Quantcast
Channel: Questions in topic: "ios"
Viewing all 4709 articles
Browse latest View live

error CS0234: The type or namespace name 'iOS' does not exist in the namespace 'Unity' (are you missing an assembly reference?)

$
0
0
I am getting following error while trying to use same collaboration script (https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ARCollaborationData/CollaborativeSession.cs) in my Unity project. Error - error CS0234: The type or namespace name 'iOS' does not exist in the namespace 'Unity' (are you missing an assembly reference?) Compilation error is for - "using Unity.iOS.Multipeer;" on line 5 in above script. Project setting, build setting are pointing to ios 11. ios build support is also downloaded from unity hub. Unity version is 2019.3.2f1 before using this particular script I was able to build and deploy the project on my ipad pro.

Unity iOS 13 Memory leak Crash,Unity iOS 13 Memory Leak and Crash

$
0
0
Hello! We have been experiencing some memory leaks on our project, and we have no clue about what is going on. It does not happen always, I've been trying to reproduce it but it only happens like once every few hours. There is no pattern on when it happens. I've tried to connect the iphone with the unity profiler and, the unity profiler does not show anything strange. But When connecting with Xcode we can see that the game starts increasing the memory until it reaches the limit and the SO closes it. (Take into account that those "steps" are only because I've tried to go step by step in the execution from xcode, but without pausing the execution is simply a ramp up until it crashes. I've tried to connect the iPhone and use the unity profiler but unity profiler didn't show anything strange, it showed the normal memory usage. ![alt text][1] We are using: Adjust, Facebook, Leanplum, Amplitude, IronSource Crashlytics (this crash does not appear there, because it ran out of memory, so it cannot save/send the crash). Unity 2019.2.13f1 I also uploaded the instruments alloc memory screenshot. ![alt text][2] I've tried adding logs into Leanplum calls, and everything and I have no clue on how to solve it or which can be the problem. Anyone has faced the same problem?! [1]: /storage/temp/153646-image-3.png [2]: /storage/temp/153647-image-4.png As I said, there is no pattern, sometimes simply having the game in the map menu without doing anything for few minutes and then it starts to consume a lot of memory. I also attach: Instruments alloc screenshot. We are using: Adjust, Facebook, Leanplum, Amplitude, IronSource Crashlytics (this crash does not appear there, because it ran out of memory, so it cannot save/send the crash). Unity 2019.2.13f1 I've tried adding logs into Leanplum calls, and everything and I have no clue on how to solve it or which can be the problem.

Linking errors using Unity as a library

$
0
0
Hi I am currently trying to integrate a Unity export into iOS using UnityFramework. I am following this example https://github.com/Unity-Technologies/uaal-example/blob/master/docs/ios.md. Currently I am using Unity 2019.3.0f6 and Xcode 11.3. I am unable to build because the generated xcconfig "Pods-UnityFramework.debug.xcconfig" is using the following environment variables to locate libraries. **PODS_BUILD_DIR = ${BUILD_DIR}** **PODS_CONFIGURATION_BUILD_DIR = ${PODS_BUILD_DIR}/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)** If **Unity-iPhone.xcodeproj** is built there is no problem. **BUILD_DIR** points to **~/Library/Developer/Xcode/DerivedData/Unity-iPhone-(HASH)** and **PODS_CONFIGURATION_BUILD_DIR** is pointing to a place where the libraries exist. However if I follow the instructions and make a new workspace then **BUILD_DIR** points to the new build directory associated with the new workspace. There are no libraries there. So when I build my target I get a linking error about my libraries not being found. Am I missing a step or does UnityFramework not work well with 3rd party dependencies?

Camera Recording for Unity 3D

$
0
0
'd like to be able to record video with Unity 3D. In the past I've worked with capturing frames using the webcam but I don't know how to record video. The Unity 3D build is set to run for Android and IOS. I'd appreciate a working example, thanks for your time.

On iOS, UnityWebRequest download stops when app goes to background

$
0
0
I use UnityWebRequestAssetBundle.GetAssetBundle to download asset bundles located on a remote server. While everything works as expected on Android, **the download stops on iOS when minimizing the app** (or when the device goes to sleep). When I foreground the app again, XCode shows the following logs: -> applicationWillResignActive() -> applicationDidEnterBackground() 2020-03-08 08:37:51.571235+0100 app[3852:2943256] Can't end BackgroundTask: no background task exists with identifier 1 (0x1), or it may have already been ended. Break in UIApplicationEndBackgroundTaskError() to debug. -> applicationWillEnterForeground() 2020-03-08 08:37:55.169337+0100 app[3852:2943564] [] nw_read_request_report [C4] Receive failed with error "Software caused connection abort" 2020-03-08 08:37:55.194339+0100 app[3852:2943564] Task <015CA857-5213-4905-8F1B-4A0E3DA330DE>.<5> HTTP load failed, 350/5095859 bytes (error code: -1005 [1:53]) 2020-03-08 08:37:55.195303+0100 app[3852:2943564] Task <446A65DA-5ACF-493C-AE8F-B746364F4A9E>.<6> HTTP load failed, 693/0 bytes (error code: -1005 [1:53]) 2020-03-08 08:37:55.197007+0100 app[3852:2943431] Task <015CA857-5213-4905-8F1B-4A0E3DA330DE>.<5> finished with error [-1005] Error Domain=NSURLErrorDomain Code=-1005 "The network connection was lost." UserInfo={_kCFStreamErrorCodeKey=53, NSUnderlyingError=0x2800ced00 {Error Domain=kCFErrorDomainCFNetwork Code=-1005 "(null)" UserInfo={NSErrorPeerAddressKey={length = 16, capacity = 16, bytes = 0x10021f40c0a801300000000000000000}, _kCFStreamErrorCodeKey=53, _kCFStreamErrorDomainKey=1}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <015CA857-5213-4905-8F1B-4A0E3DA330DE>.<5>, _NSURLErrorRelatedURLSessionTaskErrorKey=( "LocalDataTask <015CA857-5213-4905-8F1B-4A0E3DA330DE>.<5>" ), NSLocalizedDescription=The network connection was lost., NSErrorFailingURLStringKey=http://192.168.1.48:8000/Mobile/dlc1, NSErrorFailingURLKey=http://192.168.1.48:8000/Mobile/dlc1, _kCFStreamErrorDomainKey=1} C# code: public static AssetBundleDownloadProgress DownloadBundle (string bundleName, bool forImmediateLoad, DownloadBundleFinishedDelegate finished, DownloadBundleErrorDelegate error) { UnityWebRequest wr; if (HashDictionaryRemote.ContainsKey(bundleName)) { uint crc = CRCDictionaryRemote[bundleName]; Hash128 hash = HashDictionaryRemote[bundleName]; wr = UnityWebRequestAssetBundle.GetAssetBundle (SERVER_URL + bundleName, hash, crc); } else { wr = UnityWebRequestAssetBundle.GetAssetBundle (SERVER_URL + bundleName); } wr.disposeDownloadHandlerOnDispose = true; wr.SetRequestHeader ("Cache-Control", "no-cache, no-store, must-revalidate"); wr.SetRequestHeader ("Pragma", "no-cache"); wr.SetRequestHeader ("Expires", "0"); AssetBundleDownloadProgress progress = new AssetBundleDownloadProgress(wr); Instance.StartCoroutine(DownloadBundleCoroutine (wr, forImmediateLoad, progress, bundleName, finished, error)); return progress; } private static IEnumerator DownloadBundleCoroutine (UnityWebRequest wr, bool forImmediateLoad, AssetBundleDownloadProgress progress, string bundleName, DownloadBundleFinishedDelegate finished, DownloadBundleErrorDelegate error) { yield return wr.SendWebRequest(); if (wr.isNetworkError) { error (wr.error); } else { AssetBundle bundle = ((DownloadHandlerAssetBundle)wr.downloadHandler).assetBundle; if (bundle == null) { error.Invoke($"Error loading bundle {bundleName}, probably another bundle with same files is already loaded."); } else { finished.Invoke(bundle, progress); if(!forImmediateLoad) bundle.Unload(true); } } } I use Unity 2019.2 Any help would be much appreciated! :)

Video doesn't load in iOS when VideoPlayer source is set to a URL on runtime

$
0
0
I am setting a URL as a source to a VideoPlayer. The video loads fine on Android and the Unity Editor, but it's not loading in iOS. I have attached a callback to prepareCompleted for the VideoPlayer, which is not being fired in iOS. The video is of mp4 format. I converted the video to webm format and then it stopped working on Editor as well. In this case, I at least get the error "Unsupported URL", error code: -1002 on both iOS and Editor. I recently updated to Unity 2019.2.17f1. Before that, I had Unity 2019.1.4f1 and the video was playing fine when building with the older version.

how to implement IAP subscription???

$
0
0
Hey Guys. I'm really stuck with this implementing iap subscription thing... I'd be glad if somebody just throw a script or sth. There's no complete tutorial about it

Stop rendering planes in AR Fondation / XR Interaction Toolkit

$
0
0
I'm working on a project for iOS using AR Foundation / XR Interaction Toolkit. I'm trying to disable the rendering of existing planes once I place an object in the scene. Per the documentation, I have tried to deploy the code below. I tried creating a method in a separate script and then connect this script to one of the XRBase Interactor events. I can't seem to get this to work. Is this the best process to disable the visualization? Any suggestions to get this working? foreach (var plane in planeManager.trackables) { plane.gameObject.SetActive(false); }

Unity edit UnityAppController.mm when build iOS

$
0
0
Hi :) In Unity when I build iOS and open Xcode project. It will automatic generate file UnityAppController.mm. **My question:** - Can I edit file "UnityAppController.mm" and will be merged in Xcode when I build iOS?

Your license does not cover iOS publishing

$
0
0
Every time I try switching platforms to iOS (or Android") Unity tells me: "Your license does not cover iOS publishing" I tried everything I found online including: checking for updates on my license: "Your license is up to date", returning my license: "Failed to return license, please try again", deleting the Unity Hub and installing it once again: no difference, Deleting my Editor: still, no difference, Creating another account with a different gmail address: still no difference, deleting both accounts: no difference, signing in and out from the Editor: no difference, I don't know if this changes anything but I recently switched to a new laptop, I also can't open my Unity projects through the Unity Hub for some reason. Every time I try to open a project through the Unity Hub it goes through this stage for about a second and then opens the hub again leaving the project unopened, the only way I can access my Unity projects are through the File Explorer.... Please Someone tell me how I can fix this, I really need someone's help.

export AR vuforia to ios

$
0
0
How can I export an AR app (made with unity+vuforia) to my ios? I mention that I don't have a macbook, only an Iphone11. I have a virtual machine with mojave 10.14.3, and I wanted to install Xcode on it, but mojave doesn't support Xcode.

Difficulty with system/game gestures on iOS

$
0
0
I'm almost ready to publish my game and I've been using an Android device primarily to test on. I've recently started testing on iOS and found a problem with system gestures overriding game gestures. ---------- The problem is a little more complex than setting the option to 'defer system gestures on edges' on the iOS build. This setting helps but the problem will still eventually cause the app to quit or pull down the system overlay. The reason is because the home indicator acts as if a gesture has been caught but deferred waiting for the second gesture when I load a new scene. The first swipe when puts the app in the background not because of a double swipe but because of simply loading a scene and using a single swipe. As my game loads new scenes quite frequently due to levels being fairly quick, this causes the home indicator to be mostly active and effectively cancelling out what the deferred gesture setting is doing. Is there a way I can prevent scene loading to not bring the home indicator forward?

Is DateTime working on iOS?

$
0
0
Hi, i would like to know if DateTime works properly on iOS, because when I build my proyect on an Iphone, all related to DateTime crashes. In Android it works fine, and there is no problem at all, and when I test it in the Unity Editor, there are no warnings about it, and also there are no errors, and it works perfectly, but after building, all related to this begins to crash. Is System.DateTime.now working on iOS? On iOS, it gives back the information with a different structure or something on iOS? Thanks, it is quite important.

DateTime.now not working on iOS

$
0
0
Hi, i would like to know if DateTime works properly on iOS, because when I build my proyect on an Iphone, all related to DateTime crashes. In Android it works fine, and there is no problem at all, and when I test it in the Unity Editor, there are no warnings about it, and also there are no errors, and it works perfectly, but after building, all related to this begins to crash. Is System.DateTime.now working on iOS? On iOS, it gives back the information with a different structure or something ? Thanks, it is quite important.

Is Standard Assets compatible on Android or IOS?

$
0
0
hi, i have recently started learning Unity, and trying to build my first 2D Platformer. for the beginning, i have decided to download and use the Standard Assets Pack from the Asset Store ( https://assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2017-3-32351#content ). from this pack i have used just the charachter prefab (CharacterRobotBoy.prefab). however, my question is, if i build the game on Android or IOS, will this asset work? do i have to change anything in order for it to work? (of course, i started the project as a PC game). *also, i have considered using a touch joystick as the controller, since i have seen that there are some available on the Asset Store.* thank you!

IOS Testing Crash

$
0
0
I'm currently testing an IOS project through Xcode but as soon as I load the app onto my phone and tap it to run, the app crashes. The unity splash logo doesn't even come up. I've spent hours toggling different settings, reloading my project, and searching through these forums, but I can't seem to find anything. The error I'm getting has something to do with the Unity Framework, but I'm not sure how to move forward there either. Any ideas?

IOS Cloud build failing without any Error Log

$
0
0
I am trying to make an IOS Cloud build and it is failing everytime with > ERROR: executeMethod method UnityEditor.CloudBuild.Builder.Build threw exception. I have tried to build it on aswell Xcode and it has been successful but for cloud build I have no idea where should I look to fix this. I have attached a screenshot below. Any help will be appritiated.![alt text][1] [1]: /storage/temp/154823-capture.png

Issue with vuforia and unity 2019.3.5

$
0
0
![alt text][1]H everyone, I work on AR project with unity version 2019.3.5 and i'm using vuforia version 8.3.8 because I need the Positional and rotational options but when I try to build for iOS it fails with IL2CPP error, is there a problem with unity 2019.3.5 and vuforia 8.3.8? or is there something else wrong and there is a solution? Note: the issue was solved when I updated vuforia and the build was successful but that doesnt solve my problem because i need the 8.3.8 version. if anyone faced this before and solved it or anyone has a solution I'll be most thankful. Thank you [1]: /storage/temp/154846-image.png

iOS Build Runtime Error

$
0
0
When I try to run a game within my iPhone or iPad, I am getting this kind of error within the xCode and I can't able to run the game in the actual device. Though the project gets built successfully but I can't able to run within the device.

![alt text][1]

I am reskinning this game project: [Hyper-Casual Game Wave][2] Please give me some suggestion to solve this problem. [1]: /storage/temp/155044-wave-ios-build-error.png [2]: https://assetstore.unity.com/packages/templates/packs/hyper-casual-game-wave-124955

I can not export my unity project on ios platform,Unity export ios i need help

$
0
0
Hello everyone! I have some problems with export IOS When i build on ios platform unity send error - cannot build player while editor is importing assets or compiling scripts. Assets/Notifs.cs(4,27): error CS0234: The type or namespace name 'Android' does not exist in the namespace 'Unity.Notifications' (are you missing an assembly reference?) Error building Player because scripts had compiler errors Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:187) UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00269] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:191 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:187) Help me please,I have some problems with export IOS - unity ios cannot build player while editor is importing assets or compiling scripts.
Viewing all 4709 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>