"Selected Platform is not supported by Unity Remote"

Hi. I just finished building Unity Remote for the first time and I’m trying to use it but it’s not working. I’m using the current build of Unity 3. I have a good wifi connection. I start up Unity remote and it shows my Mac listed. I select it and it says “waiting for Game View, Press Play”. When I press play, Unity Remote goes back to the previous screen and at the top it says “Selected Platform is not supported by Unity Remote”. What does that mean?

You need to set your build platform as iOS. To do so, go to the build settings, click iOS and click set. Note that it takes a while because it reimports your textures/assets

That did the trick…Thanks :wink:

Hi. I’ve compiled the Unity 3 remote to my device with a prov profile and I’m seeing the same thing when I press play in the Unity editor. Just to confirm that I’m doing the compile correclty:

  1. Open up the “UnityRemote.xcodeproj”
  2. Have a valid and matching provisioning profile already created and installed in XCode.
  3. The SDK was missing so I set it to 4.1
  4. Build and run from Xcode.

Doing this installs the Unity Remote on my iPhone however I get the same problem where it’s waiting for game view, press play and when I do press play in the Unity editor it’s throws me back to the previous screen.

Any thoughts???

project is not set to be an iphone project or you are not on the same local network or the osx firewall does not allow unity to talk out because you denied the corresponding dialog

Ok, … so what has to be done differently.

  1. build settings → ensure its set to be an iphone - ipad project
  2. network → ensure that the wifi to which you connect your idevice is reachable from your mac in that lan and vice versa (otherwise use the wifi in the mac to create an adhoc for connection)
  3. Ensure its really Unity Remote 2, not due to whatever reason the old one (easy to detect, if you don’t have the switch to disable rendering, its the unity remote 1 not compatible with U3 at all)

@ Dreamora, … thanks.
I just checked my iPhone WiFi settings and it was connected to my wifi network however it for some reason didn’t receive any IP addressing information (IP, subnet mask, gateway etc) via DHCP and it wouldn’t renew the lease. So I restarted my iPhone and the DHCP bit is working thus the remote is now working as well.

very strange, but good you were able to resolve it :slight_smile:

I have a different problem with both unity remote and the unity app. When my device displays the “Waiting for game view Press Play” so then i press the play button on the unity app. Nothing happen it just displayed an error “No assert string available”

I dont know what the error means. Im new to unity dev. pls help me :slight_smile:

I was able to fix the problem. I was not using the right unity remote app. i didn’t know that the unity installer have the unity remote app.

Reposting this. I updated my SDK today. I updated the software running on my iTouch and iPad as well.

Unfortunately the current SDK for developers is 4.1… I can’t seem to redirect the build for the unity remote and it just fails.

In the Build settings of Xcode I have set Base SDK to : iOS Device 4.1

Yet when I try to do a Build and Run of my unityRemote it fails looking for iphoneos4.0… error below. This is not what i have it set to.

error: There is no SDK with the name or path ‘iphoneos4.0’

I set my SDK by going to:

PROJECT
EDIT PROJECT SETTINGS

and setting:

Base SDK : iOS Device 4.1

Can anyone help me figure out why this isn’t working and possibly where to find the right settings?

thanks

okay I’m replying to my own thread thus far.

I found by doing a google search that if you hold the button on the mac and then hold down on that annoying “Base SDK Missing”
then it will show a list of builds you can choose from.

I choose iOS 4.1 and try a build and now it tells me :

“Device Failed to become Ready” Try rebooting.

I have rebooted several times. I have rebooted my computer. Still I can’t get it to rebuild the unityremote onto the device.

determined to get this up and running today because responsibilities will give me no time for this after today. Any help appreciated.

-Daev

Another follow up.

I’m still feeling like there is a bug with the unityRemote3. I have not been able to get this to work yet. So I tried to build the unityRemote3 to my iTouch but it didn’t work even using when I can choose iOS 4.1.

I decided to try to get more information so did a straight BUILD RUN. The first time I did this it failed and said I had no provisioning profile, which I do. So I put the provisioning profile onto my iTouch again. Actually I couldn’t delete it so I tried to put it on again. Exited out of Unity and again tried to do a BUILD RUN. This time it worked.

I made a couple changes to my game and tried to do a BUILD RUN again, and this time it failed again saying there was no Provisioning profile which clearly now there is because I had played the game.

I exited out of Xcode and tried again and it worked fine.

---- IN the meantime back to the UnityRemote3.

I still cannot get the unityRemote3 to work. It tells me “Failed to initiate connection”.

I do see that with the new iPhone OS that there is at least one new setting (airplane mode which i have off). I’m wondering if there are other new settings that might be interfering with unityRemote3.

Doing BUILD RUN as a way of testing my game is doable… but not ideal in terms of time it takes to test things.

I like the unityRemote and i’m hoping if anyone else is running into this we might be able to verify whether there is a real bug or not.

failed to initiate connection means that you are not on the same wifi / lan as the unity 3 editor with iphone license on iphone project or you disallowed unity 3 to have any net connections when the osx 10.6 firewall asked you

I can use the unityRemote for my game as it is in unity2.6 (I kept a backup).

So this means that my wifi is reading and that there is no firewall blocking me.

okay. This gave me an epiphany that perhaps what I thought was the unityRemote3 was not in fact. So I ran the download I have again as a build assuming that the provisional profile was acting up originally.

There is a definite difference between the unityRemote and unityRemote3 even the icon and some extra buttons at the bottom. I now have the unityRemote3 installed and working with my unity3.0.

very exciting.

Unity 2.6 never had any remote support at all sorry.
perhaps you talk about iphone 1.7 but thats not the same as iphone 1.x is basing on unity 2.1, not 2.5 or 2.6

and yes U3 has an own remote (Unity Remote 2), the old one will not work with u3 and the u3 one not with iphone 1.x

Are you saying that I’m wrong, I haven’t been using the unityRemote with my project in Unity2.6?

Correct, because there is no Unity 2.x with iphone support at all. 2.x is exclusively windows - osx - webplayer only

Hello all,

I have the same problem stated above, I get the “Selected Platform is not supported by Unity Remote” on my unity remote.

I have unity 3
Downloaded the unity remote file (UnityRemoteSource 3) (http://download.unity3d.com/support/resources/files/UnityRemoteSource_3.zip)
have Xcode 3.2.5 and 4.0

I am on the same WiFi network
iPhone4 and macbook pro

Did a build and run

Have unity running
See my macbook pro in the unity remote app
Click on it, says: "waiting for game view Press ‘Play’
So I press play in Unity
The window in unity remote app goes back to my macbook pro and above that I get the message: “Selected Platform is not supported by Unity Remote”

I tried a couple off things mentioned above but nothing helped.
Does anyone have a clue?
Can someone give me the exact steps to build the app (maybe I am missing something or I did not understand)

Thanks in advance,
Aaron