Comments (13)
Many thanks for keeping this great SDK alive :)
I managed to generate the package on windows 10 following your instructions @philip-lamb
@megazillia4499
Don't forget to add a backslash between "Program" and "Files", as a space in directory names can be mistakenly recognised as something else
So you path should be like so
C:/Program\ Files/Unity/Hub/Editor/2019.2.17f1/Editor/unity.exe
This is my package.sh modified file just as a reference
package.zip
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This may be an oddity in git-bash's line-handling or possibly its sed
implementation, since it's treating the zero-length string to the -i
as the filename.
Please try editing the packaging script, and change the failing line to this:
sed -Ei "" -e "s/artoolkitX for Unity Version (([0-9]+\.[0-9]+)(\.[0-9]+)?(r[0-9]+)?)/artoolkitX for Unity Version $VERSION/" $ARUNITYX_HOME/Source/Package/Assets/ARToolKitX-Unity/Scripts/Editor/ARToolKitMenuEditor.cs
If that works, I'll patch the original.
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I apologize in advanced if i make a mistake following your instructions but i pasted the exact code snippet you sent on line 53 of 'package.sh'. Then ran 'build.sh' and 'package.sh' and received the following.
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Yeah, git-bash is interpreting the empty command-line parameter as the filename. I'll formulate a workaround in git-bash tomorrow.
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OK, checked it and the Linux sed
doesn't conform to its manpage; there needs to be no space between the -i
and ""
parts of that line. So try: sed -Ei"" -e "s/artoolkitX for Unity Version (([0-9]+\.[0-9]+)(\.[0-9]+)?(r[0-9]+)?)/artoolkitX for Unity Version $VERSION/" $ARUNITYX_HOME/Source/Package/Assets/ARToolKitX-Unity/Scripts/Editor/ARToolKitMenuEditor.cs
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Ok so the issues appears to have changed, it attempts to locate a file but cant.
/Applications/Unity/Unity.app/Contents/MacOS/Unity: No such file or directory
so the console shows the following:
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Is this something that should be installed during build.sh's execution or is it attempting to locate unity on my system? will attempt to run the MacOs build and try again as that's where it is searching.
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Ermm, yeah OK yes the script assumes its running on macOS, and is looking for Unity.app in the standard location on macOS. This packaging script was really only intended for running on the CI system, so there could be other gotchas. The same syntax would work provided you replace /Applications/Unity/Unity.app/Contents/MacOS/Unity
with the path to unity.exe
on your system.
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so if the path was (on windows)
C:\Program Files\Unity\Hub\Editor\2019.2.17f1\Editor\Unity.exe
shouldn't the line be:
c/Program_Files/Unity/Hub/Editor/2019.2.17f1/Editor/Unity
-quit -batchmode -nographics -stackTraceLogType Full -executeMethod ARToolKitPackager.CreatePackage -projectPath $ARUNITYX_HOME/Source/Package ARUnityX-${VERSION}.unitypackage
as that doesn't seem to be working, it just says that the file or directory isn't found
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I think you forgot the initial slash on the pathname; it'll need to be /c/Program\ Files/Unity/Hub/Editor/2019.2.17f1/Editor/Unity
.
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Thank you both! I got the package file. Note: when the package is created, it works in the unity project it makes but displays the following error anytime the package is imported into another project:
Package corrupted, deduced GUID exists but at different destination path, refusing import.
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This implies that you're trying to import the package into a project where the package's files were previously imported. Try importing into a clean project or completely removing the package's files from the project before re-importing.
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Same problems here. Solved following these instructions. Thank you all! :)
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Related Issues (20)
- Unity Editor Crashes when Entering Play Mode with ARToolkitX HOT 7
- Custom Camera Calibration HOT 1
- Running the sample encountered bugs and a crash issue HOT 1
- Same marker multiple objects HOT 2
- How to build ARX.dll file locally on windows HOT 2
- Related principles
- Compile error on Windows HOT 2
- Noted Warnings and errors on Startup for Android HOT 1
- Building on iOS still not possible HOT 4
- When building for iOS, Build Processor should check that either a info.plist exists or the Camera usage settings are configured HOT 2
- SimpleNFTScene for IOS crashes out of the box HOT 4
- Bug: Unsafe code warning on importing Unity package HOT 2
- Example Issue: Missing scene references and duplicate components in the Fisticuffs demo
- Bug: Running sample scenes in the editor results in the console being spammed HOT 2
- Performance: Anchor stability is very shaky on Android HOT 2
- Printable markers for samples should be more accessible HOT 2
- Bug: iOS builds fail with a plugin error - V1.1.11 HOT 1
- NFT Marker doesn't track in Android HOT 1
- How to change the camera to UVCcamera for recognition? HOT 4
- ARXTrackedCamera is obsolete. Refactor ARXTransitionalCamera
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