Comments (22)
The easiest way to figure out what is happening is to:
- Press play in Unity.
- Open the Mixer Editor (you can get to the Mixer Editor by going to the Mixer menu and selecting Mixer Editor).
- Expand the Advanced section.
- In the logging dropdown, set it to verbose.
- Make sure the Unity console window is open and all debug messages are unfiltered.
- Run your code and see what the console prints out.
From there you might find what the error is, but if not, you can post the message here and we can help you troubleshoot further. If there is no console output, then let us know and we can help.
Here's additional documentation with the most common issues:
https://github.com/mixer/interactive-unity-plugin/wiki/Troubleshooting-guide
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I tried that however I noticed that my setting always resets after I press play (#40 ). So when I try it normally my console is empty.
I also tried doing a launch with the "Play and go Interactive" button on the mixer editor, then changing the setting to verbose and pressing "Go Interactive" but that only gave me the following output:
from interactive-unity-plugin.
Thank you for sharing the screenshot. That output means that you have successfully connected to Mixer and got the participantJoin message. So it does appear as though you are connecting.
For the buttons not appearing on the website. Does your scene in interactive studio have buttons for each of the layout types? (desktop, tablet, mobile)
from interactive-unity-plugin.
It did have previously, I just added them all for the current test project and it still doesn't show buttons.
from interactive-unity-plugin.
Something's different. I just ran the basic sample and got 10 lines of debug output. Your screenshot only shows 2. Are you running the latest Unity SDK?
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My output also lists all the controls in my scene. Since it looks like from the above output, you are able to connect, it would be useful to see the controls in the scene so we could see if the button is there.
from interactive-unity-plugin.
Yes, Today I even deleted the whole MixerInteractive folder and reimported it from the Asset Store. The 2 lines of output I received are from when I changed the verbosity level and then pressed "Go Interactive" in the mixer editor. I do not get any output when I try to pause then play in the editor at first and then change the verbosity and then unpause, the console stays empty.
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Or is the asset store version not the latest release on github?
from interactive-unity-plugin.
Sorry for this not working. I actually did the same exact thing (downloaded from the asset store and ran the default sample) and everything worked as expected with 10 lines of debug output.
The asset store version isn't the same one as github. They are close though and often identical (the asset store is sometimes behind by a few days).
from interactive-unity-plugin.
Oh.... wait. I think I might know what happened.
from interactive-unity-plugin.
Don't press the Go Interactive button in the editor, we'll need to remove that since it's causing confusion. What you'll want to do is run the "Basic" example. Press the "Go interactive" button in the Unity scene. Then it will probably work.
The go interactive button in the editor simulates going interactive, but doesn't actually connect to the Mixer service.
I'll use this issue to track removing that button to avoid future confusion.
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I tried the pause->play->log level set to verbose->unpause-> clicking on the in game Canvas "Go Interactive" but that still shows nothing in the console I am afraid.
from interactive-unity-plugin.
I'm having the same trouble. The Go Interactive button in the scene of the basic scene does nothing.
Edit: Nothing shows up in the console log on the verbose setting.
Just a quick note; change line 102 InteractiveSettingsWindow.cs to;
string loggingLevel = EditorPrefs.GetString("Mixer_LoggingLevel");
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When you say it does nothing, something would at least show up in the console log? Or is there literally nothing in the console log?
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it's literally an empty console.
from interactive-unity-plugin.
I will try to restart but now set it up on my laptop, lets see if that makes a difference
from interactive-unity-plugin.
That's really strange. I've never seen that before (and we've done troubleshooting on a lot of connection issues).
from interactive-unity-plugin.
Hmm alright so when I tried it on my laptop everything went fine... I am now trying to see if it works on my pc if I connect it to my newest mixer test project
from interactive-unity-plugin.
I tried running it on another computer, no luck again.
When I logged the exception in OnWebSocketClose in InteractivityManager I got error code:
4020 The interactive version is not found, or you do not have access to it.
Oauth ID, project id is correct and shortcode is linked.
Edit: Okay, there were problems with authentication after all. I got it working now finally. You are not allowed to access the project when you are an editor. The website gave me the impression however that you can connect a project id to your oauth id, because it asks you to give permission when you enter the shortcode. This is not the case clearly.
from interactive-unity-plugin.
Thank you for letting us know. I'm glad both got it working. I'll close the issue now.
from interactive-unity-plugin.
It makes sense that editors, as they're able to modify the project, should be able to connect with it too. We'll track this internally and put a fix in for it this coming week. Thanks for opening an issue, and your patience debugging!
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This change is now in production.
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Related Issues (20)
- Minor Typo in Websocket.cs HOT 1
- any ETA on custom controls support ? HOT 5
- Custom Data from Interactive Events not passed along ? HOT 8
- invalid_client HOT 7
- DefaultSceneID is ignored unless Groups are setup HOT 1
- Clarification - per-player data/text/feedbackc HOT 22
- Bug in GetParticipantWhoGaveInputForControl HOT 5
- updateScenes doesn't seem to update anything? HOT 10
- So, I've had time to look at this again, and it still doesn't work - as I said initially, I am changing the participant's scene dynamically, so the old buttons aren't there, and the new buttons appear. But using updateControls just means that I get the error "unknown control id specified" HOT 3
- No way to detect subscribers or followers? HOT 2
- Unity Mixer Limitations ? HOT 2
- Thread safety issue? HOT 3
- websocket not open? HOT 16
- Chat support? HOT 8
- Inaccurate Mouse Positions from MixerInteractive.OnInteractiveCoordinatesChangedEvent
- Play live video streams
- Provide extensibility by allowing outside code to get message ID from same sequence
- Building for Linux
- InvalidOperationException: The current state of the connection is not Open.
- giveInput Error message for Mobile users using Joystick
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