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ADB server won't start.
I'm trying to run the demo of google cardboard for android, but it says that the ADB server is unable to work. I've been able to build and run other android projects, so is there a something wrong with my configourations perhaps? I've selected Android for platform. I went to the player settings to the XR SETTINGS and selected VR support and + cardboard. I don't know what I'm doing wrong.
Hi @Panagopoulos
Sorry for the delay there are a lot of questions in moderation, we will need more information in order to post this question the forum. ADB is generally something that you run in the command line and if the server won't start, you may have an issue with the daemon. Sometimes it can help to kill the server before restarting, it sometimes doesn't happen automatically.
As you can see even a user like me that uses ADB regularly, has a hard time really knowing what the issue is here, please try to make your question more specific and I will either answer it directly or I will post it to the community.
Hope that's ok!
Can you start the adb server from the windows command line with 'adb devices'? Are the Android packages linked in Unity under Preferences > External Tools > Android? Are there any warnings next to the external packages in the preferences?
same here i cant run the adb even when i try to adb kill-server it always pop up to this please help im going crazy.
CommandWithNoStdoutInvokationFailure: Unable to start ADB server. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details. UnityEditor.Android.Command.RunWithShellExecute (System.String command, System.String args, System.String workingdir, System.String error$$anonymous$$sg) (at :0) UnityEditor.Android.ADB.StartServer () (at :0) UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String error$$anonymous$$sg) (at :0) UnityEditor.Android.AndroidDeploymentTargetsExtension.GetKnownTargets (UnityEditor.DeploymentTargets.IDeploymentTargets$$anonymous$$ainThreadContext context, UnityEditor.ProgressHandler progressHandler) (at :0) UnityEditor.DeploymentTargets.DeploymentTarget$$anonymous$$anager.GetKnownTargets () (at :0) UnityEditor.Android.AndroidBuildWindowExtension+<>c_DisplayClass31_0.b_0 () (at :0) System.Threading.ThreadHelper:ThreadStart()