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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

How to use Custom DLL for Hololens

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HI ALL, I want to use DLL custom for hololens. 1. I made DLL as 32 bit. 2. I placed custom DLL into Plugins/WSA/UWP/x86 when i made build i haven't get any errors. When i run the app in Hololene. In console i am getting message as DLL is not found. If any one have solution please help me. Thanks in Advance.

Failed to load DLL with error "The specified module cannot be found."

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I am trying to use a C++ DLL that does not have any dependencies. When I try to use it in my project, it throws the error Failed to load DLL with error "The specified module cannot be found.". It is certainly able to find the DLL because it sends back the correct file path. Ive tried restarting unity, reimporting the asset, all assets, etc.

OpenSSL-net DllNotFoundException: Assets/Plugins/OpenSSL/libeay32.dll

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I am trying to use [OpenSSL.net][1] in Unity. I've cloned the git repository, build an AnyCPU release built in visual studio which made a directory containing: libeay32.dll, ManagedOpenSsl.dll and ssleay32.dll. I've dragged them in my project in *Assets\Plugins\OpenSSL* and I can now access OpenSSL from script: `using OpenSSL.Crypto;` I'm using a small script to try and use OpenSSL functionality: byte[] Encrypt(byte[] bytes) { using (CipherContext cc = new CipherContext(Cipher.AES_256_CBC)) { return cc.Encrypt(bytes, testKey, testIV); } } When I run the method, I get an error in the unity console: *DllNotFoundException: Assets/Plugins/OpenSSL/libeay32.dll OpenSSL.Core.Version.get_Library () OpenSSL.Core.Native..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for OpenSSL.Core.Native OpenSSL.Crypto.Cipher..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for OpenSSL.Crypto.Cipher TestSerialization.Update () (at Assets/Scripts/SerializedClasses/TestSerialization.cs:51) * On line 51, the encrypt method is called. I'm targeting Android and in a later stage IOS but it seems to not even work on Windows 10. Can someone tell me how this happens? Kind regards, Yorick [1]: https://github.com/openssl-net/openssl-net

Native DLL saying FileNotFoundException

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I'm trying to use the C# library clrzmq which is a library for ZeroMQ messaging. There's a .NET specific one but I'm unable to get it to work in Unity 2017. My script for clrzmq works fine in standalone Visual Studio 2017. I put it into Unity and once I run it I get FileNotFoundException: UnmanagedLibrary[libzmq] Unable to load binary "libzmq" from folders C:\Program Files\Unity\Editor\amd64\libzmq.dll C:\Program Files\Unity\Editor\x64\libzmq.dll C:\Unity Projects\unity\Assets\ZeroMQ\amd64\libzmq.dll C:\Unity Projects\unity\Assets\ZeroMQ\x64\libzmq.dll I've tried copying the file to a number of those other folders. Same error. I put it under Assets, Assets/Plugins and even the Unity editor folder. No dice on any of them. Ideas?

build exe with opencvsharp / dll missing / FileNotFoundException

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hi there i am doing now a project which includes opencvsharp function. And i wanna build it as a exe game file. But it gives me error. It is actaully working fine in unity3d editor mode. so i send you with file together can you maybe check how i can build it? i am using unity3d 4.7 because opencvsharp is not working with current version of unity3d. any help is very thankful thank you very much here is error message found one: probe@Sad Idle (PerfectLookAt) UnityEngine.Debug:Internal_Log(Int32, String, Object) UnityEngine.Debug:Log(Object) FaceDetectScript:Start() (at C:\Users\corumlee\Downloads\CSharpTest_Win (1)\CSharpTest_Win\Assets\Scripts\FaceDetectScript.cs:50) (Filename: C:/Users/corumlee/Downloads/CSharpTest_Win (1)/CSharpTest_Win/Assets/Scripts/FaceDetectScript.cs Line: 50) FileNotFoundException at OpenCvSharp.Cv.Load[CvHaarClassifierCascade] (System.String filename, OpenCvSharp.CvMemStorage memstorage, System.String name, System.String& real_name) [0x00000] in :0 at OpenCvSharp.Cv.Load[CvHaarClassifierCascade] (System.String filename) [0x00000] in :0 at OpenCvSharp.CvHaarClassifierCascade.FromFile (System.String filename) [0x00000] in :0 at FaceDetectScript.Start () [0x00049] in C:\Users\corumlee\Downloads\CSharpTest_Win (1)\CSharpTest_Win\Assets\Scripts\FaceDetectScript.cs:53 (Filename: C:/Users/corumlee/Downloads/CSharpTest_Win (1)/CSharpTest_Win/Assets/Scripts/FaceDetectScript.cs Line: 53) ArgumentNullException: Argument cannot be null. Parameter name: capture at OpenCvSharp.Cv.QueryFrame (OpenCvSharp.CvCapture capture) [0x00000] in :0 at FaceDetectScript.Update () [0x00000] in C:\Users\corumlee\Downloads\CSharpTest_Win (1)\CSharpTest_Win\Assets\Scripts\FaceDetectScript.cs:70 (Filename: C:/Users/corumlee/Downloads/CSharpTest_Win (1)/CSharpTest_Win/Assets/Scripts/FaceDetectScript.cs Line: 70)

How to fix failed to load assets/Plugins/filename.dll with error the specified module could not be found and DllNotFoundException: Assets/Plugins/filename.dll

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Hi! I have a project that uses dlls and the project works fine on 5 computers, some of which have the exact same hardware. I get these errors on three machines, 2 of which have the exact same hardware as other computers that work (Alienware laptops). The other computer it isn't working on is a razorblade laptop. I am really at a loss as to how to fix these errors and the project does not work since the dll is not being loaded. The errors I am getting are failed to load 'Assets/Plugins/filename.dll with error 'The specified module could not be found'. and DllNotFoundException: Assets/Plugins/filename.dll errors I have tried reimporting the dll, replacing the copy of the dll, reimporting everything, deleting the project and recopying it onto the machine from both uncompressed and compressed versions, updating windows to the latest, repairing visual studio, moving the dll to the assets folder, moving the dll to assets/plugins/x86_64, uninstalling and reinstalling visual studio, uninstalling and reinstalling the C++ redistributables, and uninstalling and reinstalling .net 3.5. If it matters the dll that is not loading is a debug version and its pdb file is in the project. I don't know that this somehow matters though since it works fine on other machines. I have also asked IT at my job if there is any kind of security reason that these machines aren't working but they don't seem to think so. Any help is appreciated. I have been searching all over google trying to solve this issue for 3 days now.

question about add dll in unity

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I try to add dll in unity, but always have error:dllnotfoundexception. I release dll in x64 and my unity is 64 bit too, and I already put my dll in folder "Plugins" here is my dll code: ![alt text][1] and in unity I do ![alt text][2] I think the dll I creat it is quite simple, but why I can not use it? [1]: /storage/temp/114636-1.jpg [2]: /storage/temp/114640-3.jpg

DllNotFoundException libmonoposix

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Hi everyone, I'm trying to port my project from Unity 2017.1.0 to Unity 2018.1.5 for Linux (working on Fedora 27). The project is working perfectly fine in the old version, however in this one, without changing anything, I'm encountering this issue> System.DllNotFoundException:> .../Editor/Data/Managed/../lib/libMonoPosixHelper.so> at (wrapper managed-to-native)> System.IO.Compression.DeflateStreamNative.CreateZStream(System.IO.Compression.CompressionMode,bool,System.IO.Compression.DeflateStreamNative/UnmanagedReadOrWrite,intptr) The thing is, under Editor/Managed/ I only have one folder named UnityEngine, which doens't have any subfolders. Also, even outputting the log on a terminal, it seems that Unity is searching the lib in a folder named "..", is it a bug on Unity 2018 or do I have to change some setting in Unity? (Allow 'unsafe' code is enabled, if it has something to do). I also tried to check mono versions with the old version, unity 2017 is using 4.8.0 and the new one is using 5.11.0 can it make a difference? Thanks for your help!

System.Drawing.dll usage in android

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Which i'm trying to do is using System.Drawing.dll in Unity and make a texture of string. Until in editor, it works fine. But when i build and play at my android phone, it doesn't work causing error like: DllNotFoundException: gdiplus.dll System.Drawing.GDIPlus..cctor () or DllNotFoundException: kernel32.dll So i searched so many things and i already did everything people says like: 1. Api Compatibility Level: .Net 2.0 subset --> .Net 2.0 2. Stripping Level: Disabled 3. Locate System.Drawing.dll file to Assets/Plugins 4. System.Drawing.dll version should be same or lower than System.Drawing.dll in "C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0" or exactly same file. And i found someone says that System.Drawing.dll and gdiplus.dll which has dependency on System.Drawing.dll are specific library for Windows, so they can't compatible with other platform(Android, IOS, ...). Which i'm asking is.. is that true? If so, is there any way i can use System.Drawing.dll in android? Thanks for reading. BTW, below is my code. SpriteTextManager.cs: using System.Collections.Generic; using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Drawing.Text; using System.Runtime.InteropServices; using System.Drawing.Imaging; using Font = System.Drawing.Font; using Graphics = System.Drawing.Graphics; using UnityEngine; using FontStyle = System.Drawing.FontStyle; public class SpriteTextManager : MonoBehaviour { private static SpriteTextManager singleton = null; private Font font; private Font boldFont; private FontFamily family; private int defaultFontSize = 20; private Bitmap dummyBitmap = new Bitmap(1, 1); private Dictionary sprites = new Dictionary(); private Material defaultMaterial; public static SpriteTextManager Get() { if ((object)singleton == null) { var obj = new GameObject("SpriteTextManager"); singleton = obj.AddComponent(); DontDestroyOnLoad(obj); } return singleton; } private void Awake() { PrivateFontCollection fonts = new PrivateFontCollection(); fonts.AddFontFile(Application.dataPath + "..\\Images\\font_1.ttf"); // Get font family family = (FontFamily) fonts.Families.GetValue(0); font = new Font(family, defaultFontSize); boldFont = new Font(family, defaultFontSize, FontStyle.Bold); defaultMaterial = new Material(Shader.Find("Sprites/Default")); } public Sprite GetSprite(string str) { return GetSprite(str, defaultFontSize, false, null, 0, false, false, false, false); } public Sprite GetSprite(string str, UnityEngine.Color color) { return GetSprite(str, defaultFontSize, false, color, 0, false, false, false, false); } public Sprite GetSprite(string str, int fontSize = -1, bool bestFit = false, UnityEngine.Color? color = null, int boundaryWidth = 0, bool shadow = false, bool outline = false, bool bold = false, bool fittedBox = false, int verticalAlignment = 0) { // verticalAlignment = -1 -> left, 0 -> center, 1 -> right if (fontSize == -1) fontSize = defaultFontSize; int key = str.GetHashCode(); if (sprites.ContainsKey(key)) { return sprites[key]; } Font localFont; if (fontSize != defaultFontSize) { if (bold) localFont = new Font(family, fontSize, FontStyle.Bold); else localFont = new Font(family, fontSize); } else { if (bold) localFont = boldFont; else localFont = font; } Graphics graphics = Graphics.FromImage(dummyBitmap); graphics.TextRenderingHint = TextRenderingHint.AntiAliasGridFit; SizeF size = graphics.MeasureString(str, localFont); Bitmap bmp; RectangleF boundary; if (fittedBox) { bmp = new Bitmap((int)size.Width, (int)size.Height); boundary = new RectangleF(1, 1, size.Width, (size.Height * (int)Math.Ceiling(size.Width / boundaryWidth))); } else { bmp = new Bitmap((int)boundaryWidth, (int) (size.Height * (int)Math.Ceiling(size.Width / boundaryWidth))); boundary = new RectangleF(1, 1, boundaryWidth, (size.Height * (int)Math.Ceiling(size.Width / boundaryWidth))); } if (bestFit) { if (size.Width > boundaryWidth) { float fontRatio = boundaryWidth / size.Width; if (bold) { localFont = new Font(family, localFont.Size * fontRatio, FontStyle.Bold); } else { localFont = new Font(family, localFont.Size * fontRatio); } boundary = new RectangleF(1, 1, boundaryWidth, size.Height); bmp = new Bitmap((int)boundaryWidth, (int) size.Height); } } int width = bmp.Width, height = bmp.Height; graphics = Graphics.FromImage(bmp); graphics.SmoothingMode = SmoothingMode.HighSpeed; graphics.TextRenderingHint = TextRenderingHint.AntiAliasGridFit; graphics.PixelOffsetMode = PixelOffsetMode.HighSpeed; graphics.InterpolationMode = InterpolationMode.Bilinear; UnityEngine.Color textColor = color ?? UnityEngine.Color.black; SolidBrush blackBrush = new SolidBrush(System.Drawing.Color.Black); SolidBrush brush = new SolidBrush(System.Drawing.Color.FromArgb((int) (textColor.a * 255), (int) (textColor.r * 255), (int) (textColor.g * 255), (int) (textColor.b * 255))); StringFormat format = new StringFormat(); switch (verticalAlignment) { case -1: format.Alignment = StringAlignment.Near; break; case 0: format.Alignment = StringAlignment.Center; break; case 1: format.Alignment = StringAlignment.Far; break; } if (outline) { boundary.X = 2; boundary.Y = 2; graphics.DrawString(str, localFont, blackBrush, boundary, format); boundary.X = 0; graphics.DrawString(str, localFont, blackBrush, boundary, format); boundary.X = 2; boundary.Y = 0; graphics.DrawString(str, localFont, blackBrush, boundary, format); boundary.X = 0; graphics.DrawString(str, localFont, blackBrush, boundary, format); } else if (shadow) { boundary.X = 2; boundary.Y = 2; graphics.DrawString(str, localFont, blackBrush, boundary, format); } boundary.X = 1; boundary.Y = 1; graphics.DrawString(str, localFont, brush, boundary, format); byte[] bytes; BitmapData bitmapData; IntPtr Iptr = IntPtr.Zero; bytes = new byte[width * height * 4]; // bmp.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle bitmapRectangle = new Rectangle(0, 0, width, height); bitmapData = bmp.LockBits(bitmapRectangle, ImageLockMode.ReadOnly, bmp.PixelFormat); Iptr = bitmapData.Scan0; Marshal.Copy(Iptr, bytes, 0, bytes.Length); Texture2D texture2D = new Texture2D(width, height, TextureFormat.BGRA32, false); texture2D.LoadRawTextureData(bytes); texture2D.Apply(); bmp.UnlockBits(bitmapData); Rect spriteRect = new Rect(0, 0, width, height); Sprite sprite = Sprite.Create(texture2D, spriteRect, Vector2.zero, 100f, 0, SpriteMeshType.FullRect); sprites.Add(key, sprite); return sprite; } public Material GetDefaultMaterial() { return defaultMaterial; } } SpriteTextRenderer.cs: using System; using UnityEngine; using UnityEngine.UI; public class SpriteTextRenderer : MonoBehaviour { private Image image; private RectTransform rectTransform; private Sprite sprite = null; private String _text; public String text; public Color color = Color.black; public int size = 20; public bool bestFit = false; public bool outline = false; public bool shadow = false; public bool bold = false; public bool fittedBox = false; public int horizontalAlignment = 0; void Start () { image = GetComponent(); image.material = SpriteTextManager.Get().GetDefaultMaterial(); rectTransform = GetComponent(); if (text != "") { sprite = SpriteTextManager.Get().GetSprite(text, size, bestFit, color, (int)rectTransform.rect.width, shadow, outline, bold, fittedBox, horizontalAlignment); image.sprite = sprite; if (rectTransform.localScale.y > 0) { rectTransform.localScale = new Vector3(rectTransform.localScale.x, rectTransform.localScale.y * -1, rectTransform.localScale.z); } rectTransform.sizeDelta = new Vector2(sprite.texture.width, sprite.texture.height); _text = text; } } void Update() { if (_text != text && text != "") { sprite = SpriteTextManager.Get().GetSprite(text, size, bestFit, color, (int)rectTransform.rect.width, shadow, outline, bold, fittedBox, horizontalAlignment); image.sprite = sprite; if (rectTransform.localScale.y > 0) { rectTransform.localScale = new Vector3(rectTransform.localScale.x, rectTransform.localScale.y * -1, rectTransform.localScale.z); } rectTransform.sizeDelta = new Vector2(sprite.texture.width, sprite.texture.height); _text = text; } } }

Building project error because of scripting backend: IL2CPP works, .NET not!

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i everyone, I have a project which is working fine when building with IL2CPP scripting backend. However if I try to build a project with the .NET scripting backend it fails to build giving me following errors: > UnityException: Failed to run> reference rewriter with command> "--target=Temp\StagingArea\Assembly-CSharp.dll" "--target=Temp\StagingArea\Unity.TextMeshPro.dll"> "--target=Temp\StagingArea\UnityEngine.Timeline.dll"> "--target=Temp\StagingArea\UnityEngine.UI.dll"> "--target=Temp\StagingArea\System.Numerics.dll" "--target=Temp\StagingArea\UnityEngine.SpatialTracking.dll"> "--target=Temp\StagingArea\UnityEngine.HoloLens.dll"> "--target=Temp\StagingArea\UrdfImporter.dll"> "--target=Temp\StagingArea\RosBridgeClient.dll" "--target=Temp\StagingArea\UnityEngine.Networking.dll"> "--target=Temp\StagingArea\Newtonsoft.Json.dll" "--target=Temp\StagingArea\MathNet.Numerics.dll"> "--target=Temp\StagingArea\websocket-sharp.dll It seems to be unable to find the pluggins (DLL files I included in the Pluggins folder of the project) but only if I use .NET. Why is it working but IL2CPP? Is there a solution to get the project also working with .NET? Hope for your help and thanks in advance!

Native Libraries in windows unity personal 2018

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I am trying to run my x86 c++ dlls in my Unity Personal 64bit edition. but it keeps giving dll not found error when i run it. Are they even supported? if they are, where do i need to place them??

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.

Dll not found exception in Editor only

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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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