Unity 5 webplayer forces development build - build

how do you publish to webplayer without Unity publishing a development build? I tried to publish streamed, offline, development.. and, of course, with nothing selected. Unity only builds webplayer development builds.
I'm using the most recent version of Unity 5. I do have some errors after exiting one of the levels, cuz I didn't cleanly tell the Enemies what to do after the Player is dead, or something like if.. the player exists go kill her. I just exit the level and the game plays just fine. But can this be the reason? Unity thinking that I still have errors to fix and therefore I can't publish a normal build? I can publish OK to PC though..
Thanks!
EDIT:
Oh, nevermind, I managed to find some answers. The Webplayer installed with Unity goes automatically in Dev mode. It doesn't have any right click options to disable dev build. So I had to reinstall the player via their website. But if other people have their Webplayers set to Dev Build they will see this game with all its errors. : / No biggie, since this is just a learning project, but still.. I would very much like to have a clean build if I'm showing it to anyone else.

Related

Visual Studio 2013 freezing after completing a build

I have encountered a very strange problem and I haven't seen an answer to this anywhere on this forum or others. Yesterday when I pressed f5 to build my program, it compiled, said "Build successfull" and then VS froze. An .exe was created but when trying to run the file, it say that it's already open in system. Since then, even when I create a new project, the same thing happens. TO open the .exe again, I have to restart the compute and when I try to run it after a restart, nothing happens and it locks up again.
This all happened after I opened an example project that I got from my programming teacher. I suspected that the project might have screwed my settings but I tried reseting my settings and re-installing VS. Neither worked. I also ran ccleaner and removed all VS related folders. I have tried several fixes that I red about on this forum that seemed to be related but none of those have worked either.
When I opened a project that I created on my computer, on another computer, that screwed up VS on that computer as well so now I basically am unable to work anymore. I was logged in on my MS account on VS on both computers but could that really have anything to do with it? I am at a loss here and really need help.
I have sent an email to my teacher about it but I don't know how quickly he'll respond so I thought you guys might be able to help. Since I didn't find a similar issue on the site, I thought this might be a useful topic to solve as well.
Thank you in advance, LethalJam.

Visual Studio 2015 error: Unable to start debugging. Unexpected GDB output from command "-target-select remote :5039". Remote connection closed

I see the following error whenever I try to debug "Cross Platform" under "C++" category: "Unable to start debugging. Unexpected GDB output from command "-target-select remote :5039". Remote connection closed"
I've installed all of the contents when I downloaded Visual Studio 2015 community and I ran it on Windows 10 Pro which supports Hyper-V.
I've been searching a solution for this and I've found an assumption:
"What is your debug target, the VS Android Emulator? When we saw this before it turned out to be a bad emulator image. Do you have this problem with all targets (e.g. if you try a physical device) or just one?"
In my case, I just tried this via Emulator(VS Emulator 5" Lolipop (5.0) XXHDP Phone (0x86 -...)
So I've sent an Email to VS 2015.
And the answer was like this:
"Sorry for the delay in responding we were looking at an emulator image of another user that ran into this problem so I was waiting until we had the results of that investigation to report back. We actually were not able to find anything wrong the emulator itself, our current hypothesis is that it is a network or adb problem interfering with GDB’s ability to connect to GDB server on the remote machine. Do you see this error every time you try to debug, or if you reboot the emulator will it work sometimes right after the reboot? Next time you see the error, can you open the emulator’s console mode by going go the Hyper-V manager and double clicking the emulator. Then find the location your app installed to and run “gdbserver --version" from the app path and let me know what it says? This will validate if the correct version of gdbserver is on the device."
So we are trying to solve this problem but I'm also asking here just in case.
Is there anyone who has magical solution for this problem?
I'll put a comment on this if I figure out how to solve this.
Thanks in advance.
** Following answer is from the manager of Visual Studio 2015:
You are only the second person who has run into this issue, and the first person that ran into it provided their everything works correctly when we run their .vhd on our machines so it appears to be some strange problem where gdbserver (which comes from the Android NDK provided by Google) crashes only when running on certain machines. Unfortunately the .vhd you provided does not appear to be the correct one it won’t boot for me. You can see the .vhd file being used by the emulator if you look under the settings of the emulator in your Hyper-V manager. .However given we got the other person’s .vhd you can hold off providing any additional information at this point. I’m waiting to hear back from the emulator team on if they have any ideas since this appears to be an issue only on specific machines since.
If you don’t mind my asking, if you don’t have a background in computers what inspired you to try C++ on Android? That scenario will be significantly more complicated than doing Java on Android.
It's been almost two months since I got this answer but I haven't got any additional response from them yet. So, I ended up quitting developing an application by using VS2015.
If you run into this problem, there are only two ways to go. Change your computer or stop developing application via VS2015.
If the project name contains spaces, the whole remote debugging fails. Visual Studio also creates weird paths. When checking out the "Blink1 for Raspberry Pi" template, I named the Project "Blink1 for Pi", which resulted in a path like this:
~/projects/Blink1?/for/pi/PI/for/pi....
And all the debugging failed. When I recreated this keeping the project name "Blink1", everything worked fine. It's a pity, that spaces aren't handled here...

Netbeans always compiling from the beginning

I'm having a quite big C++ project in Netbeans. It takes about 3 minutes for it to compile (with -j5 mode enabled).
I'm using my VM server (FreeBSD) hosted on Windows 8 and using SFTP option to compile.
Everything is working like a charm except that it looks like Netbeans is always making clean while compiling (no clean messages appearing in the output console though!). It's really annoying for me to wait 3 minutes for each change I have to make in my source code.
My friend had a similar issue some time ago - it was related to the Netbeans timestamps files (different time setting on the local & remote VM machine). In my case the VM machine time setting is the same as on my PC.
I am currently running Netbeans version 7.3.1 (because later & latest version are having some odd SFTP issue not working correctly). I've also tried the latest beta build including earlier versions and it doesn't seem to solve my problem.
Whats the problem? I will appreciate every solution.
There is excellent article "Make Dependency Checking" on this topic by NetBeans team which is worth reading to understand this behaviour.
NetBeans internally uses make utility for dependency checking defined in Makefile. When we create a new project in NetBeans, it enables "Full rebuild" feature. This leads to this particular behaviour.
However if want to avoid this, we can change this particular feature to "Incremental rebuild".
For complete information and to understand its consequences, please refer the above article from NetBeans team.

What is eclipse doing after it builds my c++ code?

I am using Juno (downloaded today). I setup a new project with perhaps 10,000 c++ files. I also setup a custom build command that does an ssh out to a remote machine to build the code. (The code is on a drive shared by both machines.) When I build, the console output shows the build command, and it runs and completes pretty quickly. However, after the ssh command is done, it takes perhaps 2-5 minutes before the "Build Project" dialog goes away. In the details section it just says "Building Project...", and the progress bar does not move beyond 25%. The back and forth animation in the lower right of eclipse is moving back and forth.
Does anyone know what Eclipse is actually doing during this time?
Does anyone know how to make it stop whatever it is doing?

Cocos2D - Start up errors with CLScoreServer

Im getting 2 errors/warnings when im trying to build/run my app in the simulator, the error is in the SDK i guess.
File: CLScoreServerPost.m
'uniqueIdentifier' is deprecated (declared at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIDevice.h:64)
and this one in CLScoreServerRequest.m
'uniqueIdentifier' is deprecated (declared at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIDevice.h:64)
I've been trying to reinstall the templates ect ect ect and nothing works.
Some one know the problem ?
Thanks
It says it right there:
uniqueIdentifier is deprecated
And so you should search for it on Google to come up with the related Stackoverflow question.
Deprecated means it should no longer be used, and it may be flagged as an error if you do use it depending on certain circumstances. My guess is that if your deployment target is set to iOS 5.0 and since iOS 5.0 deprecated that method, it's going to be an error when building an app that targets iOS 5. It's probably just a warning if you target iOS 4.x or earlier.
If you are calling that method, then don't. If that call is in a third party library, then contact the author of that library.
Try rebooting your iPhone and computer. Then, after you run your app from Xcode and as it was running on your phone, stop the task. Then, re-open the app through the phone without Xcode running any task.
I did this and did not receive any further errors, and was able to open/close from the active app area (double-tap home button), and I was able to re-launch it without any issues.
Hopefully this helps.
(I think this is in response to the proper problem)