I'm stuck during the building

Hi guys, I’m new.
I’m trying to build my project but it returns me an error:
A problem occurred configuring project ‘:unityLibrary’.

Failed to notify project evaluation listener.
org/gradle/api/plugins/MavenPlugin

I don’t understand why… I tried everything, but I don’t know how to resolve it.
I installed Gradle 8.0 with SDKMAN! and download the files, I followed the tutoria here, but nothing changes.
Can anyone help me?
I tried on 2 differents computers…
I’m following the tutorials on their channel and in docs.

Hi Stefano,

Would you be able to share with me a screenshot of the error message and any other errors that appear in the console so that I can get a better understanding of this issue?

Hi Jesus,
I’ve received different errors, I attach you some of them:

**CommandInvokationFailure: Gradle build failed. **
C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath “C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-6.1.1.jar” org.gradle.launcher.GradleMain “-Dorg.gradle.jvmargs=-Xmx4096m” “assembleRelease”

Environment Variables:
USERDOMAIN = LAPTOP-QNLOICGU
ProgramFiles = C:\Program Files
TMP = C:\Users\Stefano\AppData\Local\Temp
PROCESSOR_ARCHITECTURE = AMD64
PROCESSOR_REVISION = 5000
OS = Windows_NT
CHROME_CRASHPAD_PIPE_NAME = \.\pipe\crashpad_18308_EDMAZZDLAJZGZQZL
PROCESSOR_IDENTIFIER = AMD64 Family 25 Model 80 Stepping 0, AuthenticAMD
ProgramW6432 = C:\Program Files
USERPROFILE = C:\Users\Stefano
JAVA_HOME = C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK
CommonProgramFiles = C:\Program Files\Common Files
DriverData = C:\Windows\System32\Drivers\DriverData
ComSpec = C:\WINDOWS\system32\cmd.exe
PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\WINDOWS\system32\WindowsPowerShell\v1.0\Modules
PUBLIC = C:\Users\Public
USERNAME = Stefano
NUMBER_OF_PROCESSORS = 16
JAVA_TOOL_OPTIONS = -Dfile.encoding=UTF-8
FPS_BROWSER_APP_PROFILE_STRING = Internet Explorer
TEMP = C:\Users\Stefano\AppData\Local\Temp
Path = C:\ProgramData\Oracle\Java\javapath;C:\Program Files\Common Files\Oracle\Java\javapath;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0;C:\WINDOWS\System32\OpenSSH;C:\Program Files\Git\cmd;C:\Program Files\dotnet;C:\Users\Stefano\AppData\Roaming.dotnet;C:\Users\Stefano\AppData\Local\Microsoft\WindowsApps;C:\Users\Stefano\AppData\Local\Programs\Microsoft VS Code\bin;C:\Users\Stefano.dotnet\tools;C:\Users\Stefano.dotnet\tools;C:\Program Files (x86)\GnuWin32\bin;C:\Users\Stefano\Documents\gradle-8.0\bin
COMPUTERNAME = LAPTOP-QNLOICGU
PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
ALLUSERSPROFILE = C:\ProgramData
SystemDrive = C:
windir = C:\WINDOWS
FPS_BROWSER_USER_PROFILE_STRING = Default
HOMEPATH = \Users\Stefano
CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files
APPDATA = C:\Users\Stefano\AppData\Roaming
OneDrive = C:\Users\Stefano\OneDrive
PROCESSOR_LEVEL = 25
CommonProgramW6432 = C:\Program Files\Common Files
ProgramFiles(x86) = C:\Program Files (x86)
SystemRoot = C:\WINDOWS
SESSIONNAME = Console
LOGONSERVER = \LAPTOP-QNLOICGU
LOCALAPPDATA = C:\Users\Stefano\AppData\Local
HOMEDRIVE = C:
USERDOMAIN_ROAMINGPROFILE = LAPTOP-QNLOICGU
ProgramData = C:\ProgramData
ORIGINAL_XDG_CURRENT_DESKTOP = undefined

stderr[

FAILURE: Build failed with an exception.

*** Where:**
Build file ‘C:\Users\Stefano\TestOcclusion\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build.gradle’ line: 1

*** What went wrong:**
A problem occurred evaluating project ‘:launcher’.
> Failed to apply plugin [id ‘com.android.internal.version-check’]
** > Minimum supported Gradle version is 6.7.1. Current version is 6.1.1. If using the gradle wrapper, try editing the distributionUrl in C:\Users\Stefano\TestOcclusion\Library\Bee\Android\Prj\IL2CPP\Gradle\gradle\wrapper\gradle-wrapper.properties to gradle-6.7.1-all.zip**

*** Try:**
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

*** Get more help at https://help.gradle.org**

BUILD FAILED in 8s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
]
stdout[
Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details
]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action1[T] progress, System.String error) (at <8b5e5c27dd23466cbbae54c94c729526>:0)** **UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action1[T] progress) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
Rethrow as GradleInvokationException: Gradle build failed
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action`1[T] progress) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
Rethrow as BuildFailedException: Exception of type ‘UnityEditor.Build.BuildFailedException’ was thrown.
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput buildProgramOutput) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <42a64fd733d9417da1ea3a757ad9a96d>:0)
UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
Niantic.ARDK.AR.WayspotAnchors.Editor._RemoteAuthoringPresenceManager:OnBuild(BuildPlayerOptions) (at Assets/ARDK/Editor/RemoteContent/_RemoteAuthoringPresenceManager.cs:170)
**UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)**emphasized text

If I change gradle-6.1.1-all.zip with the suggested or with the gradle-8.0.zip, in the file in C:\Users\Stefano\TestOcclusion\Library\Bee\Android\Prj\IL2CPP\Gradle\gradle\wrapper\gradle-wrapper.properties, it shows me this the same error message

So, if I change the path of the gradle with one I installed (gradle 8.0, installed with SDKMAN and downloaded from the site), it show me this:

**CommandInvokationFailure: Gradle build failed. **
C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath “C:\Users\Stefano\Documents\gradle-8.0\lib\gradle-launcher-8.0.jar” org.gradle.launcher.GradleMain “-Dorg.gradle.jvmargs=-Xmx4096m” “assembleRelease”

Environment Variables:
USERDOMAIN = LAPTOP-QNLOICGU
ProgramFiles = C:\Program Files
TMP = C:\Users\Stefano\AppData\Local\Temp
PROCESSOR_ARCHITECTURE = AMD64
PROCESSOR_REVISION = 5000
OS = Windows_NT
CHROME_CRASHPAD_PIPE_NAME = \.\pipe\crashpad_18308_EDMAZZDLAJZGZQZL
PROCESSOR_IDENTIFIER = AMD64 Family 25 Model 80 Stepping 0, AuthenticAMD
ProgramW6432 = C:\Program Files
USERPROFILE = C:\Users\Stefano
JAVA_HOME = C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK
CommonProgramFiles = C:\Program Files\Common Files
DriverData = C:\Windows\System32\Drivers\DriverData
ComSpec = C:\WINDOWS\system32\cmd.exe
PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\WINDOWS\system32\WindowsPowerShell\v1.0\Modules
PUBLIC = C:\Users\Public
USERNAME = Stefano
NUMBER_OF_PROCESSORS = 16
JAVA_TOOL_OPTIONS = -Dfile.encoding=UTF-8
FPS_BROWSER_APP_PROFILE_STRING = Internet Explorer
TEMP = C:\Users\Stefano\AppData\Local\Temp
Path = C:\ProgramData\Oracle\Java\javapath;C:\Program Files\Common Files\Oracle\Java\javapath;C:\Program Files\Microsoft\jdk-11.0.12.7-hotspot\bin;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0;C:\WINDOWS\System32\OpenSSH;C:\Program Files\Git\cmd;C:\Program Files\dotnet;C:\Users\Stefano\AppData\Roaming.dotnet;C:\Users\Stefano\AppData\Local\Microsoft\WindowsApps;C:\Users\Stefano\AppData\Local\Programs\Microsoft VS Code\bin;C:\Users\Stefano.dotnet\tools;C:\Users\Stefano.dotnet\tools;C:\Program Files (x86)\GnuWin32\bin;C:\Users\Stefano\Documents\gradle-8.0\bin
COMPUTERNAME = LAPTOP-QNLOICGU
PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
ALLUSERSPROFILE = C:\ProgramData
SystemDrive = C:
windir = C:\WINDOWS
FPS_BROWSER_USER_PROFILE_STRING = Default
HOMEPATH = \Users\Stefano
CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files
APPDATA = C:\Users\Stefano\AppData\Roaming
OneDrive = C:\Users\Stefano\OneDrive
PROCESSOR_LEVEL = 25
CommonProgramW6432 = C:\Program Files\Common Files
ProgramFiles(x86) = C:\Program Files (x86)
SystemRoot = C:\WINDOWS
SESSIONNAME = Console
LOGONSERVER = \LAPTOP-QNLOICGU
LOCALAPPDATA = C:\Users\Stefano\AppData\Local
HOMEDRIVE = C:
USERDOMAIN_ROAMINGPROFILE = LAPTOP-QNLOICGU
ProgramData = C:\ProgramData
ORIGINAL_XDG_CURRENT_DESKTOP = undefined

stderr[

FAILURE: Build failed with an exception.

*** What went wrong:**
A problem occurred configuring project ‘:unityLibrary’.
> Failed to notify project evaluation listener.
** > org/gradle/api/plugins/MavenPlugin**

*** Try:**
> Run with --stacktrace option to get the stack trace.
> Run with --info or --debug option to get more log output.
> Run with --scan to get full insights.

*** Get more help at https://help.gradle.org**

BUILD FAILED in 17s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
]
stdout[
Starting a Gradle Daemon, 3 incompatible and 2 stopped Daemons could not be reused, use --status for details

> Configure project :launcher
WARNING:: The option setting ‘android.enableR8=false’ is deprecated.
It will be removed in version 7.0 of the Android Gradle plugin.
You will no longer be able to disable R8

Deprecated Gradle features were used in this build, making it incompatible with Gradle 9.0.

You can use ‘–warning-mode all’ to show the individual deprecation warnings and determine if they come from your own scripts or plugins.

See Command-Line Interface
]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action1[T] progress, System.String error) (at <8b5e5c27dd23466cbbae54c94c729526>:0)** **UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action1[T] progress) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
Rethrow as GradleInvokationException: Gradle build failed
UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action`1[T] progress) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
Rethrow as BuildFailedException: Exception of type ‘UnityEditor.Build.BuildFailedException’ was thrown.
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput buildProgramOutput) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <8b5e5c27dd23466cbbae54c94c729526>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <42a64fd733d9417da1ea3a757ad9a96d>:0)
UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
Niantic.ARDK.AR.WayspotAnchors.Editor._RemoteAuthoringPresenceManager:OnBuild(BuildPlayerOptions) (at Assets/ARDK/Editor/RemoteContent/_RemoteAuthoringPresenceManager.cs:170)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

If I try to run the LowLevelNetworking to try the API, it shows me this:

EntryPointNotFoundException: _NARMultipeerNetworking_Init assembly: type: member:(null)
Niantic.ARDK.Networking._NativeMultipeerNetworking…ctor (Niantic.ARDK.Networking.ServerConfiguration configuration, System.Guid stageIdentifier) (at Assets/ARDK/Networking/_NativeMultipeerNetworking.cs:482)
Niantic.ARDK.Networking.MultipeerNetworkingFactory.Create (Niantic.ARDK.RuntimeEnvironment env, Niantic.ARDK.Networking.ServerConfiguration serverConfiguration, System.Guid stageIdentifier) (at Assets/ARDK/Networking/MultipeerNetworkingFactory.cs:98)
Niantic.ARDK.Networking.MultipeerNetworkingFactory.Create (Niantic.ARDK.RuntimeEnvironment env, System.Guid stageIdentifier) (at Assets/ARDK/Networking/MultipeerNetworkingFactory.cs:62)
Niantic.ARDK.Extensions.NetworkSessionManager.Create () (at Assets/ARDK/Extensions/NetworkSessionManager.cs:214)
Niantic.ARDK.Extensions.NetworkSessionManager.InitializeImpl () (at Assets/ARDK/Extensions/NetworkSessionManager.cs:116)
Niantic.ARDK.Extensions.UnityLifecycleDriver.Initialize () (at Assets/ARDK/Extensions/UnityLifecycleDriver.cs:132)
UnityEngine.Events.InvokableCall.Invoke () (at <4014a86cbefb4944b2b6c9211c8fd2fc>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <4014a86cbefb4944b2b6c9211c8fd2fc>:0)
UnityEngine.UI.Button.Press () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)
UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)

I followed the tutorial, step to step…
I never programmed in unity, this is my first time and I’m learning. :sweat_smile:
I didn’t understand why I can’t build.

I programmed with Android Studio, before… can it affects the build?

thanks, btw.

Hi Stefano,

When you say you programmed with Android Studio before, do you also mean that you’ve been using Android Studio along with this Unity project in some way? If so, can you explain how? Or are there any particular versions of anything that you’ve installed via Android Studio that Unity is also using that you think might be causing some clashes?

Hi Jesus,

No, I didn’t program using android studio along Unity
Btw I resolved it, but my app doesn’t work. I’m stuck with LowLevelNetworking, It returns everytime “Not Connected” with the error:

EntryPointNotFoundException: _NARMultipeerNetworking_Init assembly: type: member:(null)
Niantic.ARDK.Networking._NativeMultipeerNetworking…ctor (Niantic.ARDK.Networking.ServerConfiguration configuration, System.Guid stageIdentifier) (at Assets/ARDK/Networking/_NativeMultipeerNetworking.cs:482)
Niantic.ARDK.Networking.MultipeerNetworkingFactory.Create (Niantic.ARDK.RuntimeEnvironment env, Niantic.ARDK.Networking.ServerConfiguration serverConfiguration, System.Guid stageIdentifier) (at Assets/ARDK/Networking/MultipeerNetworkingFactory.cs:98)
Niantic.ARDK.Networking.MultipeerNetworkingFactory.Create (Niantic.ARDK.RuntimeEnvironment env, System.Guid stageIdentifier) (at Assets/ARDK/Networking/MultipeerNetworkingFactory.cs:62)
Niantic.ARDK.Extensions.NetworkSessionManager.Create () (at Assets/ARDK/Extensions/NetworkSessionManager.cs:214)
Niantic.ARDK.Extensions.NetworkSessionManager.InitializeImpl () (at Assets/ARDK/Extensions/NetworkSessionManager.cs:116)
Niantic.ARDK.Extensions.UnityLifecycleDriver.Initialize () (at Assets/ARDK/Extensions/UnityLifecycleDriver.cs:132)
UnityEngine.Events.InvokableCall.Invoke () (at <4014a86cbefb4944b2b6c9211c8fd2fc>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <4014a86cbefb4944b2b6c9211c8fd2fc>:0)
UnityEngine.UI.Button.Press () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)
UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)

Hi Stefano,

Are you following any of our examples and/or using any of our sample code? If so, can you let me know what you’re using? If not, can you share the parts of your project where you’re initializing your AR Session (or share your ARSessionManager component if you’re using one) and setting up networking? Additionally, the code that you presume is executing right before getting this error would also be helpful. If you’re not comfortable pasting your code on a public forum, feel free to send me a direct message.

Hi Jesus,
I’m using the example scene LowLevelNetworking to testing my API. I’m using all of your projects, but no one works because my API doesn’t work.
I followed all of your tutorials, but them doesn’t work on phone, only in Unity.
I made a directory Resources > ARDK > ARDKAuthConfig inside the ARDK Example, as you said here

Hi Stefano,

I was also able to build the Low Level API example we have. Can you double check that you have the API key in the AuthToken?

If that’s all good, can you try the following:

  • Try deleting the Resources/ARDK folder from the Examples and recreating it in the Assets folder instead (where everything else resides) along with a new Auth token and the same API key you originally used
  • It sounds like you resolved your build issues. If so, can you try building to your device and look for any error messages in the Android Logcat? Specifically any that repeat or any that seem noteworthy. Copy and paste them so I can have a look or send in a screenshot if that works better

Also, when you’re referring to API, are you referring to the actual networking API, or the API key? Or some other 3rd party API? I presume it’s one of the first two but it’s a little bit unclear. If you’re getting any error messages that say something about your API key not working can you share those as well?

Hi Jesus,

I fixed all. There was a missing line in the manifest and it didn’t run in my device.
When I say “API” I meant the API of the Lightship project.
There is still a problem inside the LowLevelNetworking, but every your examples are working finally!

Hi Stefano,

May I know what part of the build seems to not be working? From the screenshots you sent me, it looks like the example is working just fine.

Hi jesus,
sorry for my late response. It works finally, I didn’t notice that I had to press “Connect” to test…

Thanks a lot!

No problem! I’m glad you got it working.