Common problems
Last updated
Last updated
Errors with Unity Toon shader in Unity 6000 editors If when importing the BulletHell Elemental Template package, it presents an error with the Toon Unity shader like the ones below:
Open the UniversalToonBody.hlsl script or double-click on the error to open the file. Go to the end of the script as in the image below, and you will see that your code is missing adjustments for the 60000+ Editor which asks for an extra parameter in the function.
Then replace the section "#elif UNITY_VERSION >= 202317" or whatever version you have in your code, with this code below so that it looks like the image:
You created a new URP project, installed the template and the 3D models and materials are pink? Don't worry, the solution is very simple. Note: If you created a Built-in project and don't want to create a URP project, install the builtin.unitypackage file that is inside the BulletHellTemplate/Packages folder and this will solve 90% of the material errors, but I still recommend creating a URP project so you can use the Toon shader and avoid errors with materials.
Returning to the error of materials that are pink in a new URP project Go to the Edit tab and click on Project Settings, in the menu that opens look for the Graphics tab, and check if the "Default Render Pipeline" field is None (empty), if it is empty click on the select button in this field and select a render Pipeline file that is already created in the project With this your URP project will be working correctly, if it is still pink check if the shader script does not have the error above and follow the solution.
I do not recommend using Unity editor version below 2022 LTS, but if you chose to use unity 2021/2019 and had errors when importing AI NavMesh package:
Remove the NavMesh package from the Package Manager, then click the button to add a new package with git and in the menu that appears paste this: com.unity.ai.navigation This should install a compatible version
Below is a list of common errors that the Firebase SDK can present and solutions that often resolve them. Note: All errors below refer to the Firebase SDK and not to the BulletHell Elemental Template, that is, they are errors that you would have using Firebase in any application and would have to look for a solution with the Firebase documentation itself.
Most errors will appear when you open the project for the second time and play the scene as it will automatically install External Dependencies from Google or when you try to compile an APK or executable.
1 -
This screen usually appears the second time I open the project or when trying to compile the game apk
What to do: Click Enable unless you know what you are doing.
Common issues: Clicking Disable without having other plugins Android and even IOS can cause -Infinite loop when trying to compile an APK
-Unity crash when trying to compile an APK
-Compiled APK does not connect to Firebase services
Solution: Click on the Unity Assets tab, look for External Dependency Manager, click on Android Resolve and then on Force Resolve and soon this window will appear again to click on Enable.
2-
This window usually appears right after accepting the previous Android Auto-Resolution window.
Common issues: Clicking Disable without having other Gradle templates can cause -Infinite loop when trying to compile an APK
-Unity crash when trying to compile an APK
-Compiled APK does not connect to Firebase services
Solution: Click on the Unity Assets tab, look for External Dependency Manager, click on Android Resolve and then on Force Resolve and soon this window will appear again to click on Enable.
3-
This error appears when one of the required modules is missing from the Unity Engine editor, be it the Android or IOS module.
If you are not going to use one of them, as in the case above the IOS module is missing, then you can either disable DLL checking or install the missing module.
Look for the DLL that is showing the error, in the case above where the IOS module is missing, the Google.IOSResolver.Dll and Firebase.Editor.Dll files are showing the error, select one of them and uncheck Auto Reference and Validate Reference, then wait for it to compile completely before going to the next one, the progress can be seen in a window in the lower right corner of the unit with the message Compiling After compiling, select the other files with error and do the same
4-
This error occurs because you have installed the Asset New Input System and the system applied both for compatibility, but in Android builds this can lead to errors so the engine issues this warning.
Solution: In the build settings change Both to Input System Package(new).
5-
This is the most annoying error and one that discourages new developers trying to use the Firebase SDK because there is no direct warning about what is actually causing it, and it always appears when trying to compile the game build. There are several build errors with large logs and little information about what actually caused the error.
Main cause: The latest Firebase SDKs only support Android versions with a minimum API level of 23 or higher. I recommend using above 28. Change the minimum Android version in the build settings menu
Second cause: When using Android's force resolve, some options in Publishing Settings/Build are automatically marked, but the file was configured for a minimum Android version that Gradle/SDK does not support.
Solution: Access the root folder of your project (the parent folder of the Assets, library, etc. folders), search for Launcher and select the folder of the current build type of your project (Mono/IL2CPP) and change the Build.Gradle file to an accepted configuration, if you do not know the build type, access the 2 launcher folders if any and change them:
Other possible solutions: Make sure these boxes are checked in Publish/Build Settings. If not, try checking them and if you are unable to do so or get an error, force-resolve again, accept all previous prompts, go back to Build Settings and try again.