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AR Foundation Remote | Test and debug your AR project in the Editor

Discussion in 'Assets and Asset Store' started by KyryloKuzyk, May 26, 2020.

  1. KyryloKuzyk

    KyryloKuzyk

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    This log message is coming from the AR Subsystems package and there is no option to disable it.
    One possible workaround is to embed the AR Subsystems package, then comment out the line that is producing the log.
     
  2. DriesVrBase

    DriesVrBase

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    Yes sure! So we are an LBE company and are using HP reverbs G2 for doing inside out position tracking so you can run around freely in a certain environment. The problem I'm encountering is that the first time the game starts up, everything works fine. The Trackable ID becomes a random GUID and the game loads fine, everyone can see each other and you can roam around freely. Once I switch scenes to go to another level, The anchormanager gets destroyed and instantiated again in the new scene. And the trackable ID gets generated again, But this time it's 0000000000-00000000 for each anchor that is in the anchorManager. I'm not sure whether this is an issue of OpenXR or WMR or it's a bug of ours but the function is so simple I can't see what we are doing wrong
     
  3. KyryloKuzyk

    KyryloKuzyk

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    Does your question connected to the AR Foundation Editor Remote or not? Because I don't have enough experience with OpenXR and I'm not very helpful here.
     
  4. DriesVrBase

    DriesVrBase

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    Nope it's not related to Editor Remote :) I just hoped someone here would have some more experience and could point me in the right direction
     
  5. warrenLD

    warrenLD

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    Hello, how much is the discount for people who purchased AR Remote 1.0? I can't find anything on how much the discount actually is
     
  6. KyryloKuzyk

    KyryloKuzyk

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    The discounted price equals to price difference between the two versions. Currently, it's $70.
     
  7. OneEyeOnly

    OneEyeOnly

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    Assertion Exception error of CameraPoseSender on Unity 2021.2.beta16
    There is the screenshot from ARCompanion app from IPad
    upload_2021-10-14_13-3-56.jpeg

    In the mean while in unity editor there is this warning:
    upload_2021-10-14_13-58-9.png
     

    Attached Files:

    Last edited: Oct 14, 2021
  8. KyryloKuzyk

    KyryloKuzyk

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    Unfortunately, the plugin doesn't work with beta and alpha Unity versions. Beta versions are not stable and may contain bugs (like this one) that prevent the plugin from working correctly. Please downgrade to a stable Unity version and tell me if the plugin works for you.
    upload_2021-10-14_10-14-25.png
     
  9. OneEyeOnly

    OneEyeOnly

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    Thank you for the prompt reply. But the issue you linked above has been fixed in beta16. Theoretically it should work by now. As a matter of fact, the serialization error has gone. Only the assertion issue in ARCompanion.

    Unfortunately VFX graph has just been supported in URP since 2021.2beta. If I use 2021.1, VFX graph won't be able to run on AR enabled devices (phone, tablet etc) because HDRP is not supported on those, only URP.

    - Your plugin is great already, but it will be real cutting edge and leading the fashion in AR industry if it can work with the latest coolest feature :)
    - Unity releases stabilized version about every 6 months, does it mean we have to wait for half a year to use the new features with AR remote foundation plugin? I'm happy to spend $165 support this efficient AR solution, and efficient AR is all about up-to-date isn't it? :D
     
    Last edited: Oct 14, 2021
    LooperVFX and KyryloKuzyk like this.
  10. KyryloKuzyk

    KyryloKuzyk

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    Yes, I totally agree with you. I'll do my best to ensure the plugin works with Unity 2021.2.0b16.
    I constantly check the latest beta version. The last version I checked was Unity 2021.2.0b11 and there was a bug with the 'Domain Reloading' option and the plugin didn't work because of it. I'll install Unity 2021.2.0b16 and will try to fix the issue from your screenshot.
    Please feel free to send me an email if you'll have additional info.
     
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  11. Fangh

    Fangh

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    How do you use libimobiledevice on windows ?
    upload_2021-10-19_16-55-57.png
     
  12. OneEyeOnly

    OneEyeOnly

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    Hello I see you upgraded it to 2.10 in Unity Assets Store 2 days ago, but in itch it's still 2.09. Could you also upgrade it in itch.io? Thank you.
    Or could I just purchase it again in Unity Assets Store and you refund me on itch? Since there is even no release note on itch, I have to look up in Unity Assets Store everytime.
     
    Last edited: Oct 20, 2021
  13. KyryloKuzyk

    KyryloKuzyk

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    I've just uploaded the new release to itch.io, sorry about that. Yes, a refund is possible, please contact me via direct messages :)
     
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  14. OneEyeOnly

    OneEyeOnly

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    Thank you so much! I just tested on my IPad, still got this AssertionException of CameraPoseSender upload_2021-10-20_22-3-31.png
     
  15. KyryloKuzyk

    KyryloKuzyk

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    Unfortunately, the new update doesn't address the compatibility issue with Unity 2021.2.0b16. I was able to reproduce this error on my side in Unity 2021.2.0b16, but I currently don't have a proper fix for it. In this beta Unity version, the SceneManager.sceneLoaded is called twice, resulting in the error. Adding a check for a duplicate call doesn't help, so I need a deeper look at the problem.
     
  16. OneEyeOnly

    OneEyeOnly

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    Thank you for the reply! Which beta version does it work with?
     
  17. Fangh

    Fangh

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    Is it possible to build with the iOS Unity Cloud build with your asset ?
    If yes, how ?
    2021-10-21 15_33_23-ActivShopfloor _ Build Logs - Cloud Build _ Unity Gaming Services.jpg
     
  18. KyryloKuzyk

    KyryloKuzyk

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    Unfortunately, the beta 2021.2.0 has never worked on iOS because of different bugs in Unity.
    But the Android version does work. For whatever reason, these bugs are only specific to iOS.
     
  19. KyryloKuzyk

    KyryloKuzyk

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    It seems like you've added the plugin to your version control's ignore list. If your project is private, please add the plugin to your version control system and cloud build should work.
     
  20. Fangh

    Fangh

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    The plugin auto add itself to the version control ignore list when you import it in your project
     
  21. KyryloKuzyk

    KyryloKuzyk

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    Yes, this is true. This is done to prevent people from accidentally committing the plugin to open-source repositories. Please revert the .gitignore file to the original state and commit the plugin to your VCS.
    Here is a quote from the documentation describing this subject:
     
  22. KyryloKuzyk

    KyryloKuzyk

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    Ok, so I boiled down the issue to this Unity bug. I'll post a public issue tracker link once the Unity team will verify it.
    "IL2CPP: when a generic method is assigned multiple times with different types to System.Action, the first method assignment will be called multiple times on delegate invocation."

    And because the SceneManager is a System.Action<T> delegate, the first method assignment will be called multiple times, resulting in the error.

    I made a workaround and re-written the plugin to not use the SceneManager.sceneLoaded event. Please update the plugin to version 2.0.11 or 1.4.14-release.1 and it will work with Unity 2021.2.0b16 and the recently released Unity 2021.2.0f1.

    Thanks for reporting the problem!
     
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  23. OneEyeOnly

    OneEyeOnly

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    Amazing!! I will test it out with newly released 2021.2.0f1, and let you know how it goes. Thank you for the updates!
     
    KyryloKuzyk likes this.
  24. tatelax

    tatelax

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    Hi,

    I'm getting this error when first connecting in play mode. Using latest version of AR Remote and latest Unity 2020 LTS on Apple Silicon.

    Any help is appreciated, thanks.

    AR Foundation Remote Companion App: Error: UnityEngine.Assertions.AssertionException: Assertion failure. Values are not equal.
    Expected: False == True
    at UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) [0x00000] in <00000000000000000000000000000000>:0
    at UnityEngine.Assertions.Assert.AreEqual[T] (T expected, T actual, System.String message, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x00000] in <00000000000000000000000000000000>:0
    at ARFoundationRemote.Runtime.MeshSubsystemSender.receive (ARFoundationRemote.Runtime.MeshingDataEditor meshingData) [0x00000] in <00000000000000000000000000000000>:0
    at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0
    at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0
    at ARFoundationRemote.Runtime.TelepathyConnection.processIncomingMessage (System.Object message) [0x00000] in <00000000000000000000000000000000>:0
    at ARFoundationRemote.Runtime.TelepathyConnection.processIncomingMessages () [0x00000] in <00000000000000000000000000000000>:0
    at ARFoundationRemote.Runtime.TelepathyConnection+<processIncomingMessagesCor>d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
    at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0

    ARFoundationRemote.Runtime.TelepathyConnection:processIncomingMessage(Object)
    ARFoundationRemote.Runtime.TelepathyConnection:processIncomingMessages()
    ARFoundationRemote.Runtime.<processIncomingMessagesCor>d__16:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    UnityEngine.Debug:LogError (object)
    ARFoundationRemote.RuntimeEditor.Receiver/<>c:<OnEnable>b__1_2 (ARFoundationRemote.Runtime.CompanionAppError) (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@c733d367206a-1635377952758/RuntimeEditor/Receiver/Receiver.cs:38)
    ARFoundationRemote.Runtime.TelepathyConnection/<>c__DisplayClass24_0`1<ARFoundationRemote.Runtime.CompanionAppError>:<ARFoundationRemote.Runtime.IConnection.Register>b__0 (object) (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@c733d367206a-1635377952758/Runtime/Connection/TelepathyConnection.cs:177)
    ARFoundationRemote.Runtime.TelepathyConnection:processIncomingMessage (object) (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@c733d367206a-1635377952758/Runtime/Connection/TelepathyConnection.cs:154)
    ARFoundationRemote.Runtime.TelepathyConnection:processIncomingMessages () (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@c733d367206a-1635377952758/Runtime/Connection/TelepathyConnection.cs:117)
    ARFoundationRemote.Runtime.TelepathyConnection/<processIncomingMessagesCor>d__16:MoveNext () (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@c733d367206a-1635377952758/Runtime/Connection/TelepathyConnection.cs:97)
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
     
  25. KyryloKuzyk

    KyryloKuzyk

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    This error occurs when SetClassificationEnabled() is called with false, but the plugin erroneously expects that SetClassificationEnabled() is always called with true.
    I'll fix this in the next version, thanks for reporting the bug!

    Apart from this error, everything else works as expected, right?
     
  26. tatelax

    tatelax

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    It's fine. Frame rate and quality is less than I expected with a wired connection. I find myself still making builds regularly to fully test the application. I think I need to spend more time adjusting the various settings. Thanks for your reply, looking forward to the fix.
     
    KyryloKuzyk likes this.
  27. dogsaregreat

    dogsaregreat

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    does mobile keyboard work?
     
  28. KyryloKuzyk

    KyryloKuzyk

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    Unfortunately, no. Keyboard remoting is not a part of the plugin scope.
     
  29. OneEyeOnly

    OneEyeOnly

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    Hello, I tested it on both 2021.2 and 2021.2 beta16.
    Good thing is there is no errors in both ipad and editor.

    However, ARCompanion App is black screen and doesn't ask camera permission. To verify if my setting is correct, I also built sample scenes from AR Foundation, sample scenes would ask for camera permission and work as expected.

    Not sure if relevant, there is a warning in unity editor :

     
    Last edited: Oct 29, 2021
  30. OneEyeOnly

    OneEyeOnly

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    OMG it worked!!! For some reason, when I connect devices to the same wifi in company, it doesn't work neither asking for camera, but I tried to connect both to my phone hotspot then it worked!
     
    KyryloKuzyk likes this.
  31. tatelax

    tatelax

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    Might have found another bug. On macOS the ARKit ARWorldMap example throws this error when loading the map. The buttons are also not tappable in the build.

    IOException: Sharing violation on path /Users/tatemccormick/Library/Application Support/Kinematic Games, LLC/ar-rc-car/my_session.worldmap
    System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
    System.IO.File.Open (System.String path, System.IO.FileMode mode) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    UnityEngine.XR.ARFoundation.Samples.ARWorldMapControllerFixed+<Load>d__28.MoveNext () (at Library/PackageCache/com.kyrylokuzyk.arfoundationremote@c733d367206a-1635377952758/Runtime/Examples/ARWorldMapControllerFixed.cs:185)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
    UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:385)
     
    Last edited: Oct 29, 2021
  32. KyryloKuzyk

    KyryloKuzyk

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    The 'sharing violation' can appear if a file is opened more than once. Or when simultaneously reading and writing. But judging from the script, it should not happen.

    Could you please provide more details?
    1. Is there a chance you're using an antivirus that can block access to the file?
    2. Does Unity have access to the Users folder?
    3. What do you mean by the buttons are not tappable in the build? Do you build on iOS? Can you please send me the console output?
     
  33. tatelax

    tatelax

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    1. No
    2. Yes, the AR Foundation Samples project is able to save the AR world map in their demo scene.
    3. Yes I'm building on iOS, there's no console output because the buttons are not tappable on the device itself in a build and when using AR Remote. When I build the AR world map demo scene from AR Foundation Samples Unity project, the buttons are interactable.
     
  34. tatelax

    tatelax

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    Hi,

    Do you have any tips on increasing performance? I'm using the IP address for connecting via USB cable. I know this because I use the IP that disappears when disconnecting the lighting cable.

    Quality, latency, framerate, and resolution is so low that this tool is almost unusable for me. The only way I can get it to run decently is by drastically reducing the various settings. Below is a screenshot of my current setup which runs at about 0.1 FPS and is quite blurry.

    I'm on Unity 2020 LTS, iOS, and macOS.

     
  35. KyryloKuzyk

    KyryloKuzyk

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    In the Editor or in a real build?

    Hmm, this is strange. Could you please tell me what Input Handling do you use in your project?

    Please disable the 'Cpu Image Plane Mode' if you don't use raw CPU image planes, this is a very performance-intensive setting. Please also try to lower the 'Max Video FPS' and 'Max Editor View Fps' settings.

    I would recommend reverting the settings to default values and increasing only those settings that you care about in your current debugging session. The default settings should result in around 20-30. Unfortunately, there is so much AR and video data is transferred back and forth that achieving higher fps requires trade-offs in quality settings.

    Here are the default settings:
    upload_2021-11-1_12-4-4.png
     
  36. lab3apps

    lab3apps

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    Hi,
    Thanks for the great package - it makes iterative AR Foundation development so much more enjoyable.

    I've encountered a use case that I'm not sure if this package will support. I'm trying to add Azure Spatial Anchors following this guide:
    https://docs.microsoft.com/en-us/azure/spatial-anchors/how-tos/create-locate-anchors-unity

    But the cloud anchor session needs reference to the underlying subsystem pointer. This is their example code:

    Code (CSharp):
    1.  
    2. #if UNITY_ANDROID || UNITY_IOS
    3.     this.cloudSession.Session = aRSession.subsystem.nativePtr.GetPlatformPointer();
    4. #elif UNITY_WSA || WINDOWS_UWP
    5.     // No need to set a native session pointer for HoloLens.
    6. #else
    7.     throw new NotSupportedException("The platform is not supported.");
    8. #endif
    9.  
    10. this.cloudSession.Start();
    11.  
    Does anyone know if this is possible to set up for development in the editor, or will this only work once built.

    Any insight is appreciated!
     
  37. rawrcrush

    rawrcrush

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    Hi I just upgraded the asset from the previous version, it has been such a time saver! Thank you so much.

    I'm having a problem setting the upgrade up though, I'm using ARFoundation 4.1.7 and the embedded version only allows me to use 3.0.1, is there any work around or a timeline for when the new version of ARFoundation is gonna be supported?
     
  38. KyryloKuzyk

    KyryloKuzyk

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    I'm glad the plugin is useful for you :)

    When you 'embed' the package, it means you're making a local copy of the package, it doesn't lock you in any way.
    The plugin supports all stable AR Foundation versions starting from 3.0.1, including 4.1.7. To update the AR Foundation to a newer version, please first un-embed it. Here is a quote from the documentation on this topic:
     
  39. KyryloKuzyk

    KyryloKuzyk

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    Unfortunately, the Azure Spatial Anchors SDK is not designed to work in the Editor. This SDK uses native Android/iOS/HoloLens libraries, but there are no such libraries for Editor.

    The closest alternative for Azure Spatial Anchors that the plugin supports is ARCore Cloud Anchors (available in v2.0).
     
  40. lab3apps

    lab3apps

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    Thanks for the quick response!

    I thought that might be the case. I think I'll just end up faking the Spatial Anchors aspect when developing through the editor.
     
    KyryloKuzyk likes this.
  41. NitinAltran

    NitinAltran

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    Hi planning on buying this asset does it support Unity 2020.3.16 as well? can anyone confirm
     
  42. KyryloKuzyk

    KyryloKuzyk

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    Yes, 2020.3.16 is supported. The plugin works with all Unity versions starting from 2019.2.21f1 ending 2021.2.1f1. The alpha version 2022.1.0a13 is also supported if you have a strong reason to use it.
     
    NitinAltran likes this.
  43. NitinAltran

    NitinAltran

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    Also in the Limitation section, it is mentioned that "Windows Unity Editor 2019.2: video and occlusion are not supported."
    I am using depth API for Object placement (Raycasting using Depth as trackable type) will this be supported or there is no support yet on this?
     
  44. KyryloKuzyk

    KyryloKuzyk

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    This limitation is only specific to Windows Unity Editor 2019.2. All newer versions of Windows Unity Editor will work correctly with video and occlusion.
     
    Last edited: Nov 9, 2021
  45. Thimo_

    Thimo_

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    Hey @KirillKuzyk ,

    I was wondering since your assets are currently in sale, What is the price difference i have to pay upgrading from v1 to V2 durin the sale?
     
  46. KyryloKuzyk

    KyryloKuzyk

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    Unfortunately, I don't know the answer. It seems to me that sales are only applied to individual assets, and not to the upgrades between versions.
    Could you please add v2.0 to the cart and tell me what price do you have? Unfortunately, I can't test this myself.
     
  47. MiguelBordils

    MiguelBordils

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    Hello!

    I'm finding this error when I'm trying to embed the AR Foundation Package.

    Unity 2020.3.21f1
    AR Foundation 4.1.7
    ARKit XR Plugin 4.1.7

    AssertionException: /xx/xx/xx/xx/xx/Packages/com.unity.xr.arfoundation@4.1.7
    Assertion failure. Value was True
    Expected: False
    UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Assertions/Assert/AssertBase.cs:29)
    UnityEngine.Assertions.Assert.IsFalse (System.Boolean condition, System.String message) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Assertions/Assert/AssertBool.cs:34)
    ARFoundationRemote.Editor.ARFoundationRemoteInstaller.EmbedARFoundation () (at Assets/Plugins/ARFoundationRemoteInstaller/Scripts/Editor/ARFoundationRemoteInstaller.cs:263)
    ARFoundationRemote.Editor.ARFoundationRemoteInstallerInspector.showMethodsInInspector (UnityEngine.Object[] inspectorTargets) (at Assets/Plugins/ARFoundationRemoteInstaller/Scripts/Editor/ARFoundationRemoteInstallerInspector.cs:82)
    ARFoundationRemote.Editor.ARFoundationRemoteInstallerInspector.OnInspectorGUI () (at Assets/Plugins/ARFoundationRemoteInstaller/Scripts/Editor/ARFoundationRemoteInstallerInspector.cs:32)
    UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Editor/Inspector/InspectorElement.cs:546)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
     
  48. MiguelBordils

    MiguelBordils

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    I figured it out through the documentation. I had to delete the previsouly generated /..../Packages/com.unity.xr.arfoundation@4.1.7
     
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  49. KyryloKuzyk

    KyryloKuzyk

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    The stack trace indicates that you're not using the latest plugin version. Please update to the latest version, I should've fixed this issue already.
     
  50. tchapman_lumineye

    tchapman_lumineye

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    Just purchased the asset and loving it so far. I have, however, noticed similar cloud build issues some other have mentioned. I have a private repo so I went ahead and removed the prepopulated lines from the gitignore file which fixed my android cloud build, but it looks like iOS UCB is still failing with the same issue mentioned by Fangh. Any other recommendations? I can probably get it to work by ignoring it again and removing the dependency from the package manifest, but that would require me to add/remove that line every time which isn't ideal.

    83: [Unity] An error occurred while resolving packages:
    84: [Unity] Project has invalid dependencies:
    85: [Unity] com.kyrylokuzyk.arfoundationremote: The file [/BUILD_PATH/(ourappid)/Packages/..\Assets\Plugins\ARFoundationRemoteInstaller\com.kyrylokuzyk.arfoundationremote.tgz/package.json] cannot be found
    86: [Unity] A re-import of the project may be required to fix the issue or a manual modification of /BUILD_PATH/(ourappid)/Packages/manifest.json file.