Unable to build and run. Using Unity 5.5.1f1 Personal (64bit) on a macbook pro and connected to a rooted samsung s4 active. Some builds will work but recently unable to run and build 2 projects. Console gives me these failures.
UnityException: Bundle Identifier has not been set up correctly
Please set the Bunbel Identifier in the Player Settings. The value must follow the convention ‘com.YourCompanyName.YourProductName and can contain alphanumeric characters and underscore.
2 and 3 are identical
2&3) CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the editor. See the Console for more details. /user/developmentlab/Library/Android/sdk/platforn-tools/adb -s"8f4e23a5"install-r*/user/developmentlab/Helicopter 1/Helicopter 1.apk*
I had this issue a moment ago when I tried to Build & Run on my Android phone. I have Android SDK and all other SDKs up to date. Eventually, the problem was in my phone Xiaomi. I had to go to Settings → Developer Options, check “Install via USB”, and uncheck “Verify apps over USB”, then it worked. Maybe one of these settings is optional.
For anyone stumbling across this, this is wrong. Your package name should be along the lines of: com.YourCompanyName.YourAppName Dont copy that, but fill in the YourCompanyName with your actual name or some fictional name whatever, YourAppName should be the name of your app, but it doesnt have to match exactly! It could be rainbowTiger if you wanted to.
Thank you. Will try that right now. com.companyName.project are set. Android USB debugging is on.
Trying to build and save to desktop but nothing happens. still get the UnityException: Bundle Identifier has not been set up correctly
Please set the Bundel Identifier in the Player Settings. The value must follow the convention ‘com.YourCompanyName.YourProductName and can contain alphanumeric characters and underscore.
Now I am receiving 2 others.
Exception in callback: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. —> UnityEngine.MissingReferenceException: The object of type ‘AudioSource’ has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
at (wrapper managed-to-native) UnityEngine.AudioSource:Stop ()
at Vuforia.DefaultTrackableEventHandler.OnTrackableStateChanged (Status previousStatus, Status newStatus) [0x00051] in /Users/bobadrion/Helicopter 1/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs:67
at Vuforia.TrackableBehaviour.OnTrackerUpdate (Status newStatus) [0x00000] in :0
at Vuforia.DataSetTrackableBehaviour.OnTrackerUpdate (Status newStatus) [0x00000] in :0
at Vuforia.StateManagerImpl.SetTrackableBehavioursForTrackableToNotFound (Trackable trackable) [0x00000] in :0
at Vuforia.ObjectTrackerImpl.Stop () [0x00000] in :0
at Vuforia.VuforiaARController.StopVuforia () [0x00000] in :0
at Vuforia.VuforiaARController.OnDisable () [0x00000] in :0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object,System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222
— End of inner exception stack trace —
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object parameters, System.Globalization.CultureInfo culture) [0x000eb] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object parameters) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115
at System.Delegate.DynamicInvokeImpl (System.Object args) [0x000b9] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Delegate.cs:443
at System.MulticastDelegate.DynamicInvokeImpl (System.Object args) [0x00018] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MulticastDelegate.cs:71
at System.Delegate.DynamicInvoke (System.Object args) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Delegate.cs:415
at Vuforia.DelegateHelper.InvokeDelegate (System.Delegate action, System.Object args) [0x00000] in :0
UnityEngine.Debug:LogError(Object)
Vuforia.DelegateHelper:InvokeDelegate(Delegate, Object)
Vuforia.DelegateHelper:InvokeWithExceptionHandling(Action)
Vuforia.VuforiaAbstractBehaviour:OnDisable()
Could not deinitialize the tracker.
UnityEngine.Debug:LogError(Object)
Vuforia.TrackerManagerImpl:DeinitTracker()
Vuforia.VuforiaARController:OnDestroy()
System.Delegate:DynamicInvoke(Object)
Vuforia.DelegateHelper:InvokeDelegate(Delegate, Object)
Vuforia.DelegateHelper:InvokeWithExceptionHandling(Action)
Vuforia.VuforiaAbstractBehaviour:OnDestroy()
CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
I used to always put the phone in the same USB port when I changed the cable to a different port I got this error, the way I found the problem was to build the apk file and then try to copy that to the phone using the file manager, the copy failed so I changed the cable to the same old port, tried again and build and run just worked again.
Changing the Package Name worked for me.
In Unity: File > Build Settings > Player Settings > (Android icon) > Other Settings > Package Name.
I think this happens because many examples of AR apps are based on the same base app / examples provided by Google. So they all start with that same app, and only rename the display name, but not the package name. Then when you want to install, it finds that the package name is already taken, so it doesn’t install. Or you have an older version installed of the same app, so then uninstalling helped some people.
com.google.ar.core.examples.unity.helloar is what was set as Package Name in my project, and now you can see that anyone who built an example app based off this will have this very same package name unless they changed it, which they often forget I’d wager.
I got mine working by downloading and installing android file transfer on my mac. Once I opened it and it requested access from my mobile (galaxy note 8) I was able to build to my phone. Haven’t opened or used the android file transfer since.
CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
C:\Users\LENOVO\AppData\Local\Android\sdk\platform-tools\adb.exe -s “AGY7N19312001479” install -r -d “C:\Users\LENOVO\Documents\Ather MethodeGmail\bnnb.apk”