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DllNotFoundException error

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Hi I had a question about the dll and I posted the question. I get a DllNotFoundException error when I compile. However, this error does not appear on other computers. I get this error when I import it to my computer and the Unity version is 2017.1.0f3. I want you to help me how to solve it.

Unity Build error when not used B.dll referenced by A.dll I used, it couldn't build successfully.

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When I used A.dll, but A.dll have included B.dll. But actually I won't use B.dll When I build, it will show that: 【ArgumentException: The Assembly A is referenced by B ('Assets/Plugins/B.dll'). But the dll is not allowed to be included or could not be found.】 I have asked my college to give me the missed dll but not actually used in my project, but it will pop out another missed dll referenced by that missed dll...keep recycling.... So I don't know if there are some kind of way to deal with this situation >< It's hard to find the answer through the current searching engine... Thanks in advanced :) ![alt text][1] [1]: /storage/temp/102139-1.png

Why I can not run Unity 2017.1.1 f 1 with the Command line in macOS?

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I upgrade my Unity 5.4 to Unity 2017.1.1f1 on the macOS, but it have some trouble for me. I can launcher Unity with use the Command line on Unity 5.4: /Volumes/Home/Applications/Unity/Unity.app/Contents/MacOS/Unity -projectPath /Volumes/Extend/Project/Test/Test -executeMethod PerformBuild.CommandLineBuildAndroid But now it can not work on Unity 2017.1.1f1,. The terminal when I execute the Command line: ![alt text][1] and then I opened the Editor.log, it said: **The assembly mscorlib.dll was not found or could not be loaded.** ![alt text][2] How can I do with the problem? Is it the bug of Unity 2017? [1]: /storage/temp/102356-shell.png [2]: /storage/temp/102357-error.png

Linux build is putting libNative.so in wrong place

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I am new to this Unity world, so I might be doing something wrong... But, I am getting a DllNotFoundException for my Linux build. The Windows and MacOS build work fine, so it is not my managed code. The Linux library works fine in other .NET apps, so it is not that. And finally, when I look at the error message and move my native library to the location it is looking in, the game works. Basically, this is a simple game that creates a 2D texture using SkiaSharp. My p/invoke looks like this (SKColorType is an enumeration): [DllImport("libSkiaSharp", CallingConvention = CallingConvention.Cdecl)] public extern static SKColorType sk_colortype_get_default_8888(); I have all of this on GitHub: https://github.com/mattleibow/SkiaSharpUnityDemo The log files:  - console log: https://gist.github.com/mattleibow/b6e95312ada816496cd8afbcae36f8b1  - player log: https://gist.github.com/mattleibow/3f76cef131cf71abe8ca47d109806580 SkiaSharp: https://github.com/mono/SkiaSharp This may be related to my question: http://answers.unity3d.com/questions/1394446/dllnotfoundexception-on-linux-2.html

GPG dll not found exception Google Services

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I am using the google services with the unity plugin and I keep getting **GPG DLL not found excetion- Couldn't open LibGPG. so** I read somewhere in an old thread to set a static reference in the Android folder, but this has been cancelled or moved somewhere with the latest update. Could you please help me! I can't get it anymore... click here to see the pictures: https://github.com/playgameservices/play-games-plugin-for-unity/issues/1955

Dll is not allowed or could not be found

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The exact issue I'm having is with the System.Windows.Forms.dll. I needed to implement it to write to a spreadsheet. It works exactly as desired if I run the application in the Unity Editor but trying to build it produces an error: > ArgumentException: The Assembly> System.Deployment is referenced by> System.Windows.Forms> ('Assets/System.Windows.Forms.dll').> But the dll is not allowed to be> included or could not be found.> UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse> (System.String assemblyPath,> System.Collections.Generic.List`1> alreadyFoundAssemblies,> System.String[] allAssemblyPaths,> System.String[] foldersToSearch,> System.Collections.Generic.Dictionary`2> cache, BuildTarget target) (at> C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:142)> UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse> (System.String assemblyPath,> System.Collections.Generic.List`1> alreadyFoundAssemblies,> System.String[] allAssemblyPaths,> System.String[] foldersToSearch,> System.Collections.Generic.Dictionary`2> cache, BuildTarget target) (at> C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:148)> UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse> (System.String assemblyPath,> System.Collections.Generic.List`1> alreadyFoundAssemblies,> System.String[] allAssemblyPaths,> System.String[] foldersToSearch,> System.Collections.Generic.Dictionary`2> cache, BuildTarget target) (at> C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:148)> UnityEditor.AssemblyHelper.FindAssembliesReferencedBy> (System.String[] paths,> System.String[] foldersToSearch,> BuildTarget target) (at> C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:179)> UnityEditor.HostView:OnGUI() Looking around I saw and tried solutions from downloading and installing other dlls (system.configuration and system.security), changing the settings on the playersettings api compatiablility level from .Net 2.0 sub to just .Net 2.0 Any other possibly relevant info: Build is for windows, running on Win 10, Unity version is 2017.1.1f1. Thanks Everyone

Import libnodave.dll .net into Unity3D "DllNotFoundException: libnodave.dll" Siemens PLC

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Hi all, i can't import libnodave.dll into my unity project without this error when i run the project "DllNotFoundException: libnodave.dll". This free dll is to comunicate with Siemens PLC and you can download at this link [link text][1] You can download my test project at this link [link text][2] Someone can help me to do this ? Tankyou very much [1]: https://sourceforge.net/projects/libnodave/ [2]: https://www.dropbox.com/s/ntyptw4p16rjmfz/TestScript.zip?dl=0

DLLNotFoundException when trying to import Firebase project

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Hi All, I downloaded firebase empty project from: https://github.com/benwulfe/firebase-unity and loaded it into my Unity (Ver 5.3) And i get this error: System.DllNotFoundException: Assets/Plugins/Editor/FirebaseProxy.dll at (wrapper managed-to-native) FirebaseEditorImpl:_FirebaseSetCallbacks (QueryEditorImpl/onValueChangedEventHandler,QueryEditorImpl/onValueChangedEventHandler,QueryEditorImpl/onValueChangedEventHandler,QueryEditorImpl/onValueChangedEventHandler,QueryEditorImpl/onValueChangedEventHandler,QueryEditorImpl/debugLogHandler,QueryEditorImpl/onAuthSuccessHandler,QueryEditorImpl/onAuthCancelHandler,QueryEditorImpl/onErrorHandler) at FirebaseEditorImpl.Initialize () [0x00010] in C:\Users\lior\Documents\Firebase-Unity\empty-project\Assets\Plugins\Editor\FirebaseEditorImpl.cs:233 at Startup..cctor () [0x00032] in C:\Users\lior\Documents\Firebase-Unity\empty-project\Assets\Plugins\Editor\Startup.cs:48 UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[]) Can someone please tell me what am i doing wrong? Thanks in advance!!

DLL found in editor but not in build version

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Hello, I've built some dlls in C++, x86 and x64, add them to my Unity (5.3.2f1) project in the respective folders (/Plugins/x86 and /Plugins/x64) and it works great on play mode. However, when I build the project for deployment, it doesn't find the dlls. It is looking for the path "Build_x[86/64]/Test01_Data/Plugins/myDll.dll", which is there, but it just can't find it! I've checked and the copied dlls are the correct ones (x64 for the x64 build and the same for x86) and if I move all the dlls to the same folder as the executable, it runs. I know this question is very simmilar to [this one][1] but I could'nt figure out the solution. Any ideas why he doesn't find dlls on the Plugin folder? Thanks in advance, Mário Pinto [1]: http://answers.unity3d.com/questions/465086/uniwii-dll-found-in-editor-but-not-in-build-versio.html

Application works fine in the Editor, but cant find an external DLL in a build

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TL;DR: libvlc can't be loaded in a build because its dependencies can't be loaded. But Dependency Walker shows a tree with hundreds of DLLs in it, so I don't think I should just copy them all into the project. ---------- I'm using HyperVLC, which is a C# wrapper for libvlc.dll, which is part of VLC media player. The HyperVLC example includes the following function: [DllImport("kernel32.dll", SetLastError = true)] public static extern bool SetDllDirectory(string lpPathName); In Awake, I call SetDllDirectory(@"C:\Program Files\VideoLAN\VLC"); which allows the Unity editor to find libvlc.dll without needing to put it in the project, but for some reason it doesn't work in a build (windows standalone), it just gives me "DllNotFoundException: libvlc". I've also tried putting all the VLC DLLs in the project (next to Assets and in Assets/Plugins), but that doesn't work either. Googling has led me to believe that the error actually means that the dependencies of libvlc.dll can't be loaded rather than the DLL itself. So I got [Dependency Walker](http://www.dependencywalker.com/) to take a look at it, which gave me the following tree: - LIBVLC.DLL - LIBVLCCORE.DLL - ADVAPI.DLL - About 20 more DLLs, some with more dependencies. - KERNEL32.DLL - NTDLL.DLL - MSVCRT.DLL - SHELL32.DLL - About 100 more DLLs, some with more dependencies. - USER32.DLL - About 10 more DLLs, some with more dependencies. - WINMM.DLL - About 10 more DLLs, some with more dependencies. - WS2_32.DLL - About 20 more DLLs, some with more dependencies. - KERNEL32.DLL - About 40 more DLLs. - MSVCRT.DLL - About 40 more DLLs. Most of those sound like Windows DLLs, so I don't understand how the editor can find them perfectly fine while a build can't. And if this is actually the problem, I don't understand why the editor wouldn't just copy all the required DLLs into the build when it already knows where they are. How can I fix this problem?

Cannot load native dll in WebGL build

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Hello, I'm trying to use NAudio to get a mp3 (using WWW) into an Audioclip. The thing is NAudio uses Msacm32.dll which I tried adding to the project, but the webgl build still cannot find it. The standalone build works well(it doesnt need this dll tho, because it gets it from the system). DllNotFoundException: Unable to load DLL 'Msacm32.dll': The specified module could not be found.

DllNotFoundException on mac

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Hi , I use `$g++ xxx.cpp -fPIC -shared -o libxxx.so ` to built a shared library on my Mac . And then I copy It to Assets/Plugins folder . my c# code ` [DllImport("xxx")] public static extern void aaa();` when I run it in Editor , it always said DllNotFouondException , Can I use the '.so' on Mac ? If I can use it , why cause that exception . Thank you .

MIdiJack DLL not found

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I'm working on a project that uses the midijack plugin and works when testing within unity, but when I publish it as a standalone or windows app it comes up with the error "DllNotFoundException: Not able to load DLL "MidiJackPlugin" the specified plugin cannot be found." Right now the dll is in the project folder under Assets/MidiJack/Plugins/x86/MidiJackPlugin.dll as it was when the package was imported. Any ideas? Thanks!

Linux Unity: Recognize dependent dll files

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I have been trying to use DllImport ("filename.dll") in C# Unity and found below things Unity/C# is able to recognize independent .dll files ie If dll A is not dependent on any other dlls it is recognized Unity/C# is not able to recognize dependent .dll files ie If dll A is not dependent on dll B,dll C,dll D etc then dll A is not recognized, although all the 4 dlls( A,B,C,D dlls ) are in same location .................................................................................................... ..... I have used dependency Walker for UnityInterface2.dll and found out that it depends on OpenNI2.dll, NiTE2.dll, msvcp90d.dll and kernel32.dll. I have placed all of these in project folder of Unity and also in 4.5(.net of mono) folder , but the issue still persists. Can I know how do I make C# code recognize a dll (UnityInterface2.dll) which depends on other dlls (OpenNI2.dll, NiTE2.dll, msvcp90d.dll and kernel32.dll) in Linux ? Please help

DllNotFoundException on Mac OS X, only when Playing in Editor

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I'm using a custom DLL that has a dependency to another DLL. On Windows, I was able to make this work by using the function from @bibbinator [here][1], storing both the DLL I'm using and the dependency in the same folder within Plugins. When I open the project on Mac and try to Play it in the editor, I get a DllNotFoundException error; the same error I was receiving on Windows before the bibbinator fix. When I try to build the project, however, it builds perfectly fine, without any errors. Thoughts as to why this might be happening? [1]: http://forum.unity3d.com/threads/dllnotfoundexception-when-depend-on-another-dll.31083/#post-1042180

DllNotFoundException in Mac Editor; Not Build, Not Windows

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I'm trying to use a DLL from a manufacturer that has another dependency DLL. I was able to make this work on Windows by using the @bibbinator method [here][1], by putting both DLLs into the same folder, and adding that folder to the PATH at runtime. On Mac OSX, however, I get a `DllNotFoundException`, the same error I was getting on Windows before the bibbinator solution, when Playing the scene from the Editor. Strangely, the error disappears when I build the App. Any thoughts as to why this might be happening? [1]: http://forum.unity3d.com/threads/dllnotfoundexception-when-depend-on-another-dll.31083/#post-1042180

Loading Windows 10 DLL. "This operation is only valid in the context of an app container"

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I am currently working on a native plugin for Unity involving other static libraries (dependencies). I have recently upgraded to Windows 10, and am running the most current Unity. I followed instructions and dropped my dll in the Plugin's folder within Assets, but when running in editor I get the error in the title. The dll fails to load and subsequent calls to imported methods gives me "file not found ". Here is my local c# referencing the dll: public class video : MonoBehaviour { public string videoName; public string folder; public bool isPlaying; [Range(0.0f, 100.0f)] public float videoTime; public delegate void FrameCallback(int id, IntPtr data, int width, int height); public FrameCallback frameHandler; [DllImport("ffmpegForUnity")] public static extern int initVideo(string name, string folder); [DllImport("ffmpegForUnity")] public static extern int setFrameCallback(FrameCallback fn); [DllImport("ffmpegForUnity")] public static extern void getVideoFrame(); public struct Frame { public int id; public byte[] data; public int width; public int height; } Frame mFrame; // Use this for initialization void Start () { //set up video context initVideo(videoName, folder); frameHandler = new FrameCallback(FrameHandler); setFrameCallback(frameHandler); } and the header file for my dll: #ifdef FFMPEGFORUNITY_EXPORTS #define FFMPEGFORUNITY_API __declspec(dllexport) #else #define FFMPEGFORUNITY_API __declspec(dllimport) #endif extern "C" { #include #include #include #include } using FrameCallback = void(*)(int id, uint8_t* data, int width, int height); FrameCallback mFrameCallback = NULL; namespace ffmpegForUnity { class videoHandler { public: static FFMPEGFORUNITY_API int initVideo(char* video, char* folder); static FFMPEGFORUNITY_API void* getVideoFrame(); static FFMPEGFORUNITY_API bool setFrameCallback(FrameCallback callbackMethod); }; } Has anyone run into this before? Googling has not helped. I found one other problem and the solution was to run the unity application in a visual studio simulator, but I want my plugin to be able to be used on multiple platforms, not just in the windows store.

DllNotFoundException: Msacm32.dll

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I follow this advice - http://gamedev.stackexchange.com/a/113402/88200 to import NAudio and to stream mp3 from SoundCloud. But I get exception on my Mac: DllNotFoundException: Msacm32.dll NAudio.Wave.Compression.AcmStream.SuggestPcmFormat (NAudio.Wave.WaveFormat compressedFormat) NAudio.Wave.AcmMp3FrameDecompressor..ctor (NAudio.Wave.WaveFormat sourceFormat) NAudio.Wave.Mp3FileReader.CreateAcmFrameDecompressor (NAudio.Wave.WaveFormat mp3Format) NAudio.Wave.Mp3FileReader..ctor (System.IO.Stream inputStream, NAudio.Wave.FrameDecompressorBuilder frameDecompressorBuilder) Please, help to overcome that.

Anyone Integrated CLIPS in Unity?

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When i used CLIPSNet.dll, it says CLIPSLib.dll is missing. But, both the dll's are inside my Plugins folder. Can anyone help?

DllNotFoundException: LeapC

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Hi im new to leapmotion. when i hit the play button after implementing the leapmotion this is the error that im getting. Im working on mac with the latest version of unity and orion. DllNotFoundException: LeapC Leap.ClockCorrelator..ctor () Leap.Unity.LeapServiceProvider.Awake () (at Assets/LeapMotion/Scripts/LeapServiceProvider.cs:162) Thank you
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