Comments (8)
I had the same issue and found a fix.
The issue seems to be that when using this plugin, Unity needs to use the java compiler (javac.exe) But it's not found in the C:\Program Files (x86)\Java\jre7\bin\ folder.
You must install the JDK and set the JAVA_HOME environment variable to C:\Program Files\Java\jdk1.7.0_45
You must also add the jdk bin folder to your PATH: C:\Program Files\Java\jdk1.7.0_45\bin
You must then reboot.
That did it for me.
I hope this helps!!!
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Added to the README. Thanks!
from play-games-plugin-for-unity.
hi
I am using windows 8.1 & my JAVA_HOME is C:\Program Files\Java\jdk1.7.0_51\bin but I wonder I get the same error in the exception: ApplicationName='C:\Program Files (x86)\Java\jre7\bin\javac.exe'. I also checked the PATH to no include the jre pass however unity still detects the jre.
from play-games-plugin-for-unity.
Your java paths are set to c:/programfiles
But unity is trying to access jre from C:\Program Files (x86)\
Here is how to fix it
Download and install x86 version of jdk and set its paths too..
from play-games-plugin-for-unity.
you're right about that, thank you very much
from play-games-plugin-for-unity.
If you have not the JAVA_HOME variable then create it in system variables like this:
variable = JAVA_HOME
value = C:\Program Files\Java\jdk1.8.0_05
value is the path to your jdk directory.
and add to variable "path" the value "%JAVA_HOME%\bin" without quotes, remember to separate with " ; " each item.
I made it with my jdk x64, and fixed it.
from play-games-plugin-for-unity.
Add your SDK's bin folder path to PATH environment variable. Also copy zipalign.exe from build-tools to tools folder in SDK to prevent another offen error. See detaild here: http://druss.pp.ua/2014/07/fixed-error-building-player-win32exception-zipalign-exe-in-unity3d/
from play-games-plugin-for-unity.
Right now i,m having problem when I try to build an APK
this is the message error
Win32Exception: ApplicationName='C:\Program Files\Unity\Hub\Editor\2019.4.3f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe', CommandLine='--convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="C:\Users\Emanuel\OneDrive\Escritorio\Exportación sin título\Photoshop\Sprites and atlas\JUEGOS UNITY\Marselo Pocket\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\Users\Emanuel\OneDrive\Escritorio\Exportación sin título\Photoshop\Sprites and atlas\JUEGOS UNITY\Marselo Pocket\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.4.3f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Hub/Editor/2019.4.3f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.4.3f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.4.3f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/Users/Emanuel/OneDrive/Escritorio/Exportación sin título/Photoshop/Sprites and atlas/JUEGOS UNITY/Marselo Pocket/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="C:/Users/Emanuel/OneDrive/Escritorio/Exportación sin título/Photoshop/Sprites and atlas/JUEGOS UNITY/Marselo Pocket/Temp/StagingArea/Il2Cpp/il2cppOutput" ', CurrentDirectory='C:\Users\Emanuel\OneDrive\Escritorio\Exportación sin título\Photoshop\Sprites and atlas\JUEGOS UNITY\Marselo Pocket\Temp\StagingArea\assets\bin\Data\Managed', Native error= La operación solicitada requiere elevación.
System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <14e3453b740b4bd690e8d4e5a013a715>:0)
System.Diagnostics.Process.Start () (at <14e3453b740b4bd690e8d4e5a013a715>:0)
(wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) (at :0)
UnityEditor.Utils.Program.Start () (at :0)
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at :0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <bccb16a88ec4456dbf07978c418f407b>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List
1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at <bccb16a88ec4456dbf07978c418f407b>:0) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at <bccb16a88ec4456dbf07978c418f407b>:0) UnityEditorInternal.IL2CPPBuilder.Run () (at <bccb16a88ec4456dbf07978c418f407b>:0) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action
1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
from play-games-plugin-for-unity.
Related Issues (20)
- Gradle build failed 403 on amazon .pom HOT 2
- Error when building for IOS even with NO_GPGS
- [Bug] APK crashes after using PlayGamesSignIn in Unity Editor Version 2023.2.0f1 HOT 2
- Sign-In Dialog is shown every time .Authenticate is called when Google Play Games App is not installed
- Unity authentication won´t work
- Request plugin for godot 4
- Detect username change in Play Games app
- When will the version with the recall API be distributed?
- AppUpdateRequest is never Done after user minimizes app and reopens it through app drawer
- Unity Editor 2022.3.16f1 (LTS) project build Failed HOT 8
- play-games-pulugin-for-unity
- Bug reports
- Remove Plugin Completely HOT 1
- Known vulnerability detected
- Unity splash Auto Login
- [Bug] Non-secure network connections error
- How would this plugin behave when granular permissions of Google OAuth is enabled? HOT 5
- Can someone share sample for google play login? HOT 2
- Authentication failed. Prompt shows 400 Bad Request
- Sign in doesn't work. Returning an error code. HOT 11
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