Hello everyone,
I am using the TensorFlow.net library for loading some machine learning models. Everything works fine in the editor. However, when I am building the app (Windows standalone app) the dll is not loaded and therefore callbacks to the TensorFlow models cannot be made. The strangest thing is that the dll works fine and is loaded when I build the player as a development build with script debugging enabled. I tried moving the dll next to the .exe on the root folder but the problem persisted.
How can I approach this issue?
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Dll is loaded in editor but not in standalone
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ddlnotfound exception - what is the problem?
I faced weird issue - I have 2 lib that I put under `Assets\Plugins\Android`, first lib name is `mylibrary` and second one - `libtetdecoder`.
Then I try to use them with the same way and I see that I can invoke methods from first one and can't from second one, because of this error
(Filename: Line: 0)
2020-09-15 09:39:53.243 26169-26207/? E/Unity: DllNotFoundException: libtetdecoder
at (wrapper managed-to-native) TestScript.foolib()
at TestScript.Update () [0x00021] in :0
There is how I use these libs:
using UnityEngine;
using System.Runtime.InteropServices;
using UnityEngine.UI;
using System.Globalization;
public class TestScript : MonoBehaviour
{
public Text myText;
public Text myText2;
private const string pluginNameFirst = "mylibrary";
private const string pluginNameSecond = "libtetdecoder";
//native interface
[DllImport(pluginNameFirst)]
private static extern int foo();
//native interface
[DllImport(pluginNameSecond)]
private static extern int foolib();
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
int i = foo();
myText.text = "HERE : " + i;
int il = foolib();
myText2.text = "HERE : " + il;
}
}
What is a possible issue?
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DllNotFound Exception on Editor but works on Standalone
I have native c++ .dll which depends on some others .dll. All the .dll dependencies are available through environment variable PATH. I have Unity3D 2019.3.15f1 Personal, it raises DLLNotFoundException on editor but program works find on standalone. My .dll is x64 bit and i have placed it on /Assets/Plugins/x86_x64. Please let me know if I am doing anything wrong?
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Unity dll not found exception, but dll exist, what is a problem?
I run VMWare Win10 and Unity was set up there. Also on my host PC (win10 as well), I have Unity where I can run my Unity project without any problem. Then I zipped my Unity project and through file exchange moved it to my VM machine where unzipped it and run with Unity.
Problem is that when I try to run this project on VM I get an error `dll not found exception`, it is strange because first of all on my host PC this project works well, and secondly, I added all possible dependency dll under `C:\buffer\coSample\coSample\Assets\coPlayer\Plugins`
![alt text][1]
So, I tried to found out what is a possible issue, I opened `dependency walker` in order to check may be some problems there
![alt text][2]
but looks like everything is ok there.
Then I checked the Unity log file. This file is far too long so I added it to the GitHub gist
https://gist.github.com/alekseytimoshchenko/3edbcd4baeed7e162c715a91225e348b
but what I noticed there is
...
DllNotFoundException: coDecoderEngine
at (wrapper managed-to-native) coCAPI.register_debug_callback(coCAPI/DebugCallback)
at coCAPI.register_debug_callback_default () [0x00000] in C:\buffer\coSample\coSample\Assets\coPlayer\Runtime\Scripts\coCAPI.cs:54
at coPlayer.StartStream (System.String pathToFile, System.Boolean noAudio) [0x00000] in C:\buffer\coSample\coSample\Assets\coPlayer\Runtime\Scripts\coPlayer.cs:302
at coPlayerGpu.StartStream (System.String pathToFile, System.Boolean noAudio) [0x00000] in C:\buffer\coSample\coSample\Assets\coPlayer\Runtime\Scripts\coPlayerGpu.cs:63
at coPlayer+d__77.MoveNext () [0x00051] in C:\buffer\coSample\coSample\Assets\coPlayer\Runtime\Scripts\coPlayer.cs:340
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <04258d1cdc1044248c2a17a6a31a3cf7>:0
...
the same exception that I see in Unity editor, but what causes it? Dll that described in the log as not found `coDecoderEngine` actually there (screenshot above)
So, the question is - how to find out what is a problem with dll? Which dll Unity is trying to find? Could it be possible that somehow this exception due to I am trying to running it on VMware?
[1]: /storage/temp/174360-screenshot.png
[2]: /storage/temp/174364-screenshot2.png
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Unity XR plugin manager Tries to load oculus dll on windows even if its disabled.
I am working on a project where I use both a vive cosmos and an oculus quest 2, for the oculus quest my build target is android and for the vive cosmos its standalone/windows. Now my XR Plugin Manager only has theOpenVRLoader enabled for the standalone tab and on the android tab only the oculus loader is enabled.
Now for some reason, when I build for the vive I get the DllNotFoundException: OculusXRPlugin error. I have checked all of my scripts and assemblies and none of them reference oculus while on windows. I completely removed the Oculus plugin just to check if its really not referenced anywhere and once it was removed the build worked fine.
I really don't understand why exactly my build tries to load this .dll even if it isn't referenced by me.
I am using the Oculus.Plugin 1.7.0
Unity 2020.1.13f1 XR Plugin Management 3.2.17
Now for some reason, when I build for the vive I get the DllNotFoundException: OculusXRPlugin error. I have checked all of my scripts and assemblies and none of them reference oculus while on windows. I completely removed the Oculus plugin just to check if its really not referenced anywhere and once it was removed the build worked fine.
I really don't understand why exactly my build tries to load this .dll even if it isn't referenced by me.
I am using the Oculus.Plugin 1.7.0
Unity 2020.1.13f1 XR Plugin Management 3.2.17
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Randomly started getting DllNotFoundException error when building AR app for iOS,Building AR app for iOS, everything was working but now the AR element is not and I am getting this DllNotFoundException
Not sure what happened, my project was building to iOS just fine then randomly the AR element stopped working (my build wouldn't use my phone camera, just showed default unity 3d background) and now I am getting this -
DllNotFoundException: Packages/com.unity.xr.windowsmr/Runtime/Plugins/x64/WindowsMRXRSDK.dll
UnityEngine.XR.WindowsMR.WindowsMRSessionSubsystem+Provider..ctor () (at Library/PackageCache/com.unity.xr.windowsmr@2.6.1/Runtime/Session/WindowsMRSessionSubsystem.cs:28)
UnityEngine.XR.WindowsMR.WindowsMRSessionSubsystem.CreateProvider () (at Library/PackageCache/com.unity.xr.windowsmr@2.6.1/Runtime/Session/WindowsMRSessionSubsystem.cs:21)
UnityEngine.XR.ARSubsystems.XRSessionSubsystem..ctor () (at Library/PackageCache/com.unity.xr.arsubsystems@2.1.16/Runtime/SessionSubsystem/XRSessionSubsystem.cs:77)
UnityEngine.XR.WindowsMR.WindowsMRSessionSubsystem..ctor () <0x149ff5030 + 0x0004a> in <059d3cd966f944079676b034968fa8ed>:0
System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at :0)
System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at :0)
System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at :0)
System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at :0)
System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) (at :0)
System.Activator.CreateInstance (System.Type type) (at :0)
UnityEngine.SubsystemDescriptor`1[TSubsystem].Create () (at /Users/bokken/buildslave/unity/build/Modules/Subsystems/SubsystemManager.bindings.cs:105)
UnityEngine.XR.ARFoundation.SubsystemLifecycleManager`2[TSubsystem,TSubsystemDescriptor].CreateSubsystem () (at Library/PackageCache/com.unity.xr.arfoundation@2.1.16/Runtime/AR/SubsystemLifecycleManager.cs:53)
UnityEngine.XR.ARFoundation.SubsystemLifecycleManager`2[TSubsystem,TSubsystemDescriptor].CreateSubsystemIfNecessary () (at Library/PackageCache/com.unity.xr.arfoundation@2.1.16/Runtime/AR/SubsystemLifecycleManager.cs:80)
UnityEngine.XR.ARFoundation.ARSession.OnEnable () (at Library/PackageCache/com.unity.xr.arfoundation@2.1.16/Runtime/AR/ARSession.cs:299)
,I don't think I changed anything about my project but randomly started getting this error and now when I build to iOS my AR project is no longer in AR (doesn't use the phone camera, just shows the default unity 3d background)
Does anyone have any idea what this means? I am new to Unity and AR Foundation
Here is what I'm getting:
DllNotFoundException: Packages/com.unity.xr.windowsmr/Runtime/Plugins/x64/WindowsMRXRSDK.dll
UnityEngine.XR.WindowsMR.WindowsMRSessionSubsystem+Provider..ctor () (at Library/PackageCache/com.unity.xr.windowsmr@2.6.1/Runtime/Session/WindowsMRSessionSubsystem.cs:28)
UnityEngine.XR.WindowsMR.WindowsMRSessionSubsystem.CreateProvider () (at Library/PackageCache/com.unity.xr.windowsmr@2.6.1/Runtime/Session/WindowsMRSessionSubsystem.cs:21)
UnityEngine.XR.ARSubsystems.XRSessionSubsystem..ctor () (at Library/PackageCache/com.unity.xr.arsubsystems@2.1.16/Runtime/SessionSubsystem/XRSessionSubsystem.cs:77)
UnityEngine.XR.WindowsMR.WindowsMRSessionSubsystem..ctor () <0x149ff5030 + 0x0004a> in <059d3cd966f944079676b034968fa8ed>:0
System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at :0)
System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at :0)
System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at :0)
System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at :0)
System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) (at :0)
System.Activator.CreateInstance (System.Type type) (at :0)
UnityEngine.SubsystemDescriptor`1[TSubsystem].Create () (at /Users/bokken/buildslave/unity/build/Modules/Subsystems/SubsystemManager.bindings.cs:105)
UnityEngine.XR.ARFoundation.SubsystemLifecycleManager`2[TSubsystem,TSubsystemDescriptor].CreateSubsystem () (at Library/PackageCache/com.unity.xr.arfoundation@2.1.16/Runtime/AR/SubsystemLifecycleManager.cs:53)
UnityEngine.XR.ARFoundation.SubsystemLifecycleManager`2[TSubsystem,TSubsystemDescriptor].CreateSubsystemIfNecessary () (at Library/PackageCache/com.unity.xr.arfoundation@2.1.16/Runtime/AR/SubsystemLifecycleManager.cs:80)
UnityEngine.XR.ARFoundation.ARSession.OnEnable () (at Library/PackageCache/com.unity.xr.arfoundation@2.1.16/Runtime/AR/ARSession.cs:299)
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The Assembly is referenced, But the dll is not allowed to be included or could not be found
I am getting the following error when I try to build my project:
`ArgumentException: The Assembly nunit.framework is referenced by MapboxAssembly ('Library/PlayerScriptAssemblies/MapboxAssembly.dll'). But the dll is not allowed to be included or could not be found.`
The dll is located at `Packages/com.unity.ext.nunit/net35/unity-custom/nunit.framework.dll`
But when I inspect the dll to attempt to set this to be excluded on standalone platforms, all the inspector options are greyed out.
I can't just set the MapboxAssembly to be only included in Editor platforms because I have references to it.
What can I do here? Why is this nunit dll installed at this location? When I try to remove it from this location and add it back somewhere else, I get compile errors.
I have also tried setting the API compatibility to .NET Standard 2.0 (from .NET 4.x) but this does not solve the issue.
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Does current 64-bit Unity 2020 still support 32-bit (x86) native DLLs?
It's a DLL not a plugin, so where should it go?
Does it matter if the DllImport specifies the .dll extension? It doesn't outside Unity.
@Bunny83: Yes, I read the page about 64-bit DLLs, but that's not my problem.
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dllnotfoundexception on mac for package (StandaloneFileBrowser)
Hey everyone,
I've been scratching my head at this for a long time.
My mac user reports that saving the game doesnt work. To handle this I'm using a a unity package (StandaloneFileBrowser), however the isue don't look like it comes from it since others have used the package for mac succesfully.
The error I receive is something like that (complete log attached [here][1]):
Fallback handler could not load library /private/var/folders/7n/1jwbsqlx4db3dhkd0509m_180000gn/T/AppTranslocation/1E858F04-B612-4484-84CB-0D2F4F8C6DA6/d/Default Mac desktop Universal dev.app/Contents/Frameworks/MonoEmbedRuntime/osx/libStandaloneFileBrowser
DllNotFoundException: StandaloneFileBrowser
Apparently there should be a folder named /MoneEmbedRuntime, but it's not present.
I've tried building the project localy and through cloudbuild but without sucess.
Is there settings I must enable ? or things like that ? Please help, I would be ever gfrateful!
[1]: /storage/temp/179380-player.txt
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Cannot include libc++_shared.so in my Android apk package
I'm making a pvp game using Epic Online Service SDK which works fine on PC but when I built the Android version I got this error
Debug Unity Failed to load native plugin: Unable to load library '/data/app/com.****-TsFccgLMJgjeu4UuAZT9Zg==/lib/arm/libEOSSDK.so', error 'java.lang.UnsatisfiedLinkError: dlopen failed: library "libc++_shared.so" not found'
Error Unity DllNotFoundException: EOSSDK
Error Unity at (wrapper managed-to-native) Epic.OnlineServices.Platform.PlatformInterface.EOS_Initialize(intptr)
After searching about libc++_shared.so, I found out that this library can be included by configuring build.gradle file, so I tried adding this to both launcherTemplate.gradle and mainTemplate.gradle under defaultConfig
externalNativeBuild {
cmake {
arguments "-DANDROID_STL=c++_shared"
cppFlags ""
}
}
but the same error appeared anyway (I couldn't find libc++_shared.so on apk either).
Anyone know how to fix this?
Unity version: 2020.2.1f1
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Dll not found exception in Editor only
I want to use openCV in Unity (on Windows) and I have followed [this tutorial][1]
When I do a build everything going fine and the application work on my android (every libs are in good place).
When I want to play it in unity, I have the error "DllNotFoundException: SharedObject1".
My dlls ( libSharedObject1.so & libopencv_java3.so ) are in "Assets\Plugins\Android\libs\armeabi-v7a". I have tried other path for my dlls without any improvement.
My cs file
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
public class CallNativeCode : MonoBehaviour
{
[DllImport ("SharedObject1") ]
private static extern float Foopluginmethod();
void OnGUI()
{
GUI.Label(new Rect(15, 125, 450, 100), "Foopluginmethod: " + Foopluginmethod());
}
}
[1]: https://stackoverflow.com/questions/47399921/opencv-android-unity
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UnityEngine.dll outside Unity
Hi,
i'm working on a visual studio project trying to use UnityEngine.dll as a reference within it, outside the Unity Editor. For what I have seen and read, Unity .dlls are not accessible from outside the engine, i was wondering if there was a turnaround for this, like compiling the project with Mono or accessing directly the Unity .dlls with decompiling tools, if possible.
Thanks to all,
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Feeding data into Unity from a Linux executable/.so file?
**Background**: I am in the process of creating a visualization for a robot in Unity. The robot's software (and simulator in this case) is all implemented in MATLAB Simulink models and C/C++ code in MEX files.
In order to aid communication with other applications they make use of shared memory. Retrieving and pushing relevant data is thus fairly straightforward, as one can just use a DB get/put to interact with the local real time database. To not get much in the irrelevant details here, this leads to a quite simple single C file, in which I am now just printing the x and y coordinate of one of the robots. Since this all runs on Ubuntu 20.04, I have turned this into an executable that properly prints the robots location in console.
**Problem**: However, I am now faced with the challenge of getting this data into Unity. I have attempted to create a .so file from this C file such that it can be used as a library in Unity. However I always seem to be presented with a `DllNotFoundException` message.
To give you an idea of what I did, here is a simplified impression of the C file:
int end=0;
extern int main(int argc, char *argv[])
{
while(!end) {
printf("PosX : %lf\n",(double)xyz[0]);
printf("PosY : %lf\n",(double)xyz[1]);
usleep(50000);
}
return 0;
}
Next I turned this into a .so file using the following make command:
all-so :
gcc -shared -o libreadKS.so -fPIC readKS.c
After this I have placed the `libreadKS.so` file in `Assets/Plugins/Linux` (I have tried placing it plainly in the `Assets` folder or `Assets/Plugins` as well) and created a simple script in the scene that contains the following:
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class TurtleSimConnectionScript : MonoBehaviour
{
private const string LIBRARY_NAME = "readKS";
[DllImport (LIBRARY_NAME)]
private static extern int main();
void Update() {
main();
}
}
However I always just seem to get `DllNotFoundException: readKS`. Most other cases that run into this issue seem to have included the 'lib' prefix or the .so filetype when passing it in the C# file, but that is not the case here. I have tried using the .so file as provided in the example at the bottom of https://docs.unity3d.com/Manual/AndroidNativePlugins.html , however even this leads to the same result.
My question is if there is something else I am missing/misunderstanding about using .so files in Unity, or are there other (better) ways of approaching this problem?
**Recap:**
*OS*: Ubuntu 20.04
*Unity*: 2020.3.13f1 LTS
Looking to get data from a C file into Unity, either using .so files or another approach.
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Error while running higher versions of Conflunet Kafka inside Unity and while packaging it into an APK
Objective:
Unity application packaged and deployed on Android. The application reads the video stream from the device camera and streams it to the server-side components to apply ML model. Returns the inference to the application to be rendered on the user screen
Environment, Tools and Frameworks
*Windows10
*Android - Versions 7.0 and above.
*Unity version 2020.3.12f1
*Packages imported:
-Confuent kafka : 1.0.0 to 1.8.2
-librdkafka.redlist: 1.0.0 to 1.8.2
1) Error while running the application in Unity:
Confluent.kafka.dll' will not be loaded due to errors: is the assembly missing or incompatible with the current platform?
Here is the part of the code in Unity where I am facing issues(Just including the part which is relevant)
Confluent.Kafka.dll files from 1.0.0 to 1.8.2 not supported in the unity 2020.3.12f1 version
The class(consumerBuilder) I'm trying to access is available only in the above-mentioned versions.
What is the compatible version of the Confluent.Kafka plugin that could be used in the aforesaid version of Unity
// Starting the consumer
using (var consumer = new ConsumerBuilder(consumerConfig).Build())
{
var timeString = DateTime.Now.ToString("hh:mm:ss");
Debug.Log(timeString);
consumer.Subscribe(kafkaTopic);
try
{
while (true)
{
var consumeResult = consumer.Consume();
Debug.Log("The base64 is: " + consumeResult.Message.Value);
}
}
catch (Exception)
{
consumer.Close();
Debug.Log("Consumer Closed");
}
}
2) Error while running and the Unity application on Android
DllNotFoundException: Unable to load DLL 'librdkafka: The specified file could not be found.(Checked using the LogCat)
When the application build is done and deployed into the android phone(Version 10.0) the above said error pops up and when searched for the required libraries i.e, librdkakafa.so and include the same, the same error message persist, is there any specific package available for the librdkafka for android armeabi-v7/arm64 architecture? Or is there any means to build a shared library that suits the needs for the said architecture? Thanks in advance.
Environment:
*Windows 10
*Unity version(Used to build the application): 2020.3.12f1
*Android version: 6.0(Marshmellow) or above.
*Packages imported:
-Confuent kafka : 0.9.4
-librdkafka.redlist: 0.9.4
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Error while importing confluent packages and bundling it into an APK
Unity application packaged and deployed on Android. The application reads the video stream from the device camera and streams it to the server-side components to apply ML model. Returns the inference to the application to be rendered on the user screen
Environment, Tools and Frameworks
*Windows10
*Android - Versions 7.0 and above.
*Unity version 2020.3.12f1
*Packages imported:
-Confuent kafka : 1.0.0 to 1.8.2
-librdkafka.redlist: 1.0.0 to 1.8.2
1) Error while running the application in Unity:
Confluent.kafka.dll' will not be loaded due to errors: is the assembly missing or incompatible with the current platform?
Here is the part of the code in Unity where I am facing issues(Just including the part which is relevant)
Confluent.Kafka.dll files from 1.0.0 to 1.8.2 not supported in the unity 2020.3.12f1 version
The class(consumerBuilder) I'm trying to access is available only in the above-mentioned versions.
What is the compatible version of the Confluent.Kafka plugin that could be used in the aforesaid version of Unity
// Starting the consumer
using (var consumer = new ConsumerBuilder(consumerConfig).Build())
{
var timeString = DateTime.Now.ToString("hh:mm:ss");
Debug.Log(timeString);
consumer.Subscribe(kafkaTopic);
try
{
while (true)
{
var consumeResult = consumer.Consume();
Debug.Log("The base64 is: " + consumeResult.Message.Value);
}
}
catch (Exception)
{
consumer.Close();
Debug.Log("Consumer Closed");
}
}
2) Error while running and the Unity application on Android
DllNotFoundException: Unable to load DLL 'librdkafka: The specified file could not be found.(Checked using the LogCat)
When the application build is done and deployed into the android phone(Version 10.0) the above-said error pops up and when searched for the required libraries i.e, librdkakafa.so and include the same, the same error message persists, is there any specific package available for the librdkafka for android armeabi-v7/arm64 architecture? Or is there any means to build a shared library that suits the needs of the said architecture? Thanks in advance.
Environment:
*Windows 10
*Unity version(Used to build the application): 2020.3.12f1
*Android version: 6.0(Marshmellow) or above.
*Packages imported:
-Confuent kafka : 0.9.4
-librdkafka.redlist: 0.9.4
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DllNotFoundException-- file is clearly present
**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.
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)** 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);
(...)
}
}
}
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DllNotFoundException: File is present
**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);
(...)
}
}
}
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System.EntryPointNotFoundException: CreateNLSocket
Hello guys, I hope you can help me with it.
I'm trying to use a library in Unity for MDns. It's called Tmds.MDns. But when I use their StartBrowsing method to find servers I get this exception:
System.EntryPointNotFoundException: CreateNLSocket
at (wrapper managed-to-native) System.Net.NetworkInformation.LinuxNetworkChange.CreateNLSocket()
at System.Net.NetworkInformation.LinuxNetworkChange.EnsureSocket () [0x00021] in <3acaa45225a54f778710ee6eff26f77f>:0
at System.Net.NetworkInformation.LinuxNetworkChange.Register (System.Net.NetworkInformation.NetworkAddressChangedEventHandler d) [0x00000] in <3acaa45225a54f778710ee6eff26f77f>:0
at System.Net.NetworkInformation.LinuxNetworkChange.add_NetworkAddressChanged (System.Net.NetworkInformation.NetworkAddressChangedEventHandler value) [0x00000] in <3acaa45225a54f778710ee6eff26f77f>:0
at System.Net.NetworkInformation.NetworkChange.add_NetworkAddressChanged (System.Net.NetworkInformation.NetworkAddressChangedEventHandler value) [0x00021] in <3acaa45225a54f778710ee6eff26f77f>:0
at Tmds.MDns.ServiceBrowser.StartBrowsing (System.Threading.SynchronizationContext synchronizationContext) [0x0005c] in C:\Users\EleonoraSeu\Desktop\MyProject\Assets\_Script\Packages\sila_library\src\discovery\Tmds.MDns\ServiceBrowser.cs:223
at Tmds.MDns.ServiceBrowser.StartBrowse (System.Collections.Generic.IEnumerable`1[T] serviceTypes, System.Threading.SynchronizationContext synchronizationContext) [0x00026] in C:\Users\EleonoraSeu\Desktop\MyProject\Assets\_Script\Packages\sila_library\src\discovery\Tmds.MDns\ServiceBrowser.cs:45
at Tmds.MDns.ServiceBrowser.StartBrowse (System.Collections.Generic.IEnumerable`1[T] serviceTypes, System.Boolean useSynchronizationContext) [0x0000f] in C:\Users\EleonoraSeu\Desktop\MyProject\Assets\_Script\Packages\sila_library\src\discovery\Tmds.MDns\ServiceBrowser.cs:74
at Tmds.MDns.ServiceBrowser.StartBrowse (System.String serviceType, System.Boolean useSynchronizationContext) [0x0000d] in
It's a bit weird cause it doesn't work even if the servers are running in the same computer and I'm using windows, so I don't know why it's using NetworkInformation.LinuxNetworkChange
Thanks in advance
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MacOS Unity Build Vivox missing DLL
We made a Unity app and the Windows version works well. But the MacOs version is works with Intel but not Apple silicon.
On both arch, you can click the launcher, access the app and login. But on server selection, the response is different for Silicon vs Intel.
Intel works good.
Silicon gives a: DLLNotFoundException: libVivoxNative
I have included the vivox bundles (3 of them: Native, sdk and another lib) in the standalone for MacOS. I have selected arch Apple Silicon + Intel.
Any idea what's going on and how to overcome this situation?
I am building the app in unity.
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dllnotfoundexception
Hi all. I do not know where to turn with this problem, maybe at least here.
After reinstalling Windows, when I start my game in playmode I get this error
DllNotFoundException: FirebaseCppApp-10_2_0 assembly: type: member:(null)
Firebase.AppUtilPINVOKE+SWIGExceptionHelper..cctor () (at /Users/runner/work/firebase-unity-sdk/firebase-unity-sdk/macos_unity/x86_64/app/swig/Firebase.App_fixed.cs:4072)
I use:
2021.3.3f1 version
Scripting runtime:IL2CPP
Application target: Android/IOS
working platform: Android
firebase version 10.2.0
Before reinstalling windows, everything was fine, no one changed the version of either the unit or the firebase. This error only appears in the unit editor when I start the playmode.
When building APK or AAB, everything works correctly, and the application works on devices.
I can't understand why an error is thrown and the file path is thrown on macOS if I use windows, all I have for macOS is support for a build that would work if_unityios in my code.
what i did to fix the error:
1) reimport the plugin completely
2) force resolve
3) deleted the meta file dll
4) deleted the folder Library
5) reinstalled VC-Redistributable 2015-2022 from Microsoft
6) changed the checkboxes on the dlls themselves in the unity editor
7) tried to change the platform back and forth
no results
Help me please, what this can be
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