12/21/2023 0 Comments Unity symbol files![]() ![]() There will be two files - (symbol with source code information), (symbols only with function names). Those symbols can be acquired if you have Create Symbols checked in Build Settings window, a zip file will be created next to apk. (My cpp folder in AndroidStudio has the problematic. so file, but I can't seem to find any information on where these debug symbols are contained. I have seen some solutions about manually attaching an external library file for each. If anyone has run into this issue before, or knows of any solutions/workarounds I haven't tried- I'd very much appreciate anything that might help point me in the right direction. Changing AndroidStudio launch options from 'Default Activity' to 'None', also 'Specified Activity' gives me no options in the dropdown (likely because the missing debug symbols are keeping the project form being parsed correctly).Praying (although this may not be configured correctly as I am an atheist).Downgraded Android Studio from latest (4.0.1) to an earlier version (3.5.1).Pointing Android Studio to the latest gradle, pointing it to Unity's version, etc.Pointing unity to the latest gradle (6.6.1 instead of Unity's prebuilt 5.1.1 included in Unity 2019.4.4 which is the version I'm using.In my attempts to rectify this issue, I've tried: Whenever I attempt to do just about anything in AndroidStudio (such as try to launch the apk for a robo test recording) I get hit with a "Default Activity not found" error, which I am fairly certain is related to the missing debug symbols since I have defined the default activity in my manifest: The following libraries are missing debug symbols: ![]() To debug the APK, native libraries (*.so files) must have debug symbols. apk in AndroidStudio and record a firebase robo-test, however I can't seem to get past this issue. I'd really like to be able to open up my. No bugs to speak of, users are able to play the game just fine. ![]() I have a few apps that are working fine, they use several firebase features including firebase-messaging. if I trigger the build in C# script instead of click the "Build and Run" button on "File" menu, the error gone, no matter I enable or disable development build.I've been scouring forums, blogs, etc for any answers to this, but so far I've found no solutions/workarounds. if I disable development build, the error gone.Ģ. UnityEngine.GUIUtility rocessEvent (int,intptr,bool&)ġ. Warning: _ZN6il2cpp2os6Thread16HasCurrentThreadEv may need to be added to EXPORTED_FUNCTIONS if it arrives from a system libraryĮrror: Aborting compilation due to previous errorsĮmcc2: error: '"C:/Program Files/Unity/Hub/Editor/2022.1.9f1c1/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/node/node.exe" "C:\Program Files\Unity\Hub\Editor\2022.1.9f1c1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emscripten\src\compiler.js" C:\Users\yukun\AppData\Local\Temp\tmpqcprjayo.txt' failed (1) Warning: To disable errors for undefined symbols use `-s ERROR_ON_UNDEFINED_SYMBOLS=0` Warning: Link with `-s LLD_REPORT_UNDEFINED` to get more information on undefined symbols > defined as () -> i32 in C:\\Users\\yukun\\AppData\\Local\\Temp\\tmp7i9zo62wGameAssembly.a(obpb_gger-agent.o)Įrror: undefined symbol: _ZN6il2cpp2os6Thread16HasCurrentThreadEv (referenced by top-level compiled C/C++ code) Wasm-ld: warning: function signature mismatch: unity_debugger_agent_is_global_breakpoint_active UnityEditor Version: 2022.1.9f1c1.3418.178īuilding Library\Bee\artifacts\WebGL\build\debug_WebGL_wasm\build.js failed with output: ![]()
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