs this warning message:
[warn]: OmniSharp.MSBuild.ProjectManager
Failed to load project file 'path to projectfile'.
path to projectfile
/usr/share/dotnet/sdk/5.0.102/Sdks/Microsoft.NET.Sdk/targets/Microsoft.NET.Sdk.targets(460,5): Error: The "CreateAppHost" task failed unexpectedly.
System.UnauthorizedAccessException: Access to the path is denied. ---> System.IO.IOException: Operacija ni dovoljena
--- End of inner exception stack trace ---
at Interop.ThrowExceptionForIoErrno (Interop+ErrorInfo errorInfo, System.String path, System.Boolean isDirectory, System.Func`2[T,TResult] errorRewriter) [0x00014] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at Interop.CheckIo (System.Int64 result, System.String path, System.Boolean isDirectory, System.Func`2[T,TResult] errorRewriter) [0x0000a] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at Interop.CheckIo (System.Int32 result, System.String path, System.Boolean isDirectory, System.Func`2[T,TResult] errorRewriter) [0x00000] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at System.IO.FileSystem.CopyFile (System.String sourceFullPath, System.String destFullPath, System.Boolean overwrite) [0x0005c] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x00062] in <9f0df102fe6e4cfea29d2e46f585d8a5>:0
at Microsoft.NET.HostModel.AppHost.BinaryUtils.CopyFile (System.String sourcePath, System.String destinationPath) [0x00020] in <ed3b6b71decf41cb8876c183ba6fdd7e>:0
at Microsoft.NET.HostModel.AppHost.HostWriter.CreateAppHost (System.String appHostSourceFilePath, System.String appHostDestinationFilePath, System.String appBinaryFilePath, System.Boolean windowsGraphicalUserInterface, System.String assemblyToCopyResorcesFrom) [0x00043] in <ed3b6b71decf41cb8876c183ba6fdd7e>:0
at Microsoft.NET.Build.Tasks.CreateAppHost.ExecuteCore () [0x0009f] in <66b08175c8bd43eda1fda46fdebf1641>:0
at Microsoft.NET.Build.Tasks.TaskBase.Execute () [0x0002e] in <66b08175c8bd43eda1fda46fdebf1641>:0
at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute () [0x00029] in <f7274894ce154696afba1f0ffcd06434>:0
at Microsoft.Build.BackEnd.TaskBuilder.ExecuteInstantiatedTask (Microsoft.Build.BackEnd.ITaskExecutionHost taskExecutionHost, Microsoft.Build.BackEnd.Logging.TaskLoggingContext taskLoggingContext, Microsoft.Build.BackEnd.TaskHost taskHost, Microsoft.Build.BackEnd.ItemBucket bucket, Microsoft.Build.BackEnd.TaskExecutionMode howToExecuteTask) [0x002fc] in <f7274894ce154696afba1f0ffcd06434>:0

Unity and Admob Integration

I have added the admob Package to my project but when i try to build the apk file this error shows up:
CommandInvokationFailure: Unable to convert classes into dex format.
C:/Program Files/Java/jdk1.8.0_25\bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.toolsdir="C:/Users/PC-Boulot/AppData/Local/Android/sdk\tools" -Dfile.encoding=UTF8 -jar "C:\PROGRAM FILES\UNITY\EDITOR\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" -
stderr[
Error:Invalid command dx
]
stdout[
]
exit code: 64
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
What Unity version are you using ? this used to happen due to a Unity bug which has been resolved since then.
Try to migrate your project to Unity 2017.1 to see if that helps.

UITest failed with : "SetUp : System.InvalidOperationException"

I can't use UITest anymore with my xamarin project since the last update of xamarin on the stable channel with Xcode 8.2.
Everytime, when I launch the test, I have an error : "SetUp : System.InvalidOperationException : Sequence contains no matching element". My test series doesn't change from a long time and works well before...
So I don't know how to correct this problem now...
The stack trace :
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x00065] in /private/tmp/source-mono-4.6.0/bockbuild-mono-4.6.0-branch/profiles/mono-mac-xamarin/build-root/mono-x86/mcs/class/referencesource/System.Core/System/Linq/Enumerable.cs:965
at Xamarin.UITest.iOS.Instruments.GetAutomationTemplatePath () [0x00031] in :0
at Xamarin.UITest.iOS.Instruments.StartInstrumentsInternal (System.String targetApplication, Xamarin.UITest.iOS.iOSRunType runType, System.String deviceId, System.String runLoopPath, Xamarin.UITest.Configuration.AppDataMode appDataMode, System.Predicate`1[T] dropLine) [0x00006] in :0
at Xamarin.UITest.iOS.Instruments.StartInstruments (System.String targetApplication, Xamarin.UITest.iOS.iOSRunType runType, System.String deviceId, Xamarin.UITest.Configuration.AppDataMode appDataMode) [0x00012] in :0
at Xamarin.UITest.iOS.iOSAppLauncher.RunAppInEmulatorInternal (System.String application, Xamarin.UITest.iOS.Instruments instruments, Xamarin.UITest.Shared.Http.HttpClient httpClient, System.Uri deviceUri, Xamarin.UITest.Shared.Artifacts.ArtifactFolder artifactFolder, Xamarin.UITest.Configuration.AppDataMode appDataMode, System.String deviceIdentifier) [0x00095] in :0
at Xamarin.UITest.iOS.iOSAppLauncher.RunAppInEmulator (Xamarin.UITest.Shared.iOS.AppBundle appBundle, Xamarin.UITest.iOS.Instruments instruments, Xamarin.UITest.Shared.Http.HttpClient httpClient, System.Uri deviceUri, Xamarin.UITest.Shared.Artifacts.ArtifactFolder artifactFolder, Xamarin.UITest.Configuration.AppDataMode appDataMode, System.String deviceIdentifier) [0x00099] in :0
at Xamarin.UITest.iOS.iOSAppLauncher.LaunchApp (Xamarin.UITest.Configuration.IiOSAppConfiguration appConfiguration, Xamarin.UITest.Shared.Http.HttpClient httpClient, Xamarin.UITest.TestCloud.TestCloudiOSAppConfiguration testCloudAppConfiguration, Xamarin.UITest.Shared.Http.HttpClient testCloudWsClient) [0x000e4] in :0
at Xamarin.UITest.iOS.iOSApp..ctor (Xamarin.UITest.Configuration.IiOSAppConfiguration appConfiguration) [0x002db] in :0
at Xamarin.UITest.Configuration.iOSAppConfigurator.StartApp (Xamarin.UITest.Configuration.AppDataMode appDataMode) [0x00017] in :0
at Ac.Test.TestV35.BeforeEachTest () [0x00012] in /Users/ShaprAdmin/Documents/ac/Ac.Test/TestV35.cs:17
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00038] in /private/tmp/source-mono-4.6.0/bockbuild-mono-4.6.0-branch/profiles/mono-mac-xamarin/build-root/mono-x86/mcs/class/corlib/System.Reflection/MonoMethod.cs:305
Thank you!
try to grab the newest Xcode and
then beside proper NUnit version (2.6.x and proper NUnitTestAdapter 2.1.0)
try do upgrade/downgrade the Xamarin.UITest package to version 2.5.
For me it was not working (with same error) for 2.7 for 2.5 it's ok.
Regards,

UnityException: Unable to install APK! Installation failed. See the Console for details

I got this error message when trying to build and run on Android actual device.
UnityException: Unable to install APK!
Installation failed. See the Console for details.
UnityEditor.Android.PostProcessAndroidPlayer.ShowErrDlgAndThrow (System.String title, System.String message, System.Exception ex)
UnityEditor.Android.PostProcessAndroidPlayer.ShowErrDlgAndThrow (System.String title, System.String message)
UnityEditor.Android.PostProcessAndroidPlayer.UploadAndStartPlayer (System.String manifestName, System.String stagingArea, UnityEditor.Android.AndroidDevice device, System.String packageName, Boolean devPlayer, Boolean retryUpload)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcessInternal (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
UnityEditor.HostView:OnGUI()
Why it happens?
Try to increase your bundle version code. if your phone has lower bundle version code is not possible to insttall.
set your Android SDK under Unity 3D
connect your phone and set also under developement mode under phone Settings.

Categories

Resources