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DllNotFoundException with plugin in OS X 10.8

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I have an external plugin for my application in Unity. I defined functions in it with extern "C" and added [DllImport("Plugin")] in my C# code. It works fine in Lion, but in Mountain Lion i see DllNotFoundException. Does anyone has any idea how to avoid this problem?

DllNotFoundException in Unity Mobile

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Hi, I created a C++ plugin for Unity and I tried to use it in my application. I putting the DLL file into my Unity project's "Plugins" folder. Also i putting dependencies into Unity/Editor folder. But when i run the game (from Editor) I get DllNotFoundException and "License error. Plugins are only supported in Unity Pro!" errors. My Unity version is 4.0 for Mobile. And the most interesting things, when i put the main dll into Unity/Editor folder, the application trows only one error - "License error" and function from dll works fine. Can any one helps me? The code that I wrote for the C++ is shown in the following: #define EXPORT __declspec(dllexport) #include extern "C" { const EXPORT int DisplayNumber() { return 42; } } C# file: [DllImport("TestLib")] public static extern int DisplayNumber(); // Use this for initialization void Start () { print("DLL: " + DisplayNumber()); }

Dll Not found exception

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hello, I'm using GAK2unity kinect package to interface kinect to unity, I'm getting this dll not found exception, "DllNotFoundException: Exception of type 'System.DllNotFoundException' was thrown. KinectManager.OnApplicationQuit () (at Assets/Standard Assets/KinectManager.cs:148)" any idea how to solve this?

DllNotFoundException, multiple C# and C++ DLLs

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We have a project which is using several dlls, these are: * GuitarNotes.dll (C#) * Bass.Net.dll (C#) * bass.dll (C++) * bassasio.dll (C++) * fftwlib.dll (C#) * libfftw3-3.dll (C++) We have these dlls place in the three following places: * Project/Assets/Plugins folder * Project * (Program Files)/Unity/Editor As suggested by just about every thread about DllNotFoundException we've found. For a bit of reference-clarity, GuitarNotes.dll references Bass.Net.dll and fftwlib.dll. Bass.Net.dll references bass.dll and bassasio.dll and fftwlib.dll references libfftw3-3.dll. We have a script that only interacts with GuitarNotes.dll. The first thing GuitarNotes.dll does upon use is to utilize Bass.Net.dll (and its wrapped C++ DLLs) for some setup and audio recording after which it proceeds to use fftwlib.dll to call functions in libfftw3-3.dll to perform FFTs (surprise!). We do not directly use anything but GuitarNotes.dll. Initially Unity could not find bassasio.dll, but after placing it in both Project/Assets/Plugins and Project (root) it was found. Unity now proceeds to not find libfftw3-3.dll no matter how many of the above three places it is placed. **How can this be?** We've tried importing the libfftw3-3.dll functions using [DllImport ("libfftw3-3")] to no avail, which honestly didn't surprise us much since both Bass C++ DLLs worked fine as soon as they were placed as mentioned. EDIT: We have Unity Pro, so that's not the problem ;).

Windows 8 - DLLNotFoundException. Windows 7 - No problems!

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Trying to develop something on my Surface Pro with UniWii because my main computer doesn't have a bluetooth adapter. The test project distributed with UniWii works perfectly fine on my desktop - meaning that it compiles and runs with no errors. But when I attempt to run *the exact same project with no other modifications* on my Surface Pro, I get DLLNotFoundException telling me to check that UniWii.dll is in Assets/Plugins. And it is! So now I have no idea what to do. I tried looking at file properties but I can't see any settings on the file that would prevent it from being used. I've tried reimporting several times, I installed a VC++ redistributable as recommended on the Unify wiki, and I've tried nuking the project several times to no avail. Both Unity instances are the same version, 4.1.0f4. I really have no idea what to do. Any ideas?

DLLNotFoundException

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Hi all, I am having this strange issue where I had a few projects running a DLL, and from one night to the next morning Unity started complaining about not being able to find the DLLs in any of my projects. That night I installed a few unrelated things (Dreamweaver, Cygwin) but other than that there was really no change. All these projects were running just fine before, and none of them are able to find the DLLs now (they are in the right location because it was they were being found before). I am wondering if anybody ran into an issue like this before, and if so how did you solve it? This is really holding me back from making any progress. Thanks in advance

Unity3d and Logitech SDK - Can't find LogitechSteeringWheel.dll when ported to test machine

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I have an odd problem. We are using the Logitech SDK with Unity3d from the asset store for use with a G27 Wheel and peddles. All works fine on my development machine in both the editor and when I make a build. Here are some specs: Dev Machine Specs: Windows 7 Unity 3.5.7 32 bit build G27 Wheel and Peddles Test Machine Specs: Windows 7 G27 Wheel and Peddles When I run the build on my dev machine it runs fine and detects the wheel. However, when I port the build over to a test machine the program runs but no response from the wheel. I looked at the log files that unity generates and it says it can't find the LogitechSteeringWheel.dll yet when I look in the data/plugins folder the .dll is there. This happened on two test machines. So I ran Procmon ( a procedure monitor) to see if I could glean any details. When I run the test with procmon on it reports all calls to the LogitechSteeringWheel.dll as successful. So it seems to be accessing the .dll but Unity is somehow confused? Does the LogitechSteeringWheel.dll require any other dependancies - possibly from .NET or MONO? I double checked that I am in fact using the x86 .dll with a 32 bit build. Logitech tech support recommended a clean boot and to reinstall their drivers but that didn't work either.

dll not found exception when c++ methods are call from multiple threads

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Hi, I have few c++ dll methods being called from my c# script. When I call the methods from main thread they work fine. But when I call the methods simultaneously from multiple threads I get "dll not found" exception. I am using normal c# threads. And in those threads I am not calling any Unity functions. Sometimes I get garbage exceptions too. The c++ methods are thread safe. Thanks and I appreciate any help.

How to include gdiplus.dll to a build?

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Hi, I'm using Aspose.Slide.dll to convert powerpoint shapes and slides to textures. It works fine inside the editor but whan i publish standalone it says : DllNotFoundException: gdiplus.dll i have found libgdiplus.dylib in Program File(x86)/Unity/Editor/Data/mono/lib/ but no gdiplus.dll in .../Data/mono/lib/mono/2.0/ Does anyone know how to include that gdiplus.dll in the build or any workaround to make it work like a wrapper or something?

problem about system.management.dll

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hi , i use system.management.dll and import it in my project (asset folder) but unity show this error: BCE0021: Namespace 'System.Management' not found, maybe you forgot to add an assembly reference? i don't know what can i do?

DLLNotFoundException Only when "build & run"

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Hi, I'm using a DLL (c++) in a C# Script. Everything works fine. But when I build the .exe file and start the game, is throws the DLLNotFoundException. I put the dll file everywhere it possible could be searched by the game but the exception shows up every time. Anyone dealt with the same problem?

Where do dependent dylibs go in os x - dllnotfoundexception

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I have read much commentary about solving the 'chained dlls' problem by placing the dependent dll in the editor folder. But there is no editor folder on a mac - and I have not seen any commentary on this problem on the mac. So where should the dependent libraries go? I assume somewhere in the application bundle - but exactly where would be nice to know! Thanks for any help ... Using Unity Pro 4.2.0f4 (on 30 day trial), with mountain lion, 10.8.4

Get Exception DLL Not Found

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I create C++ DLL using Visual C++ 2008 SP1. In editor I placed dll file in root of project folder. I using Pinvoke to call the dll file. All is fine even build the project and place dll file in same folder as exe. The problem is occur when I run the build in machine that doesn't have Visual C++ 2008 SP1. Get exception dll not found. I search google and they say to install Visual C++ 2008 SP1 Redistributable. I have install all Redistributable available in Microsoft website and keep getting exception dll not found. I don't want to install Visual C++ 2008 SP1 in other machine only for running the build. Anyone has solution for this? or I have missing something? This is the version Visual C++ 2008 redistributable that I have install in other machine: 1. Microsoft Visual C++ 2008 Redistributable 9.0.21022 2. Microsoft Visual C++ 2008 Redistributable 9.0.30729 3. Microsoft Visual C++ 2008 Redistributable 9.0.30729.17 4. Microsoft Visual C++ 2008 Redistributable 9.0.30729.4148 5. Microsoft Visual C++ 2008 Redistributable 9.0.30729.6161

Every time I re-open Unity, I have to rebuild one of my external DLLs

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I have a DLL that I'm including in my Unity project. Every time I re-open Unity, though, I get the following error:> FileNotFoundException: Could not load file or assembly 'DataCommon, Version=1.0.5012.34874, Culture=neutral, PublicKeyToken=null' or one of its dependencies. DataCommon.dll is exactly where Unity thinks it is ("Show in Explorer" even works properly), I can see it right now. If I rebuild DataCommon and overwrite the DLL, the error will go away and everything will work properly, but if I then close Unity and re-open it, I'll get the error again. What might cause behavior like this? I'm not really sure how to address this. Nothing looks out of place, and as I said if I just rebuild the DLL (copying over the same copy doesn't work, it's like it needs to increment the file's updated time), there are no problems. I've tried updating to the latest version of Unity Pro (4.2.1f4, previously 4.2.0), but that didn't help. I'm running Windows 7, 64-bit, and the DLL in question is targeting .net 3.5. I appreciate any help or suggestions.

UnauthorizedAccessException when accessing DLL

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Hello, I'm facing the following error in Unity 4.5.3f3 on **Windows 8.1** when trying to load a DLL: > UnauthorizedAccessException: Access to> the path> 'C:/Users/Angela/GIT/UWYO/3DiA/NUI/Unity> integration/Assets/' is denied.> System.IO.FileStream..ctor> (System.String path, FileMode mode,> FileAccess access, FileShare share,> Int32 bufferSize, Boolean anonymous,> FileOptions options) (at> /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/FileStream.cs:259)> System.IO.FileStream..ctor> (System.String path, FileMode mode,> FileAccess access, FileShare share)> (wrapper remoting-invoke-with-check)> System.IO.FileStream:.ctor> (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)> System.IO.File.Open (System.String> path, FileMode mode) (at> /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/File.cs:347)> Plugins.CreateFileFromAsset> (System.String filename) (at> Assets/Plugin/VRPNWrapper/Plugins.cs:159)> VRPNManager.ParseConfigFile () (at> Assets/Plugin/VRPNWrapper/VRPNManager.cs:202)> VRPNManager.Start () (at> Assets/Plugin/VRPNWrapper/VRPNManager.cs:129) This is followed by: > DllNotFoundException:> VRPNWrapper/VRPNWrapper> VRPNManager.Update () (at> Assets/Plugin/VRPNWrapper/VRPNManager.cs:164) I have seen a lot of people having that problem in Windows 8.1 and the solutions that have worked for them don't work for me. What I have tried so far: - Running Unity as administrator: didn't work - Disabling antivirus (AVG): didn't work - Checking the permissions of my `Assets` and `VRPNWrapper` folder (where the DLL is): I have even given permissions to `Everyone` and it doesn't fix the problem. - I have even run `auditpol /clear` I have even thought that Unity is not using my username when trying to access the DLL folder, but in that case, to what user I should gave permissions ?

metaiosdk.dll not found exception in Windows + Unity + Metaio SDK 6.0.1

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Hello, I'm developing an augmented reality application using Unity3D and an augmented realitySDK named MetaioSDK 6.0.1, I can press play in unity editor and get the application running with success, there's no problem everything works. However, after building the application for Windows, when I run the EXE file I get an error saying the DLL is not found.. The same problem was [reported here in metaio helpdesk][1], which later lead to a [thread in a Unity Forum][2]... In that case the problem was a DLL that was a dependency for metaiosdk.dll (MFC100U.dll which was later added to the SDK to prevent that error).. I've tried running dependency walker and replaced the missing DLLs it said were missing, I got to the point were the only error and warning it gives is this one: ![alt text][3] *It says: Error: Modules with different CPU types were found* I've also tried installing several Visual Studio SP1 C++ Redistributable packages on this PC, and tried moving the EXE to other windows PC which had all Visual Studio 2005/2008/2010/2012/2013 SP1 C++ Redistributable packages installed, both 32 and 64 bits. Any suggestions on what may be the problem? Any help will be much appreciated.. I've [started a thread][4] also in metaio helpdesk but had no luck.. Thank you for reading, DavidGN. [1]: http://helpdesk.metaio.com/questions/29557/metaiosdkdll-missing-on-microsoft-surface [2]: http://forum.unity3d.com/threads/dll-not-found-on-microsoft-surface-pro.242167/ [3]: http://helpdesk.metaio.com/upfiles/Untitled_12.png [4]: http://helpdesk.metaio.com/questions/42970/metaiosdkdll-not-found-exception-in-windows-unity-metaio-sdk-601

Why does Unity fail to load android native libraries when linked against OpenCV?

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The title says it all. I'm using NDK to build a native library for use with Unity (the game engine, not the Ubuntu shell). I already have much of the code in place and it works on my Xperia Z Ultra which runs Android 4.4.4. However, recently I sent the app to some other people to test on their phones, and it worked on none of their phones. They were using Android 4.0 and 4.1, so I tried running the app on my own Android 4.0.4 device (an old Xperia Mini Pro) and had the same problem. After much narrowing down, I've found out that the root of the problem is including OpenCV in the build, even if it's not referenced at all. Here's the code I have now. First, the simplest CPP file you've seen: //Test.cpp: extern "C" { int Test(int a, int b) { return a + b; } } Note how it doesn't even include anything from OpenCV. The makefile (or whatever it's called in the context of NDK, I'm mostly a Windows/Visual Studio person) is: #Android.mk: LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) #--------------------------- #note: if I comment these lines out, the library works just fine. #if I don't, it won't load at all. #--------------------------- OPENCV_PACKAGE_DIR := D:\Eclipse\OpenCVAndroid\OpenCV-2.4.9-android-sdk include $(OPENCV_PACKAGE_DIR)/sdk/native/jni/OpenCV.mk LOCAL_MODULE := Test LOCAL_SRC_FILES := Test.cpp include $(BUILD_SHARED_LIBRARY) Building this project gives me a "libTest.so" file. I put this into my Unity project, at Assets/Plugins/Android/ (I've also tried putting it in Plugins/Android/libs/armeabi-v7a/, no luck). I also have a script inside unity which invokes the library: //TestNative.cs: using UnityEngine; using System.Collections; using System.Runtime.InteropServices; public class TestNative : MonoBehaviour { [DllImport("Test")] public static extern int Test(int a, int b); void OnGUI() { try { GUI.Label(new Rect(0, 0, 100, 100), "2 + 3 = " + Test(2, 3)); } catch (System.Exception e) { GUI.Label(new Rect(0, 0, 600, 400), e.GetType().ToString() + " " + e.Message + "\n" + e.StackTrace); } } } When I run this on my Z Ultra, it works just fine. When I run it on the Mini Pro, it fails with the exception "DllNotFoundException: Test". I've checked logcat for errors, and this is what it says: 01-06 06:46:27.660: D/dalvikvm(11135): Trying to load lib /mnt/asec/com.cet.sna2-2/lib/libTest.so 0x2bb86638 01-06 06:46:27.660: D/dalvikvm(11135): Trying to load lib /mnt/asec/com.cet.sna2-2/lib/libTest.so 0x2bb86638 01-06 06:46:27.660: E/Unity(11135): Unable to find Test It doesn't say anything else, it just fails. The fact that it works on 4.4.4 makes me think it might have something to do with build configurations or something like that, but I can't figure out what it is. Any ideas? Thanks.

re-install unity but dll missing

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When I re-install unity and import a project, I get a error shown as follows: DllNotFoundException: LeapCSharp Leap.LeapPINVOKE+SWIGExceptionHelper..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for SWIGExceptionHelper Leap.LeapPINVOKE..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Leap.LeapPINVOKE Leap.Frame..ctor () LeapRecorder..ctor () HandController..ctor () The project can run correctly before I re-install unity client without error as shown. With the error the project can be run, but the error information holds at the console.

DllNotFoundException on Linux

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Hi, I am running Unity 5 on Ubuntu 14.04 32bits via wine and playonlinux. I am trying to make a C# script that uses OpenNI library. I have the OpenNI.dll file and I used it in a project without unity and it works fine, but when I use it in the unity script and run the game a DllNotFoundException is thrown. I tried to copy the file to project folder, Assets folder, Editor folder but nothing works. Do you know why is this happening and how can I solve it? Thank you!

How to get a C++ DLL to work

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I'm using Unity 5 Pro and trying to get a simple DLL to work but keep getting a DllNotFoundException (both in the Unity editor and with an external x86 build). I've gone through the manual very carefully (plus all of the numerous posts from people with similar problems), and I think I'm doing everything I need to do (I've written plenty of DLLs in the past, so I think I know what I'm doing on that side of things). Here's the summary: - Running on Windows 8.1 - DLL compiled with Visual Studio 2013, C++ only (no CLR), multi-byte character set, MT release target, X86 machine type. - DLL contains a single stub function "int foo()" (within an extern "C" block) - DLL placed in \Assets\Plugins\x86 - Unity imports the DLL OK (i.e. it appears in the Assets view) - Unity plugin settings: Standalone, Windows, X86 - DLL called with the following code: [DllImport("MyPlugin")] private static extern int foo(); . . . int n = foo(); It's hard to see how it get much simpler than that. Has anyone managed to get a C++ DLL to actually work with Unity 5? I'm beginning to think that it just isn't possible (judging by the number of problem posts with DLLs). Or am I missing something fundamental? Unfortunately, this is a show-stopper for me as I need to do quite a lot of heavy lifting with a business back-end, and this needs to be in C++.
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