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Unity osx player not found
Unity osx player not found













unity osx player not found
  1. #UNITY OSX PLAYER NOT FOUND FOR MAC#
  2. #UNITY OSX PLAYER NOT FOUND DRIVER#
  3. #UNITY OSX PLAYER NOT FOUND ANDROID#
  4. #UNITY OSX PLAYER NOT FOUND CODE#
  5. #UNITY OSX PLAYER NOT FOUND MAC#

  • Are your Wwise computer and game console on the same subnet? If not, the game will not appear in the Remote Connection dialog.
  • unity osx player not found

    If your game is running on another computer or console, check the following:

    #UNITY OSX PLAYER NOT FOUND ANDROID#

    This is true even if you don't develop on Android or have any Android device connected.

    #UNITY OSX PLAYER NOT FOUND DRIVER#

    This is the Android driver and it locks TCP ports. Open the Task Manager, kill any process named "adb.exe".

    #UNITY OSX PLAYER NOT FOUND CODE#

  • Which configuration of the Wwise-Unity Plug-in are you running? Only Debug and Profile have the communication code enabled.
  • If the firewall is disabled it is not an issue.
  • Verify that the firewall on your machine allows port 24024 and that Wwise is set as an exception.
  • Verify that the Run in background setting is enabled in Unity (menu File > Build Settings > Player Settings).
  • If your game is running on Windows, check the following: If the banks are loaded, you should check the AkEvent, AkAmbient components and AkSoundEngine.PostEvent calls in your game scripts.
  • In the Wwise Profiler, in the Capture Log, can you see your expected Event posted? If not, you should check that your SoundBanks contain these Events and that they are properly loaded (see previous point).
  • Look for AkBank components and AkSoundEngine.LoadBank calls. If they are not loaded, you should check when and how you load them.
  • In the Wwise Profiler, in the SoundBank tab can you see your bank(s) loaded? If the tab is not visible, open the Profiling Settings (Alt-G) and enable the SoundBanks.
  • If you connect the Wwise Profiler (F7, in Wwise) while running your game, are there errors reported in the Capture Log?.
  • Make sure there are no errors reported in the Unity console.
  • You need to ensure the Script Execution Order (menu Edit > Project Settings > Script Execution Order) is properly set for AkInitializer.
  • Ensure that the Sound Engine is initialized properly before any other audio calls are made, and terminated after all engine calls are completed.
  • For more information on the issue, see Build your Unity Game for a Target Platform Note that if you chose to override the project SoundBank path in Wwise, the integration will not be able to load them automatically. If none are found there, it will then look in the StreamingAssets folder.

    unity osx player not found

    If you are running the game in the editor, the integration will look for the SoundBanks in the Generated SoundBanks path from your Wwise project.

  • Ensure your SoundBanks have been properly generated, and that Unity can find them.
  • It is easier to fix the issues in the editor first.
  • If there is no sound when you run the game in standalone, try to run your game in the Editor on Windows or Mac.
  • If you hear no sound in your game, check the following: Normally, the Profile configuration is installed by default, so this should not be an issue unless you manually installed the Debug config.
  • If you are using the Debug config of the Wwise-Unity Integration, you also need the Microsoft Visual Studio 2010 Debug Redistributables installed.
  • Make sure you have DirectX installed on your machine.
  • If you see a DllNotFoundException message about AkSoundEngine in the Unity console on Windows, this can be caused by two missing dependencies: There are some scripts that are platform-specific.ĭllNotFoundException in the Unity console If you haven't made any changes to the scripts in the Examples folder, you can simply delete it.Īlso, if you develop on multiple platforms, make sure that you have installed the UnityPackage for each of your development platforms. In version 2013.2.8, the UNITY_PROJECT_ROOT\Assets\Wwise\Deployment\Examples folder was renamed to Components. If you have just upgraded Wwise from a previous version, you may have duplicate scripts. If this occurs, delete all of them, then click Auto populate in the Wwise Picker to regenerate the file.ĭo not keep AkWwiseProjectData.asset under version control! This is a temporary cache file for the Wwise project data, so as to avoid having the Wwise Picker continuously parse the Work Unit files. If AkWwiseProjectData.asset is locked, such as often is the case when under version control, new files will be created of the form AkWwiseProjectData#.asset. If you notice Wwise Components, such as AkAmbient or AkState, lose references to their Wwise object, you may have added AkWwiseProjectData.asset to version control. Wwise Components/Types show stale or inconsistent data
  • Unable to integrate or migrate Wwise in a project with Google Play Services installed.
  • #UNITY OSX PLAYER NOT FOUND MAC#

  • "Multiple plugins with the same name" in the Unity Console on Mac.
  • #UNITY OSX PLAYER NOT FOUND FOR MAC#

  • Error during SoundBank generation on Wwise for Mac - Cannot write to Wwise_IDs.h.
  • Error during installation - Access to the path is denied in the Unity console.
  • DllNotFoundException in the Unity console.
  • Wwise Components/Types show stale or inconsistent data.














  • Unity osx player not found