I've recently upgraded my Unity project to 2021.2.3f1 on the new M1 16inch macbooks. Upon importing Firebase's SDK, I get the following error on async Tasks types:
It seems there's an ambiguity happening since it works fine without the SDK. Someone in the Firebase discord suggested that:
it's most likely related to the plugins folder dll files,
there should be a some dlls and a folder called net4xx,
if you remove (zip so you can restore it) the rogue dll files, it may fix it..
so only the net4x folder remains
Unfortunately the only net-something folder i've got in my project is in Assets>Parse>Plugins> and is called dotNet45, but it's the only one and there isn't any other net4-something folder anywhere in the project. Removing that dotNet45 folder creates lots of errors.
Someone knows what are the steps to fix this pls?
Thanks !
Actually I was almost there. They're not folders, its these two files that should be deleted:
Then it should be fixed !
Related
I have a template based on a gulp, I want to host project on firebase, I tried to create a simple project and it went well, but with so many directories and also considering the fact that my main project is built on gulp, I ran into a problem.
this is my project's folder structure:
so, question is how I can modify firebase.json so that everything work fine and I don't have to change the whole gulp file ?
sorry I didn't describe everything in details but I think get the point of my problem.
I am using Unity Collab with my other team member to develop our game. After integrating the FireBGase Database asset package, I noticed that he had made a change to the project. I then pulled his changes and since then I have a conflict in Unity in my Plugins/Android folder.
Right-Clicking on any of the folders marked red presents me with an option to Resolve Conflicts. Regardless if I click Take theirs or Keep Mine - I am presented with an error stating "There are no valid assets to this operation on".
There are no files marked as having a conflict, only folders.
I am using the latest version of Unity 2017.3.1f1
I have yet been unable to find an answer for this issue.
Removing the Plugins and Androids file from Unity and adding them back in removed the conflicts on those two files - but there was still a conflict on the Assets folder.
In the end, I made a backup of my project and reverted the project to previous version on Collab.
I then add to readd the FireBase assets and copy back my changed code. A little bit of effort but it resolved the issue.
Am new to Xamarin and is currently building a very simple app using the tutorial from Youtube. Am just in a middle of the video when I got this error even tho I carefully followed all instructions. And even the instructor in the video was able to run his app successfully
Here's the code where I'm getting the error:
var view = inflater.Inflate(Resource.Layout.SignUp, container, false);
For me it is caused by namespace changes. After I corrected the namespace in project properties, then I can build again
I just deleted my newly created axml file, rebuild, add it again, and this time, clean and rebuild.
Everytime I added a new axml file, I clean and rebuild. That's all, thank you :).
Actually this problem occurs when your ResourceDesigner.cs file has not yet mapped the file that you added to your resource directory.
The easiest way i would suggest to handle this situation is you comment the code you are trying to write and clean build your project and it will work like a charm.
Good luck!
In my Resource.Layout.toolbar, Resource was ambiguous between Android.Resource and Xamarin.Forms.Platform.Android.Resource. Instead the one that works for me is [Project name].Droid.Resource. Clean, deleted bin/debug and now it's fine
Resource.designer.cs was excluded from project. Solved by including back.
In Xamarin.Android this problem can be resolved by saving other axml/xml file. Many times cleaning solution, deleting bins/obj doesn't working for me.
In my case my Main file was configured in the Build Action as AndroidResourceAnalysisConfig and then change property to AndroidResource then Build my project and it works.
I had a lot of "XXX" does not contain "XXX" errors like this after a git reverse operation. Very annoying.
I tried all the solutions I could find, all without luck. Finally I magically fixed it by going to the Android project properties, Android Options, then unchecked "Use Fast Deployment (debug mode only)". I then built the project and it worked. Then I went back and checked that option so it was back to normal, and everything is fine.
I'm using the Subversive plugin for Eclipse/Flex and I can commit the files correctly, but I have to rebuild Data/Services each time and reconfigure return types for each, etc. Does Subversion not provide a way to check/in out Data/Services or must these be rebuilt each time?
If I understand your comment to your question correctly, then it seems to me that it's not a problem of Subversion/Subversive, but a problem of Flash Builder's code generator which is generating/overriding your customized return types.
Maybe there are some Flex project settings files that are not committed. That would explain why you need to rebuild Data/Services each time you open the project.
By the way, if you do commit the project settings files, make sure all the paths are relative paths, so that the project settings can be shared among several developers.
You might find value in this Adobe devnet article about Flex project settings
My partner and I had different local names for the project we were working on so we had conflicts with the settings file.
I have imported an existing project into flex but any changes I make to the source are not being built and displayed when I test run the application. The original files which are in the bin-debug folder dont seem to be changing at all.
I have tried cleaning the project, deleting the bin-debug folder even reinstalling flex builder, but nothing has solved the problem.
I've read this post which was about the same problem but none of the advice helped.
Any advice would be appreciated.
When you imported the project did you do a default import (copies everything into your workspace) or an "Existing Projects into Workspace" import?
If you did the default (listed as "FlexBuilder/Flex Project" under the import source) then you might be changing the wrong code. If you're looking in the original project's location for the SWFs to run then you're in the wrong place, as the SWFs you build will be in the new location.
One quick way to test to see if your code is actually being compiled would be to intentionally put a compile error in there. If the compiler chokes on it then your code is being compiled.
There's another thing you can try. I just ran into a weird issue where FB was caching a compile error, and even after fixing the file it still showed the error. Even after doing a clean, restarting FB, etc.
I found a place where FB caches information for the project, and for some reason it wasn't clearing things it should. It's possible your project's cache got messed up and it's messing up the compile somehow. You can try deleting it (might need to delete and re-import your project though).
The cache is at:
workspace.metadata.plugins\org.eclipse.core.resources.projects\
I just made a blog post about this, in case you'd find it useful.