Comments (3)
Did you close Unity Editor before running the build? Unity Editor should be closed before running the standalone build because MIDI devices are exclusively retained by a single application on some systems.
from midijack.
Yes, the editor is closed. Since posting, one of the .exes is working (the channels were incorrect in my initialization json file). I'm still working on debugging the other exe, but I will now compare both games to make sure I'm not missing anything critical. I will update if/when it's resolved, but if you have any suggestions of where to look, I'd be super appreciative. Thank you for your quick response time!
from midijack.
I'm closing this issue. Please feel free to reopen for further questions.
from midijack.
Related Issues (20)
- Integration with new InputSystem HOT 11
- Is it possible to get a timestamp? HOT 1
- Note up triggers twice HOT 3
- Update plugin code to use lib RtMidi HOT 3
- IAC Driver compatibility HOT 1
- Keyboard Midi Controller HOT 2
- Inifinite midi device detected which freezes the editor HOT 2
- Does it work with Hololens 1 ? HOT 8
- Endless loop?When handles_to_close is not empty
- NoteOn delegate triggers on actual Note Off HOT 2
- When loading a scene that uses MidiMaster.GetKeyDown(), the scene will no longer act appropriately. HOT 1
- When in edit mode no input is detected, once stopped midi device is no longer accessible by any application. HOT 2
- Hololens2(ARM) usage HOT 1
- macOS - MidiJackPlugin.bundle - "cannot be opened because the developer cannot be verified" error
- Midijack undetected with AKAI MPK Midi Controller? HOT 3
- Unity not recognizing Midi Messages properly on MacOS Catalina with Alesis Nitro Mesh Kit HOT 4
- Upgrade to Unity 2020 HOT 5
- Detected MIDI devices: device unknown HOT 3
- Any way to throttle/debounce MIDI Messages? HOT 1
- Almost Stopped in U2020.3 HOT 3
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