Unity3D build error CommandInvokationFailure - build-error

When I try to build my project I get the following error
Error building Player: CommandInvokationFailure: Failed to recompile android resource files. See the Console for details.
C:\Program Files (x86)\Java\jdk1.7.0_55\bin\javac.exe -bootclasspath "C:/Users/Ryan/Documents/android sdk only/android-sdk-windows/platforms/android-20\android.jar" -d "C:\Users\Ryan\Documents\Game - Android\Temp\StagingArea\bin\classes" -source 1.6 -target 1.6 -encoding UTF-8 "-S\R.java" "com\RyanVitter\Game\R.java"
stderr[
-S\R.java:8: error: <identifier> expected
package -S;
Does anybody know why this error is being thrown?

My team had an error similar to this, while trying to integrate the facebook SDK.
It worked fine on the computer which was used to import the SDK, but once things were added to git and commited, all other computers could not build to android, and the above error was shown in the console.
This was because unity seems also change some files outside of the project folder once the SDK is imported( We imported it through the asset store).
The solution then was to also import the facebook SDK to all other PCs via the asset store, and then do a "git reset --hard", which seemed to set up the unity editor correctly.
After these steps the project could build again.

Related

React-Native - Could not connect to development server (iOS simulator)

Error:
Could not connect to develpment server.
Ensure the following:
- Node server is running and available on the same network - run 'npm start' from react-native root
- Node server URL is correctly set in AppDelegate
URL: http://127.0.0.1:8081/index.ios.bundle?platform=ios&dev=true
I definitely am running npm start. Why isn't this running?
Now I am seeing this Error:
In file included from /Users/*******/f8app/node_modules/react-native-fbsdk/ios/RCTFBSDK/core/RCTFBSDKAccessToken.m:19:
/Users/*********/f8app/node_modules/react-native-fbsdk/ios/RCTFBSDK/core/RCTFBSDKAccessToken.h:21:9: fatal error:
'FBSDKCoreKit/FBSDKCoreKit.h' file not found
#import <FBSDKCoreKit/FBSDKCoreKit.h>
Does the project build succeed in Xcode?
Did you double-check these steps mentioned by facebook:
Make sure that the Facebook SDK frameworks are installed in
~/Documents/FacebookSDK.
Make sure that FBSDK[Core, Login, Share]Kit.framework show up in the
Link Binary with Libraries section of your build target's Build
Phases.
Make sure that ~/Documents/FacebookSDK is in the Framework Search
Path of your build target's Build Settings.
(https://github.com/facebook/react-native-fbsdk)
I myself had some troubles with the final step, but after retrying in a fresh project all worked fine
Example image from web showing the correct search path
If the project build doesn't succeed, you may want to try this.
You should first update your existing FBSDK (if any)
https://medium.com/#alberto.schiabel/react-native-on-xcode-beta-8-0-how-to-fix-initial-build-error-f0225c649850#.439zl5504

Yocto SDK, QtWebEngine: Unknown module(s) in QT: webengine

I'm doing my first steps with Qt and QtWebEngine on an embedded board (i.MX6), using Yocto. Using provided example recipes, like the quicknanobrowser, works nicely on the target. So I can't confirm this answer which claims that WebEngine is not available on embedded platforms.
Now I want to write my own QML application and deploy it on the board. With the recipe meta-toolchain-qt5 I created an SDK and installed it. In QtCreator I set all paths to the SDK installation and tried to build it, but got this error:
Project ERROR: Unknown module(s) in QT: webengine
11:13:13: The process "/opt/poky/1.8/sysroots/x86_64-pokysdk-linux/usr/bin/qt5/qmake" exited with code 3.
It turned out that WebEngine was not included in the SDK. Thanks to this answer, I fixed that by putting the following to my own packagegroup-qt5-toolchain-target.bbappend file:
RDEPENDS_${PN} += " \
qtwebengine \
qtwebengine-qmlplugins \
qtquickcontrols-qmlplugins \
qtwebengine-examples \
"
Then reinstalled the SDK. Now it seems that all WebEngine files are available in the SDK installation (the zsh glob pattern below matches all directories in any subdirectory of /opt/poky/1.8/, which contain "webengine", case-insensitively):
% ls -1 -d (#i)/opt/poky/1.8/**/*webengine*(/)
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/include/qt5/QtWebEngine/
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/include/qt5/QtWebEngine/5.4.3/QtWebEngine/
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/include/qt5/QtWebEngineWidgets/
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/include/qt5/QtWebEngineWidgets/5.4.3/QtWebEngineWidgets/
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/lib/qt5/qml/QtWebEngine/
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/share/qt5/examples/webengine/
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/share/qt5/examples/webenginewidgets/
/opt/poky/1.8/sysroots/cortexa9hf-vfp-neon-poky-linux-gnueabi/usr/share/qt5/translations/qtwebengine_locales/
Still, I get the same Unknown module error. This is independent of QtCreator, and can also be shown by directly calling qmake:
% source /opt/poky/1.8/environment-setup-cortexa9hf-vfp-neon-poky-linux-gnueabi
% /opt/poky/1.8/sysroots/x86_64-pokysdk-linux/usr/bin/qt5/qmake /home/me/test/test.pro -r -spec linux-oe-g++ CONFIG+=debug CONFIG+=declarative_debug CONFIG+=qml_debug
Project ERROR: Unknown module(s) in QT: webengine
The project itself should be fine, because it compiles and runs without problems on the Desktop installation.
Any ideas? Are there maybe still some files missing in the SDK? Where does qmake search for the modules? How can I tell qmake where to find the WebEngine installation?
In /opt/poky/1.8/environment-setup-cortexa9hf-vfp-neon-poky-linux-gnueabi
add sh /opt/poky/1.8/sysroots/x86_64-pokysdk-linux/environment-setup.d/qt5.sh
This will set up the Qt5 environment.

Could not find com.google.gms:google-services:9.0,0

The Sync failed when tried to add the dependency for google play service. The problem seem to its looking for the jar in C:/Program/Files/Android/Android Studio however my SDK is placed in C:\Android\sdk. However I also have Android Studio in Program Files where there are no jar for Google play services.
Information:Gradle tasks [clean, :app:generateDebugSources, :app:compileDebugSources]
Error:A problem occurred configuring root project 'XXXXXX'.
Could not resolve all dependencies for configuration ':classpath'.
Could not find com.google.gms:google-services:9.0.0.
Searched in the following locations:
file:/C:/Program Files/Android/Android Studio/gradle/m2repository/com/google/gms/google-services/9.0.0/google-services-9.0.0.pom
file:/C:/Program Files/Android/Android Studio/gradle/m2repository/com/google/gms/google-services/9.0.0/google-services-9.0.0.jar
https://jcenter.bintray.com/com/google/gms/google-services/9.0.0/google-services-9.0.0.pom
https://jcenter.bintray.com/com/google/gms/google-services/9.0.0/google-services-9.0.0.jar
Required by:
:XXXXX:unspecified
Information:BUILD FAILED
Information:Total time: 6.148 secs
Information:1 error
Information:0 warnings
Information:See complete output in console
Also my ANDROID_HOME is set to C:\Android\sdk.
Please advise.
By checking other SO question. You can find that Google Play Service updating to version 9.0.0 has a bug issue.
Some solution is by checking if you have enabled offline work for gradle, deselect Offline Work if it's checked. Then, confirm if you have latest version of Google services mentioned as dependencies in project level build.gradle: classpath 'com.google.gms:google-services:3.0.0'. Clean and build the project after the gradle sync completes.
Also, some people fixed it by just deleting the debug.keystore file found in the android folder.
Check this SO question for more information.

Deploy Qt3D project for Android under win 7

I've successfully deployed the cube example APK by creating a new Quick 2 project and copy qml file there, but got "module "Qt3D" plugin "qthreedqmlplugin" not found" error message, any clue for this? I already place the so file into imports/Qt3D folder, but no success. Thanks.
Edit: I tried using Qt 5.1.1 and followed the Qt3D installation described here (http://qt-project.org/wiki/Qt3D-Installation) , and can get rid of the plugin not found error message above. But, this time, a message of “library “libQt53DQuick.so” not found” show up as follows:
W/Qt (29930): assets:/qml/3dCube/main.qml:2 (): assets:/qml/3dCube/main.qml:2:1: plugin cannot be loaded for module "Qt3D": Cannot load library /data/data/org.qtproject.example.test3D/qml/Qt3D/libqthreedqmlplugin.so: (Cannot load library: soinfo_link_image(linker.cpp:1635): could not load library "libQt53DQuick.so" needed by "libqthreedqmlplugin.so"; caused by load_library(linker.cpp:745): library "libQt53DQuick.so" not found)
The problem been solved! After adding the following line in my .pro file:
QT += qml quick 3dquick
The example works well in my sony android phone with adreno gpu, but not in my new lenovo yoga 8" with PowerVR gpu which I'll look into later.
Edit: BTW I eventually use QT5.2.1 for building my example.
That's because in Qt 5.3 there was no way to figure out the plugin dependencies of qml imports. In 5.4, we have the qml import scanner that avoids the need to edit your .pro files to mention qml import dependencies.

Error when uploading new iPad app version: "iPad: application executable contains unsupported architecture(s): i386"

I'm trying to update my iPad app on the App Store. I filled out the "new version" form on iTunes Connect and then tried to upload the new version with Application Loader. It rejected the .zip file giving me three errors.
I had changed the "Bundle Version" line in the Info.plist file to 1.1, and added "Bundle versions string, short" (also 1.1). Then I build the .app file, and zipped it up with the .mobileprovision file.
The zip file: Chordpad.zip
Contains: ChordPad.app, ChordPad_Distribution.mobileprovision
These are the errors Application Loader is giving me:
1. iPad: application executable contains unsupported architecture(s): i386
2. Application failed codesign verification. The signature was invalid, or it was not signed with an Apple submission certificate.
3. Unable to extract codesigning entitlements from your application. Please make sure ChordPad.app is a valid Mach executable that's properly codesigned.
As far as I know, all my certificates are valid. Could anyone please help me fix this?
If the i386 architecture is being used, you are probably building for the simulator. Switch to device to get the arm architectures.