Comments (11)
Hey @V0odo0 is your app's bundle ID different from the bundle ID in Unity's Player Settings? Are you embedding Unity into another app?
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Hey @V0odo0 is your app's bundle ID different from the bundle ID in Unity's Player Settings? Are you embedding Unity into another app?
My app is not embedded.
What exactly is app's bundle ID in comparison with bundle ID in Unity's Player Settings?
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What exactly is app's bundle ID in comparison with bundle ID in Unity's Player Settings?
This is your bundle ID. If you aren't embedding your app, then what you set in Unity will be the same as the final app binary. Since that doesn't seem to be the case for you, can you share the full, unfiltered logs from logcat
(for Android) and the Player.log
(for Windows)?
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Tried both Mono & IL2CPP.
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@V0odo0 can you share the Android logs too? And can you share the Editor.log
after building the player (for either Android or Windows)? It seems that the session token isn't being set at runtime, which shouldn't ever happen.
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Windows
Editor.log
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@V0odo0 and Android runtime logs? Seems that building from Unity isn't encountering any errors.
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@V0odo0 and Android runtime logs? Seems that building from Unity isn't encountering any errors.
This project is not targeting for Android currently. I don't think that changing build target will show something that is related to this issue. Both Win & Android builds throws the same exception right on the startup.
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This project is not targeting for Android currently. I don't think that changing build target will show something that is related to this issue. Both Win & Android builds throws the same exception right on the startup.
The reason why I'm asking for the Android logs is to see whether the session token is being set before the error above pops up. We have independent implementations for each platform we support. But as far as I can tell, this function isn't being invoked at runtime, which is what would cause the session token is invalid
error:
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I fugure it out.
Methods marked [RuntimeInitializeOnLoadMethod] are invoked after the game has been loaded. This is after the Awake method has been invoked.
My app quieries video devices in the first loaded scene on Awake.
I moved my code to Start but I recommend you to change the token validation behaviour. Either initialize it on demand or move to [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
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Will be adding [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
to the next update. Thanks for reporting it back.
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Related Issues (20)
- Crash in `CameraDevice::OnCaptureCompleted` HOT 1
- Setter of MediaDeviceQuery.previewResolution does not work correctly. HOT 1
- After building for iOS, it complains about not valid subscription HOT 2
- Crash on iOS while accessing camera and write to RenderTexture HOT 1
- Crash when access microphone (works on iOS and editor, crashes on Android) HOT 2
- AudioBuffer handler not firing on Galaxy Tab A running Android 7.1.1 HOT 1
- Compile time error after upgrading to NatDevice 1.3.1 HOT 1
- Crashes on `new MediaDeviceQuery` on Android HOT 1
- Consider ordering media devices HOT 1
- Compile error Version 1.3.1 with Unity 2020.3.36 HOT 1
- 1.3.1 does not compile on Unity 2020.3.36f1 HOT 1
- Proguard stripping crash HOT 1
- DllNotFoundException: NatDevice assembly HOT 2
- iOS 16+ crash HOT 14
- I want to set all device preview resolution as 1 x 1. HOT 1
- Can I get sample codes of CameraDevice.CapturePhoto(Action<CameraImage>) ? HOT 1
- [Unity] Native Crash - Unknown Function HOT 7
- Long hang (30 seconds plus) when starting a device HOT 1
- audio device return null on buffer HOT 1
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