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kandi X-RAY | UnityLibrary Summary
kandi X-RAY | UnityLibrary Summary
:books: Library of all kind of scripts, snippets & shaders for Unity
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QUESTION
Running into an issue around a native-Android Unity integration release into the Play Store. I extract it as a project out of Unity and migrate it as a Library in our native app.
When attempting to upload an .AAB into the Play Store, the following error occurs:
...ANSWER
Answered 2021-Feb-25 at 03:49The problem stemmed from the usage of '.bc' files contained within a Unity library I was using. These bc files are always interpreted as 32-bit. You'll have to upgrade whichever library you're using that contains these files.
You can determine if you have the same issue by running the following command on your APK or AAB file:
QUESTION
I had the "Android resource linking failed" error when trying to build gradle. I didn't have this error until I added the Google mediation SDKs (it worked with GoogleMobileAds SDK without mediation), I tried forcing resolve, and everything else I could find online. It's the mediation SDKs for sure. I tried everything, with and without, and as soon I'm importing any one of the SDKs I'm getting these errors.
I am using Unity 2019.4.17f1, and all Unity Android modules installed as recommended. I used the latest version of the mediation SDKs and GoogleMobileAds SDK.
Using: Google Mobile Ads v5.4.0, Facebook Unity Mediation Plugin 3.1.0, Unity Ads Mediation Plugin 2.6.0
The detailed error written below, as well as my console screenshot.
Task :unityLibrary:preBuild UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:preBuild UP-TO-DATE Task :launcher:preBuild UP-TO-DATE Task :unityLibrary:preReleaseBuild UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:preReleaseBuild UP-TO-DATE Task :unityLibrary:checkReleaseManifest UP-TO-DATE Task :launcher:prepareLintJar UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:checkReleaseManifest Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:processReleaseManifest Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:compileReleaseAidl NO-SOURCE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:packageReleaseRenderscript NO-SOURCE Task :unityLibrary:processReleaseManifest Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:compileReleaseRenderscript NO-SOURCE Task :unityLibrary:compileReleaseAidl NO-SOURCE Task :unityLibrary:packageReleaseRenderscript NO-SOURCE Task :unityLibrary:compileReleaseRenderscript NO-SOURCE Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE Task :unityLibrary:generateReleaseResValues UP-TO-DATE Task :unityLibrary:generateReleaseResources UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:generateReleaseResValues Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:generateReleaseResources Task :unityLibrary:packageReleaseResources UP-TO-DATE Task :unityLibrary:prepareLintJar UP-TO-DATE Task :unityLibrary:generateReleaseSources UP-TO-DATE Task :unityLibrary:prepareLintJarForPublish UP-TO-DATE Task :unityLibrary:mergeReleaseShaders UP-TO-DATE Task :unityLibrary:compileReleaseShaders UP-TO-DATE Task :unityLibrary:generateReleaseAssets UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:packageReleaseResources Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:generateReleaseRFile Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:generateReleaseBuildConfig Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:prepareLintJar UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:generateReleaseSources Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:javaPreCompileRelease Task :unityLibrary:packageReleaseAssets Task :launcher:preReleaseBuild Task :launcher:compileReleaseAidl NO-SOURCE Task :launcher:compileReleaseRenderscript NO-SOURCE Task :launcher:checkReleaseManifest UP-TO-DATE Task :launcher:generateReleaseBuildConfig UP-TO-DATE Task :launcher:generateReleaseSources UP-TO-DATE Task :launcher:mainApkListPersistenceRelease UP-TO-DATE Task :launcher:generateReleaseResValues UP-TO-DATE Task :launcher:generateReleaseResources UP-TO-DATE Task :unityLibrary:generateReleaseRFile UP-TO-DATE Task :unityLibrary:processReleaseJavaRes NO-SOURCE Task :unityLibrary:mergeReleaseJniLibFolders UP-TO-DATE Task :unityLibrary:transformNativeLibsWithMergeJniLibsForRelease UP-TO-DATE Task :unityLibrary:transformNativeLibsWithStripDebugSymbolForRelease UP-TO-DATE Task :launcher:mergeReleaseResources UP-TO-DATE Task :launcher:createReleaseCompatibleScreenManifests UP-TO-DATE Task :unityLibrary:transformNativeLibsWithIntermediateJniLibsForRelease Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:compileReleaseJavaWithJavac Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:bundleLibCompileRelease Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:prepareLintJarForPublish UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:mergeReleaseShaders Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:compileReleaseShaders Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:generateReleaseAssets Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:packageReleaseAssets Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:bundleLibRuntimeRelease Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:processReleaseJavaRes NO-SOURCE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:bundleLibResRelease Task :unityLibrary:javaPreCompileRelease UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:mergeReleaseJniLibFolders Task :unityLibrary:compileReleaseJavaWithJavac UP-TO-DATE Task :unityLibrary:bundleLibCompileRelease UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:transformNativeLibsWithMergeJniLibsForRelease Task :unityLibrary:bundleLibRuntimeRelease UP-TO-DATE Task :unityLibrary:bundleLibResRelease UP-TO-DATE Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:transformNativeLibsWithStripDebugSymbolForRelease Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:transformNativeLibsWithIntermediateJniLibsForRelease Task :launcher:processReleaseManifest Task :launcher:javaPreCompileRelease Task :launcher:processReleaseResources FAILED
Deprecated Gradle features were used in this build, making it incompatible with Gradle 6.0. Use '--warning-mode all' to show the individual deprecation warnings. See https://docs.gradle.org/5.1.1/userguide/command_line_interface.html#sec:command_line_warnings 51 actionable tasks: 25 executed, 26 up-to-date
...UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
ANSWER
Answered 2021-Jan-14 at 22:05Had the exact same issue today. You need to upgrade your gradle version.
Go to Player Settings -> Publishing Settings, and check "Custom Base Gradle Template".
In the baseProjectTemplate.gradle, update the gradle version to 3.4.3
Here's the link to Unity page showing the gradle version compatible with Unity versions: https://docs.unity3d.com/Manual/android-gradle-overview.html
And here's the page showing which plugin has which version of gradle: https://developer.android.com/studio/releases/gradle-plugin
Based on this you can upgrade to 3.4.3 This solved the issue for me.
QUESTION
I want to build my Unity project for Android. I use windows 10 Home Single Language unfortunately, I use it Turkish. I couldn't find any way to make display language English. As my research, that error occurs due to system language. Ref.: https://github.com/googleads/googleads-mobile-unity/issues/1106
FAILURE: Build failed with an exception.
- What went wrong: Execution failed for task ':unityLibrary:generateReleaseRFile'.
Illegal char at index 7: ....\l?brary_man?fest\release\AndroidManifest.xml
Any idea how can I solve that issue?
...ANSWER
Answered 2020-Mar-18 at 13:01I have talked to Unity support about this issue and they said it is a problem on gradle side and recommended me to switch my OS language to English, which solved the issue. You can do it on "All Settings > Time & Language > Language > Windows Display Language" to English. I also recommend changing Regional Format on Region tab to Turkey after language switch. I hope this will help you too.
QUESTION
I am using the skillz sdk to develop a quiz game which requires gradle. My current version of unity is 2019.3.0.a5
. When I build the project I get the following errors.
ANSWER
Answered 2019-Jul-04 at 04:15The problem was solved by downgrading to unity 2018.4.3f1
if any one is having this issue just back up your files then try to downgrade to unity 2018.4.3f1
QUESTION
I am loading and Caching Asset Bundles using below function in unity webgl:
...ANSWER
Answered 2019-Mar-11 at 15:54As a note, you'll never get this to function as perfectly as you may think. There are utilities for cleaning up garbage and unloading assets but even if you follow all best practices, you still might not get Unity to clean up all the garbage (it does a lot in the background that'll retain allocated memory and there's not much you can do about it). If you're curious about why this is, I'd suggest their writeup on Heap Fragmentation as well as their Memory Optimization Guide.
As far as what you're doing with your specific project, there are at least some improvements you can make:
1) Avoid using the WWW
class at all costs. It creates a lot more garbage than it's worth, doesn't always clean up well, and is obsolete in newest versions of Unity. Use UnityWebRequest to download bundles instead.
2) Don't get in the habit of loading a bundle just to load a single asset and then unloading that bundle. If you have lots of loads occurring at runtime, this will cause thrashing and is a fairly inefficient way of managing your bundles. I noticed you're calling bundle.Unload(false)
which means the bundle is being unloaded but the loaded prefab asset isn't. I'd suggest restructuring this in a way that you can:
- load the bundle you need
- load the assets you need from that bundle
- wait for the lifetime of all those assets to end
- call
bundle.Unload(true)
3) Be careful with your call to StopCoroutine(loadBundleRef);
(if loadBundleRef
is a Coroutine
object that is running your web request and bundle loading logic). Interrupting these async operations could lead to memory issues. You should have something in place that ensures web requests and bundle loads either finish completely or, on failure, throw and let your game recover. Don't allow something like StopCoroutine
to interrupt them.
4) System.GC.Collect();
is slow and garbage collection happens periodically anyway. Use it sparingly and you might also want to call Resources.UnloadUnusedAssets
before calling it.
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