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Question by musashi255 · May 02, 2017 at 01:40 PM · androidunity 5buildbugsfolder

Is my project ruined?

ok so I finally felt it was time to try building to mobile and start experimenting with touch controls now that I have many features coming together after working alone for a few months, only to find unsurprisingly that Unity's interactions with the android sdk are not up to date, requiring major troubleshooting if you plan on downloading and using the sdk with unity at this time. Of course like any unity developer i'm used to constant bugs, glitches, and obvious glaring design flaws wasting a few hours here and there, so i start my grueling quest to simply build the droid app.

Some claimed that their Unity install folder had extra text in it and that by renaming it to simply "Unity" the problem might go away. Apparently, as of this release and without warning, changing the install folder name to remove the version information and just say "Unity" is not supported and can completely screw everything up, and now my project appears to be completely disfigured.

When reopening unity, it thought i was using a different version... what? are you checking the install folder name to determine version? are you checking the folder name just to see if it's different and then assuming it's a different version? who knows, someone should be ashamed and fired, but i digress. So i open the project and the only scene i had is now totally bugged out. Hierarchy is filled with blank named objects, all disabled and will disappear (that is no longer be in the hierarchy, they are already not visible) if enabled. The objects with scripts attached all say the scripts can't be loaded and may have compile errors despite being fine before, and the console has errors saying it can't find basic unity name spaces.

So the main question i guess is can my project be salvaged? Should i just try to salvage the scripts and rebuild everything in a new project, redoing all my sprites, physics, etc sacrificing more of my time to Unity hoping to actually be able to finish something eventually, and that i'm not going to have the same garbage to deal with on other platforms i want to deploy to? Should I consider this the straw that broke the camel's back, realize this is a stupid waste of time and try Unreal instead?

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avatar image musashi255 · Apr 30, 2017 at 07:33 PM 0
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Because this question has still not been posted after over an hour already, I've had some time to look at Unreal Engine and I must say it looks very promising. If it takes too long to get an answer to this question i may answer it myself.

avatar image musashi255 · May 01, 2017 at 12:48 AM 0
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apparently I can't answer the question yet because it's still not approved, but for anyone else having these problems, the project version issue was actually caused by a totally different installation of unity being opened when i clicked my windows taskbar after rena$$anonymous$$g the folder. I don't know if this is the fault of windows and not unity since windows is of course one of the most poorly constructed programs of all time, but if so I apologize for bla$$anonymous$$g this particular lost time on unity, unlike the time i've now just spent finding out that checking if touch 0 has moved on android freezes the app, which i'm going to still blame on unity for the time being, since i haven't heard about the mass android touch bug affecting every app.

Now as for the android building not working, also yes the fault of unity, and solvable by following one of the other answers already here involving downloading and swapping out the 'tools' folder in your sdk for an older version which unity still works with. good luck everyone, see you on the other side!

avatar image tanoshimi · May 02, 2017 at 01:47 PM 0
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So you only have one version of Unity installed on your machine? Because the errors you're describing sound very much like what happen if you try to open a project made in 5.6 using 5.5, say. Once you've done that, you'll screw up the metadata for your assets, so you'll need to roll back your project to the last commit you made before the errors starting occurring.

avatar image toddisarockstar · May 03, 2017 at 04:37 AM 0
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if you intended on multiple platforms it should have been tested with all of them from the start. with any type of coding for anything, the longer you go without testing for errors the more difficult your job becomes. unity and unreal both make porting a game as easy as possible, but you cant just decide to transfer a near finished PC game to a phone and think it will just work without some work. I am a strong supporter of unity. but it you try to move your code to unreal i'm sure you will get the same results.

as far as errors go.... if you have one error in a project, code can do things like skip lines and all kinds of weird stuff that can cause errors on other lines. This doesn't have anything to do with unity. it's just how $$anonymous$$icrosoft's C# and all coding works with all languages.I've been using unity a long time. if you are seeing any red its a problem with your code. unity gliches are EXTRE$$anonymous$$ELY rare.

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Answer by Bunny83 · May 03, 2017 at 08:37 AM

Sorry, i don't really get your question / problem. What exactly happens when you try to build your game?

This:

Unity's interactions with the android sdk are not up to date, requiring major troubleshooting

does not describe what happens. Setting up the Android SDK always has been quite a pain. However that's not Unity's fault. You have to ensure you installed it at a proper location and that you run the SDK manager and installed the proper SDK API version(s). Unity has a quite detailed guide on how to install / setup the Android SDK

ps: changing the folder name of an installed application is not really a great idea. Most programs will store certain folder paths inside their configuration.

For the Android SDK it's usually the best to use a short path. Simply using `C:\Android` usually gives the least problems.

If you need any additional help, make sure to be more specific about your actual problem.

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avatar image musashi255 · Nov 30, 2017 at 06:48 PM 0
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my problem appears to have not been solvable, but for anyone else that has problems with the sdk, i wouldn't assume that it is still the same now but i had to put a single file from an older android sdk into the installation of the current version to make it work.

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