Quantcast
Channel: Questions in topic: "dllnotfoundexception"
Viewing all 201 articles
Browse latest View live

WebGL DataLib.UnityEngine.dll is not found in Embedded Resources

$
0
0
When I run my WebGL program I get the error `DataLib.UnityEngine.dll is not found in Embedded Resources.`. But I can't find a DataLib.UnityEngine.dll nor do I even know where to put it. Did anyone else have this problem and know how to fix it? Thanks in advance!

[URGENT] my project builld cannot recognize dll on non-unity-installed environment!

$
0
0
I just built my project and sent to my customer's pc. and they said it doesn't work. For some of experiments, I finally found out this build makes DllNotFoundException ONLY for environment where Unity editor is not installed. Actually, I'm also considering matter of .Net 4.5> or else. Please help! This problem is very urgent and I believe there's better way than suggesting unity editor on their PCs.

Include iDirect.dll in Unity 2017.1,The Assembly UnityEditor is referenced by iDirect ('Assets/IonGFX/iDirect.dll'). But the dll is not allowed to be included or could not be found.

$
0
0
Unity version - Unity 2017.1.0f3(64 bit) Previously, we were using Unity 4.6.3 and the build was ok. Recently, we changed to a newer version of Unity. When we try to build the scene in Unity 2017.1.0f3, we get the following error. "ArgumentException: The Assembly UnityEditor is referenced by iDirect ('Assets/IonGFX/iDirect.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.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:179) UnityEditor.HostView:OnGUI()" The iDirect.dll is there in the folder mentioned. I checked to find the iDirect.dll is actually a 32 bit dll. Can this dll be used in Unity 2017.1 during build? If so, please guide me to include the dll so that I can build successfully. Any help in this issue is much appreciated. Thank you,Unity Version - Unity 2017.1.0f3 (64 bit) Not able to build in unity as it throws the following error: "ArgumentException: The Assembly UnityEditor is referenced by iDirect ('Assets/IonGFX/iDirect.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.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:179) UnityEditor.HostView:OnGUI()" Previously, we were using Unity 4.6.3 version and we were able to build successfully. In the new version, I am not sure why I can't build. I notice that iDirect.dll is available in the specified folder. Upon investigation, I found iDirect.dll is a 32-bit dll. But the build doesn't happen in any settings (64 or 32 bit)? Any help to solve the error would be of great use.

How to properly use my own DLLs in Unity?

$
0
0
I have been working on an unity tool and at this point I need an external library to be used (DLL) but at the moment of using any referenced function: [DllImport("soloud_x86.dll", CallingConvention = CallingConvention.Cdecl)] internal static extern IntPtr Soloud_create(); public Soloud() { objhandle = Soloud_create(); } It return an error saying DLLNotFoundException, I supposed that the problem was the [Dllimport] but error is thrown in the fifth line that is where the function is used. Because of this I don't know if it finds the Dll and then it doesn't read properly the function or it doesn't even find the library. I have tried putting the Dll with almost every build configuration and in every plugins/editor folder but it is always the same.

System.EntryPointNotFoundException: CreateNLSocket

$
0
0
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

SHA1 is an unsupported hash algorithm for RSA signing

$
0
0
I am getting a not supported exception. I am trying to use a third party .NET PLC Driver in my Unity project, and have properly imported the dlls involved however I get this error. I am not too familiar with cryptography, and don't have the source code. Any help? ![alt text][1] [1]: /storage/temp/128468-capture.png

Problem with the new unity version and steam vr

$
0
0
Hi, so i was developing a program using unity 2018.2.15 and for some stupid reason decided to update to latest unity version 2018.3.1f1 and now im getting three distinct error i cant fix on my own because i got no clue where they came from or whats causing them. Googling resulted in similar issues 2 years ago but the problem then was with the build, its similar here i dont get openvr_api.dll when i build and the errors show up in the console when im in unity but adding the file to a build version doesnt help me as i need it to work on the program in unity. Id really like to know whats going on and how to fix this. The console spits out: DllNotFoundException: openvr_api Valve.VR.OpenVR.GetInitToken () (at Assets/SteamVR/Plugins/openvr_api.cs:5527) Valve.VR.OpenVR+COpenVRContext.CheckClear () (at Assets/SteamVR/Plugins/openvr_api.cs:5777) Valve.VR.OpenVR+COpenVRContext.VRScreenshots () (at Assets/SteamVR/Plugins/openvr_api.cs:5903) Valve.VR.OpenVR.get_Screenshots () (at Assets/SteamVR/Plugins/openvr_api.cs:5988) Valve.VR.SteamVR_Render.OnEnable () (at Assets/SteamVR/Scripts/SteamVR_Render.cs:253) DllNotFoundException: openvr_api Valve.VR.OpenVR.GetInitToken () (at Assets/SteamVR/Plugins/openvr_api.cs:5527) Valve.VR.OpenVR+COpenVRContext.CheckClear () (at Assets/SteamVR/Plugins/openvr_api.cs:5777) Valve.VR.OpenVR+COpenVRContext.VRChaperone () (at Assets/SteamVR/Plugins/openvr_api.cs:5799) Valve.VR.OpenVR.get_Chaperone () (at Assets/SteamVR/Plugins/openvr_api.cs:5980) Valve.VR.InteractionSystem.ChaperoneInfo+c__Iterator0.MoveNext () (at Assets/SteamVR/InteractionSystem/Teleport/Scripts/ChaperoneInfo.cs:57) UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)' DllNotFoundException: openvr_api Valve.VR.OpenVR.GetInitToken () (at Assets/SteamVR/Plugins/openvr_api.cs:5527) Valve.VR.OpenVR+COpenVRContext.CheckClear () (at Assets/SteamVR/Plugins/openvr_api.cs:5777) Valve.VR.OpenVR+COpenVRContext.VRCompositor () (at Assets/SteamVR/Plugins/openvr_api.cs:5825) Valve.VR.OpenVR.get_Compositor () (at Assets/SteamVR/Plugins/openvr_api.cs:5982) Valve.VR.SteamVR_Render+c__Iterator0.MoveNext () (at Assets/SteamVR/Scripts/SteamVR_Render.cs:133) UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) Dont know if it belongs in the unity domain or the steam vr domain so ive asked in both, really need to find a solution to this fast so i can work on my program again. BR

System.Threading.Tasks.Extensions.dll is not allowed to be included or could not be found

$
0
0
Hello, I have this game that uses npgsql.dll for database and I'm trying to build the game and the following error shows up: `ArgumentException: The Assembly System.Threading.Tasks.Extensions is referenced by Npgsql ('Assets/plugin/Npgsql.dll'). But the dll is not allowed to be included or could not be found. UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:150) UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:190) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)` I have both dll(Npgsql.dll and System.Threading.Tasks.Extensions.dll) in Assets\Plugins

DellNotFoundException only in build

$
0
0
Hi, I am working on a VR project, and using a plugin which is the interface for haptic VR gloves. The gloves were bought, and so does the plugin, as a development license + package (it is not available for download to anyone). When in Editor, everything compiles and works properly. Once I build the project, and running it, the gloves plugin isn't working and I am getting a "DllNotFoundException" on the package plugin main DLL file. The DLLs of the package are located under Assets/Plugins, and from what I have googled so far, this is the only thing that needs to be verified in that context. I am building for Windows, x86_64 and my Unity version is 2018.3.4f1, if that helps. Please assist if you know anything else regarding this, that needs to be checked or changed to avoid this exception. Thanks Yonatan

64 bit Android dllnotfound

$
0
0
When I switched to the required 64 bit support for google play, the SDKBOX review plugin didn't work anymore. I used adb logcat to log my device's output and I got this ![logcat output][1] This problem only arises when selecting the arm64 architecture. The path to review.dll is Assets/SDKBOX/review/Editor/review.dll Anyone else got this problem and knows how to fix it? Is this a Unity bug or did I something wrong? [1]: /storage/temp/139262-log.jpg

Dll not Found - Adminrights

$
0
0
Hey, My project throws a DlllNotFound Exception. Seems that I need admin rights to Reference the dll (Tested, with admin rights it works just fine). Could somebody explain me why and if there is any workaround for this? Would be nice to know. Thanks for your time.

DllNotFoundException on emulator

$
0
0
When running my application on an android device, everything works fine, but when I run it in the emulator, I get this error: DllNotFoundException: Unable to load DLL 'AndroidHostExtension': The specified module could not be found. In the code, I have this: [DllImport("AndroidHostExtension")] private static extern void unitySetEventCallbackFunction(IntPtr callbackFunction); The DLL is in the project like this: ![inproject][1] I have different files for every architecture: ![inspector][2] The emulator has the following settings: Nexus_S_API_27 CPU/ABI: Google APIs Intel Atom (x86) API level 27 For some reason it just isn't working in the emulator. When the method "unitySetEventCallbackFunction" the error is thrown. I can't figure out why. Does anyone have some guidance? Thanks. [1]: https://i.imgur.com/rWsHQy9.png [2]: https://i.imgur.com/ZW64b82.png

DllNotFoundException: sqlite3 on OnePlus 7 (Android 9)

$
0
0
I'm running into a problem opening a connection on SQL Lite 3 for Android 9 devices. If anyone could help it'd be much appreciated. **Logcat error dump:** 07-15 19:25:54.573 17006 17063 E Unity : The connection original database timed out:FILE:jar:file:///data/app/Test01.TinyProductions.SatelliteScramble-0GsiyBEDcgggr5RPeginBg==/base.apk!/assets/GameRepo.s3db 07-15 19:25:54.573 17006 17063 E Unity : 07-15 19:25:54.573 17006 17063 E Unity : (Filename: ./Runtime/Export/Debug.bindings.h Line: 45) 07-15 19:25:54.573 17006 17063 E Unity : 07-15 19:25:54.575 17006 17063 E Unity : DllNotFoundException: sqlite3 07-15 19:25:54.575 17006 17063 E Unity : at (wrapper managed-to-native) Mono.Data.Sqlite.UnsafeNativeMethods.sqlite3_open_v2(byte[],intptr&,int,intptr) CPU: Snapdragon 855 Android version: 9 The game is working on another test device I've got handy (lower android version) and in Unity Editor on Windows, I've got all of my DLLs set up and have the necessary libsqlite3.so files (for both x86 and ARM architectures) under directories: Android>libs>x86 Android>libs>armeabi-v7a respectively. According to the sqlite API, sqlite3 should work up to API level 27 (my best guess is that since this Android version is on API 28 sqlite hasn't yet released an update for this API level). If this is the case, can anyone suggest any alternatives to SQL Lite? **An Example from DatabaseManager.cs** In the below, you can see GetConnection:String and Start:Void - two example methods in which a connection to my database should be established. This is working on lower versions of Android OS and in Windows, but not on the Android 9 device and currently unconfirmed on iPhone (though I should be getting confirmation by the end of the month). String GetConnection() { String conn, path = ""; switch (Application.platform) { case RuntimePlatform.Android: { path = "URI=file:" + Application.persistentDataPath; conn = Path.Combine(path, "GameRepo.s3db"); if (!File.Exists(conn)) { WWW load = new WWW("jar:file://" + Application.dataPath + "!/assets/GameRepo.s3db"); try { while (!load.isDone) { if (timer > loadTimeout) { throw new FileLoadException("The connection original database timed out", load.url); } timer += Time.deltaTime; } File.WriteAllBytes(Application.persistentDataPath + "/GameRepo.s3db", load.bytes); } catch (FileLoadException e) { Debug.LogError(e.Message + ":FILE:" + e.FileName); } } break; } case RuntimePlatform.OSXPlayer: { path = "URI=file:" + Application.dataPath + "/Raw"; conn = Path.Combine(path, "GameRepo.s3db"); break; } default: { path = "URI=file:" + Application.dataPath + "/StreamingAssets"; conn = Path.Combine(path, "GameRepo.s3db"); break; } } return conn; } void Start() { conn = GetConnection(); Debug.Log(conn); dbconn = (IDbConnection)new SqliteConnection(conn); dbconn.Open(); //Open connection to the database. IDbCommand dbcmd = dbconn.CreateCommand(); string sqlQuery = "SELECT * FROM Puzzle"; dbcmd.CommandText = sqlQuery; IDataReader reader = dbcmd.ExecuteReader(); while (reader.Read()) { string puzzleName = reader.GetString(0); int difficulty = reader.GetInt32(1); string buttonSpriteUrl = reader.GetString(2); int puzzleID = reader.GetInt32(3); } reader.Close(); reader = null; dbcmd.Dispose(); dbcmd = null; dbconn.Close(); dbconn = null; } **Expection**: I should be able to connect to an SQLite database on my Android device. Whenever I need to generate a new puzzle piece, I should be able to get the URL to that puzzle piece from my database, along with some information on the puzzle. Whenever I add a player to my device's high scores list, they are added there. **Reality**: Whenever a connection to SQLite is "opened", I get the DLLNotFoundException, even though all of the necessary dlls are on my system, and all of the correct libs directories have been configured correctly with libsqlite.so for both ARM and x86 architectures

dllnotfoundexception : zip.dll

$
0
0
![alt text][1] I need your help earnestly. An error code is generated as shown in the attached image. I moved or copied zip.dll to the root or plugin folder, but the problem was not resolved. I wish someone would help. [1]: /storage/temp/143753-제목-없음.png

how to implemented in text recognition in using Tesseract for unity

$
0
0
Hello Friends. I need one doubt about Tesseract dll. in unity i am using tesseract dll but its not work properly some error is occuring."The type or namespace name 'TesseractEngine' could not be found (are you missing a using directive or an assembly reference?)". but dll are there in Plugin Folder any solution.

Using an external library gives DllNotFoundException

$
0
0
Hi, I'm trying to use https://github.com/entrepreneur-interet-general/H3.Standard with Unity. I've added the package with NuGet, but when I'm trying to use the methods, I get a `DllNotFoundException` about h3lib.dll. The `InstanciateNativeLibrary()` method given in the H3Standard puts the h3lib.dll to the project root, and not inside the Assets folder. If I add the .dll manually, and try to add the reference in Visual Studio, I get "File 'h3lib.dll' is not a valid .Net Assembly". Any tips on how I could get this working with Unity? If you can provide a sample project where this is working with all the steps to install, I'd be grateful! I've also raised the issue in Github, but as they might not be familiar with Unity, I thought it best to ask here too.

DllNotFoundException when upgrading from Unity 2019.1

$
0
0
Hello! ---------- I'm working on a project reliant on ImageMagick.Net. The stable build works in Unity 2019.1.10, under the .Net 4.x runtime environment and api compatability level, using Mono scripting backend. It uses ImageMagick 7.14.1 installed via nuget, using the netstandard20 lib dlls, and runtime native binaries. For the Mac native binary to work, the file extension must be changed from .dylib to .bundle. ---------- ImageMagick 7.14.1 HDRI any cpu works great in 2019.1 (any version) but upon upgrading to Unity 2019.2 or 2019.3, I always get a DllNotFoundException on the mac binary (Magick.Native-Q16-HDRIx64.dll). ---------- From the release notes I believe the issue has to do with the added support for .dylib files. The Mac binary that cannot be found has to be changed from Magick.Native-Q16-HDRIx64.dll.dylib to Magick.Native-Q16-HDRIx64.dll.bundle to work in 2019.1. Other than that I couldn't find a release note that appeared related. ---------- I've tried various upgrades, as well as using Magick.Native-Q8 as well. Again, this works in Unity 2019.1.x but fails with 2019.2 and beyond. It's worth noting that the Image Magick dlls continually work on Windows, which is why I suspect this is a Unity OSX bug with dylib changes. ---------- Any idea on what would trip up the dll in general migrating to 2019.2+? Or any updated guides for Mac on using Image Magick? ---------- To save some time I made a simple git repo demonstrating my problem. I'll provide additional notes in the readme to replicate, but the goal is to be able to succesfully open the master branch in 2019.3 (or 2019.2). ---------- https://github.com/jlankitus/ImageMagickTest

application works in editor but when building the application i get an error ,why does my application run in the editor but when i try to build it as a windows application i'm getting errors

$
0
0
hey, guys, I am building an application for windows and android, the application works fine in the editor but when I try to build the application for windows I get three errors (I haven't tried to build for Android). I don't know why I am getting this error for the first error I checked my plugins folder the UnityEditor .dll file is present, I don't know why I'm still getting this error. thanks in advance. ArgumentException: The Assembly Unity.Cecil is referenced by UnityEditor ('Assets/Plugins/UnityEditor.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[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:150) UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:156) UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:190) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) ,I'm getting these three errors when I try to build the application. ArgumentException: The Assembly Unity.Cecil is referenced by UnityEditor ('Assets/Plugins/UnityEditor.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[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:150) UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:156) UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:190) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

I upgraded to Unity 2019.3.7 from 2018.4.0. Firebase cannot found dll. Below is the error which appears on pressing Play button.

$
0
0
DllNotFoundException: FirebaseCppApp-6.0.0 Firebase.AppUtilPINVOKE+SWIGExceptionHelper..cctor () (at Z:/tmp/tmp.IBVQRwCCZa/firebase/app/client/unity/proxy/AppUtilPINVOKE.cs:118) Rethrow as TypeInitializationException: The type initializer for 'SWIGExceptionHelper' threw an exception. Firebase.AppUtilPINVOKE..cctor () (at Z:/tmp/tmp.IBVQRwCCZa/firebase/app/client/unity/proxy/AppUtilPINVOKE.cs:138) Rethrow as TypeInitializationException: The type initializer for 'Firebase.AppUtilPINVOKE' threw an exception. Firebase.AppUtil.SetLogFunction (Firebase.LogUtil+LogMessageDelegate arg0) (at Z:/tmp/tmp.IBVQRwCCZa/firebase/app/client/unity/proxy/AppUtil.cs:45) Firebase.LogUtil..ctor () (at Z:/tmp/tmp.IBVQRwCCZa/firebase/app/client/unity/proxy/LogUtil.cs:69) Firebase.LogUtil..cctor () (at Z:/tmp/tmp.IBVQRwCCZa/firebase/app/client/unity/proxy/LogUtil.cs:30) Rethrow as TypeInitializationException: The type initializer for 'Firebase.LogUtil' threw an exception. Firebase.FirebaseApp..cctor () (at Z:/tmp/tmp.IBVQRwCCZa/firebase/app/client/unity/proxy/FirebaseApp.cs:56) Rethrow as TypeInitializationException: The type initializer for 'Firebase.FirebaseApp' threw an exception. Firebase.Messaging.FirebaseMessaging+Listener..ctor () (at Z:/tmp/tmp.yvSxxzhXWW/firebase/messaging/client/unity/proxy/FirebaseMessaging.cs:37) Firebase.Messaging.FirebaseMessaging+Listener.Create () (at Z:/tmp/tmp.yvSxxzhXWW/firebase/messaging/client/unity/proxy/FirebaseMessaging.cs:46) Firebase.Messaging.FirebaseMessaging..cctor () (at Z:/tmp/tmp.yvSxxzhXWW/firebase/messaging/client/unity/proxy/FirebaseMessaging.cs:156) Rethrow as TypeInitializationException: The type initializer for 'Firebase.Messaging.FirebaseMessaging' threw an exception. PlayFabAuthenticator.Awake () (at Assets/MyScripts/PlayFabAuthenticator.cs:62) UnityEngine.GameObject:SetActive(Boolean) WelcomeManager:Awake() (at Assets/MyScripts/WelcomeManager.cs:38) UnityEngine.GameObject:SetActive(Boolean) LauncherManager:Awake() (at Assets/MyScripts/LauncherManager.cs:68)

Android 64-bit .so DLL file not found error

$
0
0
Hello, I am trying to update an older plugin to work for Android 64 bit builds, and am running into problems. Namely, I am trying to update the "OpenCV + Unity" plugin, and I have already created a 64bit "libOpenCvSharpExtern.so" file by editing the repo [here](https://github.com/Gobra/OpenCV-Unity). The file I have created is available [here](https://drive.google.com/file/d/1krnXgpeG7zXexUzgp6jzJpkx0IsGW22x/view?usp=sharing). I have checked using MSYS2 "file" commands that the file is a 64bit build file, which all seems to be correct, as far as I can tell. I have then added the file to "/Assets/../Plugins/Android/arm64-v8a/libOpenCvSharpExtern.so". By my understanding, this should work. Instead, the .so file is not added to my APK and the DLL cannot be found, resulting in the error: AndroidPlayer(ADB@127.0.0.1:34999) DllNotFoundException: Unable to load DLL 'OpenCvSharpExtern': The specified module could not be found. at OpenCvSharp.NativeMethods.core_Mat_sizeof () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.NativeMethods.TryPInvoke () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.NativeMethods..cctor () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0 at molAR.Start () [0x00000] in <00000000000000000000000000000000>:0 Rethrow as OpenCvSharpException: Unable to load DLL 'OpenCvSharpExtern': The specified module could not be found. *** An exception has occurred because of P/Invoke. *** Please check the following: (1) OpenCV's DLL files exist in the same directory as the executable file. (2) Visual C++ Redistributable Package has been installed. (3) The target platform(x86/x64) of OpenCV's DLL files and OpenCvSharp is the same as your project's. System.DllNotFoundException: Unable to load DLL 'OpenCvSharpExtern': The specified module could not be found. at OpenCvSharp.NativeMethods.core_Mat_sizeof () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.NativeMethods.TryPInvoke () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.NativeMethods..cctor () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0 at myCode.Start () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.NativeMethods.TryPInvoke () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.NativeMethods..cctor () [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0 at myCode.Start () [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'OpenCvSharp.NativeMethods' threw an exception. at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0 at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0 at myCode.Start () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) ---------- I have also tried to create a linker file based on another answer on this site, the file is called "link.dll" and has the below contents, which are quite possibly wrong: ---------- What am I doing wrong here? I am quite new to all this and likely doing something silly. Thank you in advance for your help!
Viewing all 201 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>