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Error while building for iOS (Unity 2018.4.2f1)

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Hello, I am having some errors while trying to build for iOS: Error 1: Assertion failed on expression: '!IsDirectoryCreated(kManagedDllsFolder)' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Error2: AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ![alt text][1] Thanks in advance! [1]: /storage/temp/152692-צילום-מסך-20200212-ב111309.png I am using Vuforia and Newtonsoft if that makes any difference. Anyone knows why it's happening?

UnityAds.h file not found in XCode?

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After building my project for IOS, I come across the error that the file _UnityAds/UnityAds.h and _UnityAds/UADSMetaData.h could not be found. I did some digging and couldn't find any files even with similar names other that UnityAdsConfig.h, and I couldn't even locate the UnityAds framework where I've found it in previous builds of different games. Any ideas on where I can find the file or what to do to allow XCode to find it?

Weird textures on Mac

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Hey, all the textures in my iOS project look like this:![alt text][1] [1]: /storage/temp/152731-e9c928f1-4506-4643-b33f-cc86f43863c1.jpeg They all have this weird gray border, but only in Scene view. Game View is all normal. Does anyone know why this is happening?

Quit from Unity to native iOS app.

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Hi guys.
I'm working on iOS application which is going to include a few unity games.
And I investigate an opportunity to exit from the Unity game to the native iOS app with games list.
I know that the Unity provides methods `Application.Quit()` and `Application.Unload()`
I haven't try but I'm not sure that `Application.Unload()` is correct ways to exit from unity to the native iOS app.

Did anyone built the Alembic Importer for Android and iOS?

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Did anyone built the Alembic Importer for Android and iOS?

Can't build for either iOS or Android: Failed to copy/move file

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Hello everyone! Recently I've found this issue that doesn't let me build for either iOS or Android. I'm trying to release it, so any help would be tremendous help! Here are the error logs if they are any help (sorry for the lengthy text!): **iOS error:** > IOException: Failed to Copy File /> Directory from> 'Temp/il2cppOutput\il2cppOutput' to> 'F:/Build Linear 3/Classes/Native'.> UnityEditor.FileUtil.CopyFileOrDirectory> (System.String source, System.String> dest) (at> C:/buildslave/unity/build/Editor/Mono/FileUtil.bindings.cs:35)> UnityEditor.iOS.Utils.ReplaceFileOrDirectoryCopy> (System.String src, System.String dst)> (at> C:/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/Utils.cs:572)> UnityEditor.iOS.PostProcessiPhonePlayer.UpdateInstallLocation> (UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths> paths,> UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings> bs,> UnityEditor.iOS.PostProcessiPhonePlayer+IncludedFileList> includedFiles,> UnityEditor.Build.Reporting.BuildReport> buildReport) **Android error:** > IOException: Failed to Move File /> Directory from> 'Temp/StagingArea\symbols\LinearAndroid-1.1.3-v24.symbols.zip'> to 'F:\Built Linear> Android\build27\LinearAndroid-1.1.3-v24.symbols.zip'.> UnityEditor.FileUtil.MoveFileOrDirectory> (System.String source, System.String> dest) (at> C:/buildslave/unity/build/Editor/Mono/FileUtil.bindings.cs:77)> UnityEditor.Android.PostProcessor.Tasks.ZipIl2cppSymbols.Execute> (UnityEditor.Android.PostProcessor.PostProcessorContext> context) (at><4cb2cca631ee43caa9ce1b6474325459>:0)> UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks> (UnityEditor.Android.PostProcessor.PostProcessorContext> context) ---------- It happens at 'Converting Managed assemblies to C++' on iOS and on 'Zipping il2cpp symbols' for android. I've tried restarting everything and updating my project to 2019.3, however these didn't work. Any ideas? Any input would be great, thanks! ---------- EDIT: It seems the solution is to set the .gradle folder to not read-only. However when I try to do this, it keeps reverting to read-only. ---------- EDIT: The problem seems to have been resolved by either all the permission changes that I've made to the C driver in order to get rid of that "read-only" problem (which wasn't actually a problem) or by the fact that this time, I've built into the C driver. Most likely the latter. Kinda like this [guy][1] [1]: https://www.tenforums.com/general-support/132855-win10-fresh-install-all-folders-read-only.html

"Could not load Vuforia framework" in Xcode 11 - crash on launch

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I'm newish to Unity and Vuforia. My AR app keeps crashing at launch in Xcode 11. I created my app in Unity 2019.2.17f1 and Vuforia 8.3 I'm trying to publish my Vuforia app to iOS. Along with two SIGABRT errors in "_abort_with_payload" and "_dyld_start", I'm also getting the following error regarding the Vuforia framework: -- dyld: warning: could not load inserted library '/private/var/containers/Bundle/Application/CE525A54-BBB9-4E30-9EC3-2C148AA9D6DC/ARR.app/Frameworks/libXCTestBundleInject.dylib' into hardened process because no suitable image found. Did find: /private/var/containers/Bundle/Application/CE525A54-BBB9-4E30-9EC3-2C148AA9D6DC/ARR.app/Frameworks/libXCTestBundleInject.dylib: code signature invalid for '/private/var/containers/Bundle/Application/CE525A54-BBB9-4E30-9EC3-2C148AA9D6DC/ARR.app/Frameworks/libXCTestBundleInject.dylib' /private/var/containers/Bundle/Application/CE525A54-BBB9-4E30-9EC3-2C148AA9D6DC/ARR.app/Frameworks/libXCTestBundleInject.dylib: stat() failed with errno=25 dyld: Library not loaded: @rpath/Vuforia.framework/Vuforia Referenced from: /private/var/containers/Bundle/Application/CE525A5(lldb) -- Does this look like a certificate issue?

UnityAds has UIWebView which has been deprecated by Apple

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**UnityAds** has **UIWebView** it's been deprecated by Apple since iOS 10.0. When submitting to App Store it'll complain in App Connect about using a **deprecated** API. ITMS-90809: Deprecated API Usage - Apple will stop accepting submissions of apps that use UIWebView APIs . See https://developer.apple.com/documentation/uikit/uiwebview for more information Have to update to new API using WebKit's **WKWebView**, or what I have done is removed **UnityAds** from **UnityFramework** when submitting to **AppStore**. Unity, any idea when this will be updated? If so needs to be done, Apple will stop accepting submissions soon with this deprecated class. **Note:** In apps that run in iOS 8 and later, use the WKWebView class instead of using UIWebView. Additionally, consider setting the WKPreferences property javaScriptEnabled to NO if you render files that are not supposed to run JavaScript.

How to set Dark Status Bar for iOS? Only Default and light are showing.

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I'm trying to change the status bar of my game for iOS devices to dark. The only options listed in the player settings under Resolution and Presentation are Default and light. I have it set to default and when my app launches it goes to white but I want to have the status bar text be black. What am I missing?

Unity + ARKit / Make object stay in place after image tracking

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Hello everyone ! I'm trying to make an object spawn with the arkit image tracking. But once it has spawned, I want to forget the image anchor (If the image disappear, the object is still here). I managed to find a way of doing it in ***GenerateImageAnchor.UpdateImageAnchor()***, the object is not dependent anymore of the image. But it now follows the ARCamera. How can I "fix" its position so that now that it has spawned and is independant, it stays in place so that we can move around the scene and it will stay at the same position. Maybe I must use the Ar Plane detection ? But I didn't find anything else. Thank You

Unity 2019.3.0f6 iOS project import is stuck.

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We have a Project of 95GB size when trying to import this into MAC OS for iOS platform with Unity2019.0.3f6, the import is stuck forever. After checking the Editor log in the console it shows ................ Mono: successfully reloaded assembly - Completed reload, in 8.938 seconds Registering precompiled user dll's ... Registered in 5.136730 seconds. Platform modules already initialized, skipping Validating Project structure ... 2.133991 seconds. Shader import version has changed; will reimport all shaders... Upgrading shader files ... 3.408591 seconds Force close and restart again, it's always stuck at line upgrading shader files and no more logs get printed after this, and the window of Force Quit Applications shows Unity not responding. 1. We tried importing in 3 system which is Mojave 10.14.6, and Catalina 10.15.1. 2. We tried importing after unchecking the option in Unity Preferences>compress assets on import. 3. We tried importing part by part, but not able to open the project with all updates. 4. We tried deleting shaders but it's still stuck. 5. We tried opening through Terminal commands and Unity Hub. 6. We tried deleting the Library and Project settings folder and let Unity creates it again. At present we are using Unity2019.1.8f1, wanted to Upgrade to Unity2019.0.3f6. Please help me if there is any other workaround or some things I can give a try.

Shader works on Android but it is black on iOS

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Hi - I am using some shaders for painting. Everything works fine in the editor and on Android except for iOS. You can see the problem [here][1] recoreded on an iPhone 6. The object looks ok until I press to start painting. The material turns instantly black and the paint doesnt stay on for more than a few frames. The only code I can see that responds when I touch to paint is this RaycastHit hit; Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); Vector4 mwp = Vector3.positiveInfinity; mwp.w = Input.GetMouseButton(0) ? 1 : 0; mouseWorldPosition = mwp; Shader.SetGlobalVector("_Mouse", mwp); This is what it looks like in the Unity Editor and on Android. [video][2] - [Unity Project][3] - [GitHub][4] I made a few changes to my Unity Project to solve other issues you can see the problems I had before [here][5] Thank you. [1]: https://vimeo.com/393634315 [2]: https://vimeo.com/393634613 [3]: https://www.dropbox.com/s/gtuij4qcm1qmcl8/TexturePaint-master.rar?dl=0 [4]: https://github.com/IRCSS/TexturePaint/blob/master/Assets/Scripts/TexturePaint.cs [5]: https://forum.unity.com/threads/cus...g-the-platform-to-mobile.824139/#post-5501224

AppStore keeps rejecting app in kids category

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Hey guys! AppStore keeps rejecting one of our app which is in kids category. And we are out of idea... 1.Reject > We noticed that your kids app includes third-party analytics, third-party advertising or collects, transmits, or has the ability to share personal information or device information.> Specifically, your app includes the following feature(s), contrary to guideline 1.3 of the [App Store Review Guidelines](https://developer.apple.com/app-store/review/guidelines/):> Third-party analytics with the ability to collect, transmit or share identifiable information (such as name, address, date of birth, email, location, photos, videos, drawing or the ability to chat), device information, or the IDFA. We've disabled all unity services we used (analytics and cloud diagnostics), removed all usage of idfa, removed firebase. Even disabled Unity Analytics in runtime. Found a [forum](https://forum.unity.com/threads/appstore-keeps-rejecting-kids-app.811962/) which says that you have to modify the DeviceSettings.mm file in the Xcode project. Disabled HardwareStatistics form project settings. Uploaded a new build, but Apple rejected the app... 2.Reject > Regarding 1.3.0, we found your app to use advertising selectors via Unity SDK. Specifically, we found: `IsAdvertisingTrackingEnabled` and `get_advertisingTrackingEnabled` selectors in your app. It would be appropriate to remove all advertising selectors, including those that are in third-party SDKs before resubmitting your app. I've searched for those selectors with `strings` command-line tool but just found one of them (`get_advertisingTrackingEnabled`) in UnityEngine::iOS.Device class which calls the methods from DeviceSettings.mm (modified to return false). 3.Reject > Your app still appears to use third-party advertising with the ability to collect, transmit or share identifiable information, device information, or the IDFA.> If you are using third-party libraries, please update to the most recent version of those libraries. If you do not have access to the libraries’ source, you may be able to search the compiled binary using the “strings” or “otool” command-line tools. The “strings” tool can output a list of the methods that the library calls and “otool -ov” will output the Objective-C class structures and their defined methods. These tools can help you narrow down where the problematic code resides. > You could also use the “nm” tool to verify if any third-party libraries are calling these advertising APIs. Btw, we can update our other apps without any issue. Can someone give some advice what should we do?

How to solve machine.config? The system cannot find the file specified. IOS

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![alt text][1] [1]: /storage/temp/153273-capture.png Idk how to solve this. Tried during build in IOS.

How do I add a screen recorder in my AR/VR/Game in unity without using an asset?

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Hello everyone, please how do I add a screen recording Functionality on my AR app? I have tried using this script [VideoCapture][1] below but it gave me an error plus I do not know if it will achieve what I wanted using UnityEngine; using System.Collections; using System.Linq; using UnityEngine.Windows.WebCam; public class VideoCaptureExample : MonoBehaviour { static readonly float MaxRecordingTime = 5.0f; VideoCapture m_VideoCapture = null; float m_stopRecordingTimer = float.MaxValue; // Use this for initialization void Start() { StartVideoCaptureTest(); } void Update() { if (m_VideoCapture == null || !m_VideoCapture.IsRecording) { return; } if (Time.time > m_stopRecordingTimer) { m_VideoCapture.StopRecordingAsync(OnStoppedRecordingVideo); } } void StartVideoCaptureTest() { Resolution cameraResolution = VideoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First(); Debug.Log(cameraResolution); float cameraFramerate = VideoCapture.GetSupportedFrameRatesForResolution(cameraResolution).OrderByDescending((fps) => fps).First(); Debug.Log(cameraFramerate); VideoCapture.CreateAsync(false, delegate(VideoCapture videoCapture) { if (videoCapture != null) { m_VideoCapture = videoCapture; Debug.Log("Created VideoCapture Instance!"); CameraParameters cameraParameters = new CameraParameters(); cameraParameters.hologramOpacity = 0.0f; cameraParameters.frameRate = cameraFramerate; cameraParameters.cameraResolutionWidth = cameraResolution.width; cameraParameters.cameraResolutionHeight = cameraResolution.height; cameraParameters.pixelFormat = CapturePixelFormat.BGRA32; m_VideoCapture.StartVideoModeAsync(cameraParameters, VideoCapture.AudioState.ApplicationAndMicAudio, OnStartedVideoCaptureMode); } else { Debug.LogError("Failed to create VideoCapture Instance!"); } }); } void OnStartedVideoCaptureMode(VideoCapture.VideoCaptureResult result) { Debug.Log("Started Video Capture Mode!"); string timeStamp = Time.time.ToString().Replace(".", "").Replace(":", ""); string filename = string.Format("TestVideo_{0}.mp4", timeStamp); string filepath = System.IO.Path.Combine(Application.persistentDataPath, filename); filepath = filepath.Replace("/", @"\"); m_VideoCapture.StartRecordingAsync(filepath, OnStartedRecordingVideo); } void OnStoppedVideoCaptureMode(VideoCapture.VideoCaptureResult result) { Debug.Log("Stopped Video Capture Mode!"); } void OnStartedRecordingVideo(VideoCapture.VideoCaptureResult result) { Debug.Log("Started Recording Video!"); m_stopRecordingTimer = Time.time + MaxRecordingTime; } void OnStoppedRecordingVideo(VideoCapture.VideoCaptureResult result) { Debug.Log("Stopped Recording Video!"); m_VideoCapture.StopVideoModeAsync(OnStoppedVideoCaptureMode); } } This is the error ArgumentNullException: Value cannot be null. Parameter name: source [1]: https://docs.unity3d.com/ScriptReference/Windows.WebCam.VideoCapture.html

Binary rejected by apple due to guideline 2.3.1 -performance which can lead to removal from the APPLE DEVELOPER PROGRAM -Seems Unity attempting to hide features, functionality or content in my app

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hi, My mobile game app is simple and follow the exact instructions on unity tutorials on how to build space shooter game tutorial. when i submited my version of space shooter, it is being rejected due to hidden features, etc which i am unaware of and my unity version is 2019.3.3f1 and xcode and macos are uptodate-latest versions.Can you please help me on this issue,thank you, i ve received the following message (feb2020); Guideline 2.3.1 - Performance We discovered that your app contains hidden features. Attempting to hide features, functionality or content in your app is considered egregious behavior and can lead to removal from the Apple Developer Program. Specifically, your app contains functionality to load a webview of external content within the app for the purpose of third-party game streaming. If you feel that we have misunderstood how your app functions and that your app is compliant with the App Store Review Guidelines, please reply to this message in Resolution Center to explain how this feature works. The next submission of this app may require a longer review time, and this app will not be eligible for an expedited review until this issue is resolved. Next Steps - Review the Performance section of the App Store Review Guidelines. - Ensure your app, as well as any third-party code and SDKs implemented in your app, are compliant with all sections of the App Store Review Guidelines and the Terms & Conditions of the Apple Developer Program. - Revise or remove the hidden features from your app. Once your app is fully compliant, resubmit your app for review. Submitting apps designed to mislead or harm customers or evade the review process may result in the termination of your Apple Developer Program account. Review the Terms & Conditions of the Apple Developer Program to learn more about our policies regarding termination. @rasmus-unity @elora_k

alembic animation onto ios platform,How to get an alembic animation from maya on ios build

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Hi, I have an AR project where I import an alembic animation from maya into unity. While it works in Unity, I noticed it is not supported on ios platform. Are there any solutions, scripts, or workarounds for this or any other advice for how to get an alembic animation onto ios platform? Thanks in advance!

Black screen in a build for IOS

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i have a big problem with unity. I created a game and when I create the image for IOS, I open Xcode with the project, and I text it with my iPhone 8, the screen turns totally black. In addition, from this morning he also reproduced sounds, which are not found in the first scene. Not even the UI objects can be seen. However I'm sure something happens, because in the Xcode debug tab, there are various values ​​that change. Also, seeing the GPU values, I noticed that it reached a peak of 109%, although I don't know how it can be possible, but the value while looking at it is 0%. Finally I would like to emphasize that when I open the game, the image with the Unity logo is reproduced first and then the black screen arrives. Finally I would like to say that I also tried with another version of united: the 2019.2.1f1 version, and in that case the interface was visible, but it was very enlarged, even if I tried to change the settings of the canvas scaler. How can I do? In all other platforms this does not happen. I have read all the forum pages that included this problem, but no advice has worked. The version I am using now for Unity is 2020.1.0a18. iPhone 8 with IOS 13.3, and the latest Xcode update. PS. I have also tried with an iPhone 6 with IOS 12.4.3, but it has the same result.

Run a script in background when the app is open or closed

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Hi, I want to run a script in background when the app is open or closed. This background script sends a request to the local server and then sends a response as a notification to the user. I can communicate the local server and send a notification but I don't know how running this script in app background. This background script should be running independently of scenes. This background script will be run in android and ios. Please help me with my this problem.

Package Manager doesn't show newest Version of package

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Hello, I want to install **AR Foundation 3.0.0** (or higher) for **Unity 2019.2.X.** I currently using Unity 2019.2.21 because I want to use the "old" LWRP and not the URP but if I go to the Packages Manager the newest version I can download of AR Foundation is 2.0.2 (or 2.2.0 preview) even though the AR Foundation documentation says 3.0.0 is compatible witch Unity 2019.2.X or higher. Can someone tell me why the Package Manager doesn't show the newest version? Thank you in advance
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