I created an app using Unity3D. After developing it for some weeks I tried to generate an apk and test it on my SGII. Unity returns no errors or warnings when testing the app locally, but when it runs on my phone, it doesn't work. There are 2 buttons (1 to clock in and 1 to clock out from work).
This tutorial describes how to build a Unity project to an iOS or Android device for testing. Select your Unity version. Last updated: February 13, 2020.
As of January 2020, all apps running on macOs 10.15 Catalina are required to be notarized. For Unity games distributed outside the Mac App Store, such as with Steam, the notarization process is done post build using a series of Xcode command line tools. A Mac that is compatible with macOs 10.15 Catalina: MacBook (2015 or newer).
The PC, Mac & Linux Standalone build settings contain options you can use to set up and begin the build process for your application on these platforms. It contains settings to create development builds A development build includes debug symbols and enables the Profiler.
In this section, you'll find solutions to common issues with Visual Studio Tools for Unity, descriptions of known issues, and learn how you can help improve Visual Studio Tools for Unity by reporting errors.
Troubleshooting the connection between Unity and Visual Studio
Confirm Editor Attaching is enabled
In the Unity Menu, select Edit > Preferences and then select the External Tools tab. Confirm that the Editor Attaching checkbox is enabled. For more information, see the Unity Preferences documentation.
Unable to attach
Try to temporarily disable your antivirus or create exclusion rules for both VS and Unity.
Try to temporarily disable your firewall or create rules for allowing TCP/UDP networking between VS and Unity.
Some programs, like Team Viewer, can interfere with process detection. You can try to temporarily stop any extra software to see if it changes something.
Do not rename the main Unity executable, as VSTU is only monitoring 'Unity.exe' processes.
Visual Studio crashes
This issue can be due to the Visual Studio MEF cache being corrupted.
Try removing the following folder to reset the MEF cache (close Visual Studio before doing this):
This should fix your issue. In case you are still experiencing the problem, run a Developer Command Prompt for Visual Studio as Administrator and use the following command:
Visual Studio stops responding
Several Unity plugins like Parse, FMOD, UMP (Universal Media Player), ZFBrowser, or Embedded Browser are using native threads. It’s an issue when a plugin ends up attaching a native thread to the runtime, which then does blocking calls to the OS. This means Unity can't interrupt that thread for the debugger (or domain reload) and stop responding.
For FMOD, there is a workaround, you can pass FMOD_STUDIO_INIT_SYNCHRONOUS_UPDATE initialization flag to disable asynchronous processing and perform all processing on the main thread.
Incompatible project in Visual Studio
First, check that Visual Studio is set as your external script editor in Unity (Edit/Preferences/External Tools). Then check that the Visual Studio plugin is installed in Unity (Help/About must display a message like Microsoft Visual Studio Tools for Unity is enabled at the bottom). Then check that the extension is properly installed in Visual Studio (Help/About).
Extra reloads, or Visual Studio losing all open windows
Be sure to never touch project files directly from an asset processor or any other tool. If you really need to manipulate the project file, we expose an API for that. Please check the Assembly references issues section.
If you experience extra reloads or if Visual Studio is losing all open Windows on reload, make sure that you have proper .NET targeting packs installed. Check the following section about frameworks for more information.
The debugger does not break on exceptions
When using the legacy Unity runtime (.NET 3.5 equivalent), the debugger will always break when an exception is unhandled (=outside a try/catch block). If the exception is handled, the debugger will use the Exception Settings Window to determine if a break is required or not.
With the new runtime (.NET 4.6 equivalent), Unity introduced a new way for managing user exceptions and as a result, all exceptions are seen as 'user-handled' even if they are outside a try/catch block. That's why you now need to explicitly check them in the Exception Settings Window if you want the debugger to break.
In the Exception Settings window (Debug > Windows > Exception Settings), expand the node for a category of exceptions (for example, Common Language Runtime Exceptions, meaning .NET exceptions), and select the check box for the specific exception you want to catch within that category (for example System.NullReferenceException). You can also select an entire category of exceptions.
On Windows, Visual Studio asks to download the Unity target framework
Visual Studio Tools for Unity requires the .NET framework 3.5, which isn't installed by default on Windows 8 or 10. To fix this issue, follow the instructions to download and install the .NET framework 3.5.
When using the new Unity runtime, .NET targeting packs version 4.6 and 4.7.1 are also required. It is possible to use the VS2017 installer to quickly install them (modify your VS2017 installation, individual components, .NET category, select all 4.x targeting packs).
Assembly reference issues
If your project is complex reference-wise or if you want to better control this generation step, you can use our API for manipulating the generated project or solution content. You can also use response files in your Unity project and we'll process them.
Breakpoints with a warning
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If Visual Studio is unable to find a source location for a specific breakpoint you will see a warning around your breakpoint. Check that the script you are using is properly loaded/used in the current Unity scene.
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Breakpoints not hit
Check that the script you are using is properly loaded/used in the current Unity scene. Quit both Visual Studio and Unity then delete all generated files (*.csproj, *.sln) and the whole Library folder.
Unable to debug Android players
We use multicast for player detection (which is the default mechanism used by Unity), but after that we use a regular TCP connection to attach the debugger. The detection phase is the main issue for Android devices.
Wifi is versatile but super slow compared to USB because of latency. We saw a lack of proper multicast support for some routers or devices (Nexus series are well known for this).
USB is super-fast for debugging, and Visual Studio Tools for Unity is now able to detect USB devices, and talk to the adb server to properly forward ports for debugging.
Issues with Visual Studio 2015 and IntelliSense or code coloration
Try upgrading your Visual Studio 2015 to update 3.
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Known issues
There are known issues in Visual Studio Tools for Unity that result from how the debugger interacts with Unity's older version of the C# compiler. Computer organization and architecture by zaky pdf creator. We're working to help fix these problems, but you might experience the following issues in the meantime:
When debugging, Unity sometimes crashes. How to uninstall things on a mac.
When debugging, Unity sometimes freezes.
Stepping into and out of methods sometimes behaves incorrectly, especially in iterators or within switch statements.
Report errors
Please help us improve the quality of Visual Studio Tools for Unity by sending error reports when you experience crashing, freezes, or other errors. This helps us investigate and fix problems in Visual Studio Tools for Unity. Thank you!
How to report an error when Visual Studio freezes
There are reports that Visual Studio sometimes freezes when debugging with Visual Studio Tools for Unity, but we need more data to understand this problem. You can help us investigate by following the steps below.
To report that Visual Studio freezes while debugging with Visual Studio Tools for Unity
On Windows:
Open a new instance of Visual Studio.
Open the Attach to Process dialog. In the new instance of Visual Studio, on the main menu, choose Debug, Attach to Process.
Attach the debugger to the frozen instance of Visual Studio. In the Attach to Process dialog, select the frozen instance of Visual Studio from the Available Processes table, then choose the Attach button.
Pause the Debugger. In the new instance of Visual Studio, on the main menu, choose Debug, Break All, or just press Ctrl+Alt+Break.
Create a thread-dump. In the Command window, enter the following command and press Enter: Melon player for mac download.
You might need to make the Command window visible first. In Visual Studio, on the main menu, choose View, Other Windows, Command Window.
On Mac:
Open a terminal and get the PID of Visual Studio for Mac:
Launch the lldb debugger: Internet security for mac.
Attach to the Visual Studio for Mac instance using the PID:
Retrieve the stacktrace for all the threads: Free mac app icons.
The Unity Security team focuses on helping Unity creators build more trustworthy games and applications. Tune in to this blog series for tips, techniques, and recommendations for creating more secure games and apps with Unity.
Today we are launching an ongoing blog series about developing securely with Unity. This series will provide content that Unity developers can apply directly in their games and applications. We hope to cover a variety of topics ranging from basic to advanced knowledge, focused on best practices within using Unity products and services. If there’s a subject you’d like to read about, let us know. We look forward to your feedback. The primary focus of this blog is an overview of URL handlers.
How to use URL handlers and OpenURL safely in your Unity app
URL and file handlers associate file types with the installed program that can open the specified file, but they come with risks. For example, when you’re on your local machine and double-click to open a PDF file from your local drive, your operating system refers to its list of file handlers and selects the program assigned for that file type, so your PDF is opened by a program that can display it correctly. File handlers commonly use the file extension (e.g., .pdf – the suffix at the end of the filename) to decide how to handle the file.
A similar mechanism, the URL handler, decides how to open URLs based on the path prefix. An example of this would be the ubiquitous http:// protocol, which opens your default browser. Another example of a common URL scheme would be file://c:/windows/system32/drivers/gmreadme.txt; entering this URL in the Run dialog will cause Windows to open this license file in Notepad.
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URL handlers are a useful feature of your operating system that save users time when launching applications. However, this convenient mechanism may occasionally be unsafe.
Why do URL handlers matter for Unity games?
The Unity Editor and Unity Runtime support programmatic use of URL handlers, both through their use of the .NET Framework, but also through a specific Unity scripting API, namely Application.OpenURL. Game developers often use OpenUrl so that when a player clicks a link in the game, it launches the local system’s web browser. However, if the game developer does not properly sanitize what is passed into Application.OpenURL, their player could be at risk.
This scripting API is not inherently unsafe, but in any case where untrusted input is used as part of the URL that’s passed in, you need to take care.
Note: Untrusted input
Untrusted input/data is any data that does not come from a trusted source. So then, what is a trusted source? Within the context of this article, only your endpoints with strict HTTPS enabled should be considered trusted.
There are many examples of untrusted input. If you are designing an anti-cheat system, the player’s local file system should be considered untrusted. If you are developing a multiplayer game, all the players should be considered untrusted.
There are other ways to protect data/input by leveraging things like public-private key encryption, but those are beyond the scope of this article. (Leave a comment if you’re interested in learning more about this.)
Exploiting URL handling and unsafe usage
While these handlers provide great convenience to users, they carry inherent risks. Here’s an example of unsafe use of Application.OpenURL: