質問編集履歴

5

バージョンを変更した結果、上記のようなエラー内容に変わりました。

2019/06/09 04:57

投稿

Sotamaki0421
Sotamaki0421

スコア13

test CHANGED
File without changes
test CHANGED
@@ -414,90 +414,44 @@
414
414
 
415
415
  ```エラー⑴
416
416
 
417
+ FormatException: Input string was not in a correct format.
418
+
419
+
420
+
421
+
422
+
423
+ エラー⑵
424
+
425
+ Error building Player: FormatException: Input string was not in a correct format.
426
+
427
+
428
+
429
+
430
+
431
+ エラー⑶
432
+
433
+ Build completed with a result of 'Failed'
434
+
435
+ UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
436
+
437
+
438
+
439
+
440
+
441
+ エラー⑷
442
+
417
443
  UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
418
444
 
419
- at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
420
-
421
- at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
445
+
446
+
447
+ at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194
448
+
449
+
450
+
451
+ at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97
422
452
 
423
453
  UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
424
454
 
425
455
 
426
456
 
427
- エラー⑵
428
-
429
- Multiple managers are loaded of type: InputManager
430
-
431
- Multiple managers are loaded of type: GraphicsSettings
432
-
433
- Multiple managers are loaded of type: PhysicsManager
434
-
435
- Multiple managers are loaded of type: QualitySettings
436
-
437
- Multiple managers are loaded of type: Physics2DSettings
438
-
439
- Multiple managers are loaded of type: VFXManager
440
-
441
-
442
-
443
- UnityEditor.AssetDatabase:SaveAssets()
444
-
445
- Vuforia.EditorClasses.MigrateVuforiaConfigurationTask:Execute()
446
-
447
- BuildObserver:MigrateVuforiaConfiguration()
448
-
449
- BuildObserver:OnPreprocessBuild(BuildReport)
450
-
451
- UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
452
-
453
-
454
-
455
- エラー⑶
456
-
457
- Build completed with a result of 'Failed'
458
-
459
- UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
460
-
461
-
462
-
463
- エラー⑷
464
-
465
- Error building Player: 2 errors
466
-
467
-
468
-
469
- 白い吹き出し⑴
470
-
471
- Cloud Anchor API key has not been set. Cloud Anchors will be disabled in this build.
472
-
473
- UnityEngine.Debug:Log(Object)
474
-
475
- GoogleARCoreInternal.CloudAnchorPreprocessBuild:_PreprocessAndroidBuild() (at Assets/GoogleARCore/SDK/Scripts/Editor/CloudAnchorPreprocessBuild.cs:157)
476
-
477
- GoogleARCoreInternal.CloudAnchorPreprocessBuild:OnPreprocessBuild(BuildTarget, String) (at Assets/GoogleARCore/SDK/Scripts/Editor/CloudAnchorPreprocessBuild.cs:41)
478
-
479
- GoogleARCoreInternal.PreprocessBuildBase:OnPreprocessBuild(BuildReport) (at Assets/GoogleARCore/SDK/Scripts/Editor/PreprocessBuildBase.cs:52)
480
-
481
- UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
482
-
483
-
484
-
485
- 白い吹き出し⑵
486
-
487
- Building "AR Required" app. Use 'Edit > Project Settings > ARCore' to adjust ARCore settings.
488
-
489
- See https://developers.google.com/ar/develop/unity/enable-arcore for more information.
490
-
491
- UnityEngine.Debug:LogFormat(String, Object[])
492
-
493
- GoogleARCoreInternal.RequiredOptionalPreprocessBuild:OnPreprocessBuild(BuildTarget, String) (at Assets/GoogleARCore/SDK/Scripts/Editor/RequiredOptionalPreprocessBuild.cs:35)
494
-
495
- GoogleARCoreInternal.PreprocessBuildBase:OnPreprocessBuild(BuildReport) (at Assets/GoogleARCore/SDK/Scripts/Editor/PreprocessBuildBase.cs:52)
496
-
497
- UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
498
-
499
-
500
-
501
-
502
-
503
457
  UnityでつくったゲームをAndroidStudioでビルドした際に上記のようなエラーが発生したのですがどのように解決したらよいですか?

4

白い吹き出しも追加しました。

2019/06/09 04:57

投稿

Sotamaki0421
Sotamaki0421

スコア13

test CHANGED
File without changes
test CHANGED
@@ -454,13 +454,7 @@
454
454
 
455
455
  エラー⑶
456
456
 
457
- UnityEditor.AssetDatabase:SaveAssets()
458
-
459
- Vuforia.EditorClasses.MigrateVuforiaConfigurationTask:Execute()
460
-
461
- BuildObserver:MigrateVuforiaConfiguration()
457
+ Build completed with a result of 'Failed'
462
-
463
- BuildObserver:OnPreprocessBuild(BuildReport)
464
458
 
465
459
  UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
466
460
 
@@ -468,13 +462,41 @@
468
462
 
469
463
  エラー⑷
470
464
 
465
+ Error building Player: 2 errors
466
+
467
+
468
+
469
+ 白い吹き出し⑴
470
+
471
- Build completed with a result of 'Failed'
471
+ Cloud Anchor API key has not been set. Cloud Anchors will be disabled in this build.
472
+
473
+ UnityEngine.Debug:Log(Object)
474
+
475
+ GoogleARCoreInternal.CloudAnchorPreprocessBuild:_PreprocessAndroidBuild() (at Assets/GoogleARCore/SDK/Scripts/Editor/CloudAnchorPreprocessBuild.cs:157)
476
+
477
+ GoogleARCoreInternal.CloudAnchorPreprocessBuild:OnPreprocessBuild(BuildTarget, String) (at Assets/GoogleARCore/SDK/Scripts/Editor/CloudAnchorPreprocessBuild.cs:41)
478
+
479
+ GoogleARCoreInternal.PreprocessBuildBase:OnPreprocessBuild(BuildReport) (at Assets/GoogleARCore/SDK/Scripts/Editor/PreprocessBuildBase.cs:52)
472
480
 
473
481
  UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
474
482
 
475
483
 
476
484
 
485
+ 白い吹き出し⑵
486
+
487
+ Building "AR Required" app. Use 'Edit > Project Settings > ARCore' to adjust ARCore settings.
488
+
489
+ See https://developers.google.com/ar/develop/unity/enable-arcore for more information.
490
+
477
- Error building Player: 2 errors
491
+ UnityEngine.Debug:LogFormat(String, Object[])
492
+
493
+ GoogleARCoreInternal.RequiredOptionalPreprocessBuild:OnPreprocessBuild(BuildTarget, String) (at Assets/GoogleARCore/SDK/Scripts/Editor/RequiredOptionalPreprocessBuild.cs:35)
494
+
495
+ GoogleARCoreInternal.PreprocessBuildBase:OnPreprocessBuild(BuildReport) (at Assets/GoogleARCore/SDK/Scripts/Editor/PreprocessBuildBase.cs:52)
496
+
497
+ UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
498
+
499
+
478
500
 
479
501
 
480
502
 

3

こちらが全エラーになります

2019/06/09 03:38

投稿

Sotamaki0421
Sotamaki0421

スコア13

test CHANGED
File without changes
test CHANGED
@@ -440,6 +440,18 @@
440
440
 
441
441
 
442
442
 
443
+ UnityEditor.AssetDatabase:SaveAssets()
444
+
445
+ Vuforia.EditorClasses.MigrateVuforiaConfigurationTask:Execute()
446
+
447
+ BuildObserver:MigrateVuforiaConfiguration()
448
+
449
+ BuildObserver:OnPreprocessBuild(BuildReport)
450
+
451
+ UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
452
+
453
+
454
+
443
455
  エラー⑶
444
456
 
445
457
  UnityEditor.AssetDatabase:SaveAssets()

2

こちらが全てのエラー文になります。

2019/06/09 03:25

投稿

Sotamaki0421
Sotamaki0421

スコア13

test CHANGED
File without changes
test CHANGED
@@ -412,7 +412,9 @@
412
412
 
413
413
 
414
414
 
415
+ ```エラー⑴
416
+
415
- ```UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
417
+ UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
416
418
 
417
419
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
418
420
 
@@ -422,4 +424,46 @@
422
424
 
423
425
 
424
426
 
427
+ エラー⑵
428
+
429
+ Multiple managers are loaded of type: InputManager
430
+
431
+ Multiple managers are loaded of type: GraphicsSettings
432
+
433
+ Multiple managers are loaded of type: PhysicsManager
434
+
435
+ Multiple managers are loaded of type: QualitySettings
436
+
437
+ Multiple managers are loaded of type: Physics2DSettings
438
+
439
+ Multiple managers are loaded of type: VFXManager
440
+
441
+
442
+
443
+ エラー⑶
444
+
445
+ UnityEditor.AssetDatabase:SaveAssets()
446
+
447
+ Vuforia.EditorClasses.MigrateVuforiaConfigurationTask:Execute()
448
+
449
+ BuildObserver:MigrateVuforiaConfiguration()
450
+
451
+ BuildObserver:OnPreprocessBuild(BuildReport)
452
+
453
+ UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
454
+
455
+
456
+
457
+ エラー⑷
458
+
459
+ Build completed with a result of 'Failed'
460
+
461
+ UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
462
+
463
+
464
+
465
+ Error building Player: 2 errors
466
+
467
+
468
+
425
469
  UnityでつくったゲームをAndroidStudioでビルドした際に上記のようなエラーが発生したのですがどのように解決したらよいですか?

1

ARcoreのサンプルコードに少し手を加えたものになります。

2019/06/09 03:18

投稿

Sotamaki0421
Sotamaki0421

スコア13

test CHANGED
File without changes
test CHANGED
@@ -1,4 +1,418 @@
1
+ ```C#
2
+
3
+ namespace GoogleARCore.Examples.HelloAR
4
+
5
+ {
6
+
7
+ using System.Collections.Generic;
8
+
9
+ using GoogleARCore;
10
+
11
+ using GoogleARCore.Examples.Common;
12
+
13
+ using UnityEngine;
14
+
15
+ using UnityEngine.EventSystems;
16
+
17
+
18
+
19
+ #if UNITY_EDITOR
20
+
21
+ // Set up touch input propagation while using Instant Preview in the editor.
22
+
23
+ using Input = InstantPreviewInput;
24
+
25
+ #endif
26
+
27
+
28
+
29
+ /// <summary>
30
+
31
+ /// Controls the HelloAR example.
32
+
33
+ /// </summary>
34
+
35
+ public class HelloARController : MonoBehaviour
36
+
37
+ {
38
+
39
+ /// <summary>
40
+
41
+ /// The first-person camera being used to render the passthrough camera image (i.e. AR
42
+
43
+ /// background).
44
+
45
+ /// </summary>
46
+
47
+ public Camera FirstPersonCamera;
48
+
49
+
50
+
51
+ /// <summary>
52
+
53
+ /// A prefab for tracking and visualizing detected planes.
54
+
55
+ /// </summary>
56
+
57
+ public GameObject DetectedPlanePrefab;
58
+
59
+
60
+
61
+ /// <summary>
62
+
63
+ /// A model to place when a raycast from a user touch hits a plane.
64
+
65
+ /// </summary>
66
+
67
+ public GameObject AndyPlanePrefab;
68
+
69
+
70
+
71
+ /// <summary>
72
+
73
+ /// A model to place when a raycast from a user touch hits a feature point.
74
+
75
+ /// </summary>
76
+
77
+ public GameObject AndyPointPrefab;
78
+
79
+
80
+
81
+ /// <summary>
82
+
83
+ /// The rotation in degrees need to apply to model when the Andy model is placed.
84
+
85
+ /// </summary>
86
+
87
+ private const float k_ModelRotation = 180.0f;
88
+
89
+
90
+
91
+ /// <summary>
92
+
93
+ /// True if the app is in the process of quitting due to an ARCore connection error,
94
+
95
+ /// otherwise false.
96
+
97
+ /// </summary>
98
+
99
+ private bool m_IsQuitting = false;
100
+
101
+
102
+
103
+ /// <summary>
104
+
105
+ /// The Unity Update() method.
106
+
107
+ /// </summary>
108
+
109
+
110
+
111
+ private GameObject obj;
112
+
113
+
114
+
115
+ public void Start()
116
+
117
+ {
118
+
119
+ obj = GameObject.Find("sawara3");
120
+
121
+ obj.SetActive(false);
122
+
123
+ }
124
+
125
+
126
+
127
+ public void Update()
128
+
129
+ {
130
+
131
+ _UpdateApplicationLifecycle();
132
+
133
+
134
+
135
+ // If the player has not touched the screen, we are done with this update.
136
+
137
+ Touch touch;
138
+
139
+ if (Input.touchCount < 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began)
140
+
141
+ {
142
+
143
+ return;
144
+
145
+ }
146
+
147
+
148
+
149
+ // Should not handle input if the player is pointing on UI.
150
+
151
+ if (EventSystem.current.IsPointerOverGameObject(touch.fingerId))
152
+
153
+ {
154
+
155
+ return;
156
+
157
+ }
158
+
159
+
160
+
161
+ // Raycast against the location the player touched to search for planes.
162
+
163
+ TrackableHit hit;
164
+
165
+ TrackableHitFlags raycastFilter = TrackableHitFlags.PlaneWithinPolygon |
166
+
167
+ TrackableHitFlags.FeaturePointWithSurfaceNormal;
168
+
169
+
170
+
171
+ if (Frame.Raycast(touch.position.x, touch.position.y, raycastFilter, out hit))
172
+
173
+ {
174
+
175
+ // Use hit pose and camera pose to check if hittest is from the
176
+
177
+ // back of the plane, if it is, no need to create the anchor.
178
+
179
+ if ((hit.Trackable is DetectedPlane) &&
180
+
181
+ Vector3.Dot(FirstPersonCamera.transform.position - hit.Pose.position,
182
+
183
+ hit.Pose.rotation * Vector3.up) < 0)
184
+
185
+ {
186
+
187
+ Debug.Log("Hit at back of the current DetectedPlane");
188
+
189
+ }
190
+
191
+ else
192
+
193
+ {
194
+
195
+ // Choose the Andy model for the Trackable that got hit.
196
+
197
+ GameObject prefab;
198
+
199
+ if (hit.Trackable is FeaturePoint)
200
+
201
+ {
202
+
203
+ prefab = AndyPointPrefab;
204
+
205
+ }
206
+
207
+ else
208
+
209
+ {
210
+
211
+ prefab = AndyPlanePrefab;
212
+
213
+ }
214
+
215
+
216
+
217
+ // Instantiate Andy model at the hit pose.
218
+
219
+ var andyObject = Instantiate(prefab, hit.Pose.position, hit.Pose.rotation);
220
+
221
+
222
+
223
+ // Compensate for the hitPose rotation facing away from the raycast (i.e.
224
+
225
+ // camera).
226
+
227
+ obj.transform.Rotate(0, k_ModelRotation, 0, Space.Self);
228
+
229
+
230
+
231
+ // Create an anchor to allow ARCore to track the hitpoint as understanding of
232
+
233
+ // the physical world evolves.
234
+
235
+ var anchor = hit.Trackable.CreateAnchor(hit.Pose);
236
+
237
+
238
+
239
+ obj.SetActive(true);
240
+
241
+ obj.transform.position = hit.Pose.position;
242
+
243
+
244
+
245
+ // Make Andy model a child of the anchor.
246
+
247
+ andyObject.transform.parent = anchor.transform;
248
+
249
+ }
250
+
251
+ }
252
+
253
+ }
254
+
255
+
256
+
257
+ /// <summary>
258
+
259
+ /// Check and update the application lifecycle.
260
+
261
+ /// </summary>
262
+
263
+ private void _UpdateApplicationLifecycle()
264
+
265
+ {
266
+
267
+ // Exit the app when the 'back' button is pressed.
268
+
269
+ if (Input.GetKey(KeyCode.Escape))
270
+
271
+ {
272
+
273
+ Application.Quit();
274
+
275
+ }
276
+
277
+
278
+
279
+ // Only allow the screen to sleep when not tracking.
280
+
281
+ if (Session.Status != SessionStatus.Tracking)
282
+
283
+ {
284
+
285
+ const int lostTrackingSleepTimeout = 15;
286
+
287
+ Screen.sleepTimeout = lostTrackingSleepTimeout;
288
+
289
+ }
290
+
291
+ else
292
+
293
+ {
294
+
295
+ Screen.sleepTimeout = SleepTimeout.NeverSleep;
296
+
297
+ }
298
+
299
+
300
+
301
+ if (m_IsQuitting)
302
+
303
+ {
304
+
305
+ return;
306
+
307
+ }
308
+
309
+
310
+
311
+ // Quit if ARCore was unable to connect and give Unity some time for the toast to
312
+
313
+ // appear.
314
+
315
+ if (Session.Status == SessionStatus.ErrorPermissionNotGranted)
316
+
317
+ {
318
+
319
+ _ShowAndroidToastMessage("Camera permission is needed to run this application.");
320
+
321
+ m_IsQuitting = true;
322
+
323
+ Invoke("_DoQuit", 0.5f);
324
+
325
+ }
326
+
327
+ else if (Session.Status.IsError())
328
+
329
+ {
330
+
331
+ _ShowAndroidToastMessage(
332
+
333
+ "ARCore encountered a problem connecting. Please start the app again.");
334
+
335
+ m_IsQuitting = true;
336
+
337
+ Invoke("_DoQuit", 0.5f);
338
+
339
+ }
340
+
341
+ }
342
+
343
+
344
+
345
+
346
+
347
+
348
+
349
+ /// <summary>
350
+
351
+ /// Actually quit the application.
352
+
353
+ /// </summary>
354
+
355
+ private void _DoQuit()
356
+
357
+ {
358
+
359
+ Application.Quit();
360
+
361
+ }
362
+
363
+
364
+
365
+ /// <summary>
366
+
367
+ /// Show an Android toast message.
368
+
369
+ /// </summary>
370
+
371
+ /// <param name="message">Message string to show in the toast.</param>
372
+
373
+ private void _ShowAndroidToastMessage(string message)
374
+
375
+ {
376
+
377
+ AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
378
+
379
+ AndroidJavaObject unityActivity =
380
+
381
+ unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
382
+
383
+
384
+
385
+ if (unityActivity != null)
386
+
387
+ {
388
+
389
+ AndroidJavaClass toastClass = new AndroidJavaClass("android.widget.Toast");
390
+
391
+ unityActivity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
392
+
393
+ {
394
+
395
+ AndroidJavaObject toastObject =
396
+
397
+ toastClass.CallStatic<AndroidJavaObject>(
398
+
399
+ "makeText", unityActivity, message, 0);
400
+
401
+ toastObject.Call("show");
402
+
403
+ }));
404
+
405
+ }
406
+
407
+ }
408
+
409
+ }
410
+
411
+ }
412
+
413
+
414
+
1
- UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
415
+ ```UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
2
416
 
3
417
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
4
418