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Unable to integrate Visual Studio

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I am using Unity 2019.4.2. and Visual Studio 2022 Professional. I have already selected VS as the script editor with the editor attaching box checked under Edit > Preferences, and the .csproj and .sln files generate just fine. I also have VS tools for Unity Game Development installed. However, when I open my Unity project in Visual Studio (either directly from the .sln or by opening scripts or C# projects from the Unity editor), VS doesn't seem to "know" it's looking at a Unity project and I am unable to use any of the dev tools for Unity. I got a warning that the project was not built with the VS tools for Unity, but I'm not sure how to fix that since I've had the tools installed the whole time. I have re-generated the project files many times to no avail.,I am using Unity 2019.4.2f1. When I try to add modules to my installation, the only option under "Dev Tools" is "Visual Studio Community 2019;" however, I am using Visual Studio 2022. So even though all the necessary tools are installed for Visual Studio and I have set VS as the external script editor with editor attaching enabled, VS does not "know" that it is editing a Unity project when I open scripts in VS from Unity. How can I install the correct version of this plugin to edit my Unity project in VS?

DLL Properties grayed out (unselectable), unable to exclude plugin from platforms

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I am getting a build error when using the Unity Robotics URDF Importer from a duplicate DLL in the package. Unity Robotics has advised I select DLL in the editor and edit it's properties to exclude it from the Android Platform. ---------- HOWEVER, When I select that particular DLL, all of the properties are grayed out and I am unable to deselect the 'Any Platform' checkbox. (Screenshot attached below). I noticed this DLL is 'Managed', is there somewhere else I Am supposed to be editing the platform exclusions from? ---------- ![alt text][1] [1]: /storage/temp/191762-dll1.png

Use Features in a plugin from another plugin

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Hi everyone, I am trying to edit the scripts in Fungus to use Classes and methods implemented by FMOD. However, the scripts in Fungus don't seem to be able to see the namespaces or anything. Does Fungus count as an asset, while FMOD counts as a plugin? I know plugins are supposed to be completely separate from the assets. This is an image showing the folder structure in the project. ![alt text][1] [1]: /storage/temp/191987-untitled.png

How to create asset-store-like assets?

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With Unity very often you will get to a problem for which the only solution is "download this asset, download that asset". But to make such an asset work somebody has to have found a solution first, right? So how to code something that seems impossible? How do asset publishers create assets? Do they even use c# Scripts at all or do they dig in way deeper? And if so how to do so? Examples: -> https://assetstore.unity.com/packages/tools/modeling/runtime-transform-gizmos-125537 All Forum related solutions are not compareable to this one. -> Unitys ProBuilder Changing the pivot of a gameobject in Unity is not possible. You would have to go to blender and remodel the object in order to do so. This asset simply lets objects have their pivot changed to their center of mass, or even to a custom location (using FreezeTransform).

Is there some plugin for Mediapipe?

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Mediapipe is a Google framework. I want to use mediapipe with Unity and create the apk. Is there some plugin?

How to create a .jslib file for unity webGl

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I am trying to create a .jslib file but unable to do that with visual code . I am making a plugin for my java script functionality to communicate with each other.

NuGetForUnity not working with .NET 4.x?

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Hello dear Community, ![alt text][1] I have a project where there have been .dll files used and stored in the "Plugins" folder. Now NugetForUnity has been installed to make the whole process of adding new packages easier. The issue is that one of the .dll's from before needed .NET 4.x or above to work. But NugetForUnity apparently needs .NET Standard 2.0 because when I want to build the project it tells me the following error message (upper picture): ![alt text][2] So I changed the API level to .NET Standard 2.0. Now I get the error for the other .dll (lower picture) I then realized that the NugetForUnity.dll was in a folder called "Edito". I guess it was supposed to be called "Editor", so I renamed it. Now as anything placed into a "Editor" folder, unity ignores the NugetForUnity.dll on building the project and everything works fine. Nuget was not needed in the built project anyway because what would I need Nuget for anymore? The thing that still makes me curious is "why didn't it work with the .dll in the "Edito" folder?" That the AMLEngine.dll might not have worked with .NET Standard 2.0 makes sense to me, since (accoring to the documentation https://docs.unity3d.com/2019.3/Documentation/Manual/dotnetProfileSupport.html) .NET Standard 2.0 has less librarys than .NET 4.x and some might have been needed for the .dll to work. But what does .NET Standard 2.0 has that .NET 4.x has not, so that nuget could not be included into the build? [1]: /storage/temp/194387-2022-03-24-14-08-57-edag-automationstudio-op4300-t.png [2]: /storage/temp/194389-2022-03-24-14-26-45-prasentation1-powerpoint.png

How to remove Zenject from project?

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Hello there i have a project already in which i have used Zenject plugin but now i want to remove the plugin but i can not figure out how to do that and project is already completed just need to make few changes for which i need to remove Zenject please can anyone tell me how to remove it?

Unable to load DLL 'RakNet' when run .aab build on Android

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Dear support team, I used libraknet plugin config for android armeabi-v7a platform and which run well in editor Unity mode and android mobile installed by *.armeabi-v7a.apk* file but when build project to *.aab* then run on Android device that was rise error **"DllNotFoundException: Unable to load DLL 'RakNet': The specified module could not be found."**. I also purchased for Unity pro. Could you tell us how to resolved this issue? Libs is in attached files. The config build for Android and lib plugin show as bellow picture. Thanks! Plugins setting: ![alt text][1] Build setting: alt text [1]: /storage/temp/195637-unnamed.png

project disappeared after addon installation

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I installed an addon and the project in which it was within disappeared! what happens?

DllNotFoundException: File is present

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**Where all does Unity search for its dll files? Will it find them if they are located in a package outside the project? Can the Unity editor use .aar files?** I imported an XR plugin, QIYU XR Plugin v1.2.1 (*com.uniy.xr.qiyu*). When calling their playerprefs wrapper functions I get a DllNotFound Exception directed at the code below. Technically the file is an Android .aar library file, which Unity supports. I don't expect the Unity editor to run Android code, but what should I make of this error? The file is clearly present. Is this error a red herring, such that the .aar file *can* be found, but a deeper dependency can't-- producing this surface level error? DllNotFoundException: qiyivrsdkcore **(1)** The package is located in a folder outside of the project. It was imported via Unity Package Manager. **(2)** I can search for the file in the project view and see it is located here: Packages/QIYU XR Plugin/Runtime/Android/qiyivrsdkcore **(3)** I have tried selecting "Any Platform" and leaving it on only "Android" **(4)** This issue occurs in editor and in builds with their Quest-like headset. **(5)** *Dependency Walker* does not support .aar files. **(6)** Sample of the relevant class. namespace Unity.XR.Qiyu { public static partial class QiyuPlugin { public class QiyuSDKCorePlugins { private const string pluginName = "qiyivrsdkcore"; //------------------------------------------------------------------------ [DllImport(pluginName, CallingConvention = CallingConvention.Cdecl)] public static extern void QVR_Update(float deltaTime); (...) } } }

Custom dll does not work with build -> works with editor - Unity 2019.4.38f

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I must be misunderstanding the [documentation.][1] I have the following code in a dll compiled in `c++`: #include #include struct Vector2 { float x = 0, y = 0; Vector2 (float x, float y) : x(x), y(y) {} Vector2 () = default; }; struct Vector3 { float x = 0, y = 0, z = 0; Vector3 (float x, float y, float z) : x(x), y(y), z(z) {} Vector3 () = default; }; extern "C"__declspec(dllexport) float Radians(Vector2 a, Vector2 b) { return atan2f(a.y - b.y, a.x - b.x); } extern "C"__declspec(dllexport) float Angle(Vector2 from, Vector2 to) { float angle = Radians(from, to) * (180.0f / (22.0f/7.0f)); if (angle < 0.0f) angle += 360.0f; return angle; } I use the following g++ command to export: g++ -shared -o tMath.dll tMath.cpp -Wl,--out-implib,tMath.dll The files are placed in a folder called `Plugins`. I Import the functions into my Math.cs Library Like so: [DllImport("Assets/Plugins/tMath.dll")] public static extern float Angle(Vector2 a, Vector2 b); I am using the code in color tool I created. I don't need to use it, but I want to grow in more than one language as I develop, which is why I am trying to use `c++` for my math functions. ---------- **Important details:** 1.) The dll works fine in the editor. 2.) The dll works fine when it is first built. The second run and subsequent runs does/do not. 3.) The code works if I dont use the dll and instead use a `C#` variation of the same code. ---------- However, it does not work when built, on any of my test computers. What am I missing? ---------- This is a [link][2] to a video showing you the "second run" portion of the issue. This video clearly shows me that the dll is linked when running it the first time. After that there is no link, which points to the dll reference being still in memory, and the program accessing it. After closing and reopening, that reference is no longer there. ---------- So there is obviously an issue with locating the DLL. I just cannot grasp what I am doing wrong. [1]: https://docs.unity3d.com/Manual/PluginInspector.html [2]: https://youtu.be/xKsHUcGCVKY

How we can make MSAL unity3d ios plugin?

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In Unity 3d ios i need to integrate MSAL login authority. Can any one help me on this.

OnInspectorGUI dynamic UI for a Plugin

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Im trying to make a UI for a plugin right now. For this I have a drop down menu. Depending on what is selected in the drop down(set to the first by default if not changed), there is a variable amount of TextFields generated via a loop. However when I change what is selected in the UI in the DropDown in Unity it only displays as many TextFields as have been generated by the previously selected option. If there are less options it just spits an Index Error, if there are more it changes the first ones correctly but doesnt add the last ones. public override void OnInspectorGUI(){ int dropDownIndex=0; dropdownIndex=EditorGuiLayout.Popup(dropDownIndex, stringwithoptions); string[] paramNames=getParamNames(dropDownIndex); string[] Params= new string[paramNames.Length]; for(int i=0; i

Your app includes non compliant SDK version

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Hello Guys! Today i received a warning from google play See image "Action Required" ![alt text][1] [1]: https://i.stack.imgur.com/DlSi3.jpg I'm using Unity Ads plugin Version 3.4.9 & ADMOB Ads plugin 4.2.1 & Unity Version 2018.4.32f1 What should i do to fix this Warning / issue ?? Thank you

Failed to load 'NVUnityPlugin'

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When starting a standalone build (Development build) I get the following error every time I start the built game: **"Failed to load 'NVUnityPlugin', expected x64 architecture, but was Unknown architecture. You must recompile your plugin for x64 architecture."** Info: - Unity - 2021.2.17f1 - CPU - AMD Ryzen 7 5800X - GPU - MSI GeForce RTX 3070 Ti Ventus 3x DDR6 - Windows 10 64bit I'm not doing anything custom with any .dll or use custom written plugins. I'm using the latest NVidida Game Ready Driver. I guess this is a Unity Bug? Any ideas?

Two necessary plugins depends on same plugins just with other version

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Hey i building a game that connected to math education . i am using 2 main nuget plugins **Angorimath** **CsharpMath** the problem is that CsharpMath using old version of angourimath and that version use another old version of other plugins .. **AngouriMath 1.3 :** ![alt text][1] **CsharpMath with AngouriMath 1.0** ![alt text][2] I want to use Angourimath 1.3 and CsharpMath , I cant update csharpmath plugins .. i tried to play with assembly definition but still have an error on run time : assembly : override References V AssemblyReferences: AngouriMath1.3 CsharpMath CsharpMathRendering CsharpMathEvaluation CsharpMathEditor the error: TypeLoadException: Could not load type of field 'AngouriMath.Core.Tensor:innerTensor' (0) due to: Could not resolve type with token 0100005a from typeref (expected class 'GenericTensor.Core.GenTensor`1' in assembly 'GenericTensor, Version=0.0.2.0, Culture=neutral, PublicKeyToken=null') assembly:GenericTensor, Version=0.0.2.0, Culture=neutral, PublicKeyToken=null type:GenericTensor.Core.GenTensor`1 member:(null) AngouriMath.Entity.Stringize () (at <3280bca84a4048d08011729a408c6288>:0) AngouriMath.Entity.ToString () (at <3280bca84a4048d08011729a408c6288>:0) CSharpMath.Evaluation.Evaluate (CSharpMath.Atom.MathList mathList) (at <2ae0f967c62945538e6bc47b567b53eb>:0) MathTextMengement.GetInput (System.String input) (at Assets/MathTextMengement.cs:24) MathKeyboard.GetInput (System.String inputText) (at Assets/Scripts/MathKeyboard.cs:11) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <6afd1274f120405096bc1ad9e2010ba6>:0) UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <6afd1274f120405096bc1ad9e2010ba6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <6afd1274f120405096bc1ad9e2010ba6>:0) UnityEngine.UI.Button.Press () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272) UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)| GitHub for the plugins [AngouriMath][3] [CsharpMath][4] [1]: /storage/temp/199043-untitled.png [2]: /storage/temp/199044-untitled2.png [3]: https://github.com/asc-community/AngouriMath [4]: https://github.com/verybadcat/CSharpMath

Agora multiple plugins for the editor error

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So, I have decided to use Agora for my multiplayer voice chat feature in my FPS Game. I have been getting this error recently in the Unity Editor as seen in the screenshot provided. How can I get rid of this error?

calling suspended kotlin function from unity - android unity wrapper,how to call a kotlin suspended functions from unity?

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i am writing unity plugin for android sdk. in android sdk, there is file: OfferSDK.kt: there is a function defined in it as below: suspend fun getOffers(): String { // some stuffs going here ... } from unity side: i have already added android framework aar file at Assets/Plugins/Android/ C# side code looks as below: public void GetOffers() { Debug.Log("Get Offers tapped"); AndroidJavaClass unityClass; AndroidJavaObject unityActivity; unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); unityActivity = unityClass.GetStatic("currentActivity"); AndroidJavaObject offerPluginClass = new AndroidJavaObject("com.fit.connect.OfferSDK"); string offers = offerPluginClass.Call("getOffers"); Debug.Log("offers are : " + offers); } getting following error: "java.lang.NoSuchMethodError: no non-static method with name=\'getOffers\' signature=\'()Ljava/lang/String;\' in class Ljava.lang.Object;\n\tat com.unity3d.player.ReflectionHelper.getMethodID(Unknown Source:226)\n\tat com.unity3d.player.UnityPlayer.nativeRender(Native Method)\n\tat com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)\n\tat com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)\n\tat android.os.Handler.dispatchMessage(Handler.java:103)\n\tat android.os.Looper.loop(Looper.java:224)\n\tat com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)\n" ,hi, i am new to unity and android both, i am writing native plugins for unity. there is already android sdk written, i need to find out how can i invoke android sdk functions from unity. i have already placed sdk aar file under Assets/Plugins/Android/ in android sdk, there is file: OfferSDK.kt: there is a function defined in it as below: suspend fun getOffers(): String { // some stuffs going here ... } from unity side: i have already added android framework aar file at Assets/Plugins/Android/ C# side code looks as below: public void GetOffers() { Debug.Log("Get Offers tapped"); AndroidJavaClass unityClass; AndroidJavaObject unityActivity; unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); unityActivity = unityClass.GetStatic("currentActivity"); AndroidJavaObject offerPluginClass = new AndroidJavaObject("com.fit.connect.OfferSDK"); string offers = offerPluginClass.Call("getOffers"); Debug.Log("offers are : " + offers); } i am getting below error: "java.lang.NoSuchMethodError: no non-static method with name=\'getOffers\' signature=\'()Ljava/lang/String;\' in class Ljava.lang.Object;\n\tat com.unity3d.player.ReflectionHelper.getMethodID(Unknown Source:226)\n\tat com.unity3d.player.UnityPlayer.nativeRender(Native Method)\n\tat com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)\n\tat com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)\n\tat android.os.Handler.dispatchMessage(Handler.java:103)\n\tat android.os.Looper.loop(Looper.java:224)\n\tat com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)\n"

android dependency resolve issue

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whenever I try to build on android this message pops up ![alt text][1] I was able to build my project with no issues until I installed the "Advertisement with Mediation" package. I tried to uninstall it and retry and everything worked perfectly so the issue is clearly from this package. whenever I press "resolve" the build progressing bar crashes at "begin" phase and if I press "ignore" it crashes at "build GI data". any help? [1]: /storage/temp/200920-error-message.png
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