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I'm getting the following error when I try to build a minimal Android app (just a spinning cube, for testing the build pipeline): The problem is that I do have the API level 14 platform installed. I've also installed 32-bit Java as well as the Android SDK (and I purchased and installed the basic Unity Android extension, so I should be able to build). My environment is Win7 Pro 64-bit SP1. This box is offline (I've done offline installs of everything), but as far as I can tell, I've installed the SDK successfully (it, at least, thinks it's installed, and the SDK tools I've tried to use directly do work). I did a lot of searching on the error messages, and I tried several things with no success:
What bugs me is that I'm also seeing this in the Unity console after a failed build: It looks like Unity can indeed see the platform I've installed; it just can't use it for some reason, and the "No platforms found" error is just a fall through for another problem. Any ideas?
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I think I've fixed the issue. May help you too. I ran unity as administrator (right click unity shortcut > Run as administrator). works fine now. Explains why it all works in the office but not at home. I'm admin there but not here. HTH Thanks. I tried that, but no joy. At least I know something else that doesn't work. :) I may need to reinstall Unity again (as admin?).
Sep 23 '12 at 01:45 PM
Philip Nelson
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this is simple, point the SDK to the android SDK folder as long as youve downloaded the appropriate minimum platform. Then also make sure you have unity pro with android license otherwise it faults and you won't be able to build android games. Mainly Click Edit, then Preferences on the dropdown, and then click on the External tools tab in the popup window.where it says Android SDK location I use my external usb for example but my folder hierarchy is as follows and whats selected is after.F:/android-sdk-windows/platforms/android-14/ Then my selected folder is F:/android-sdk-windows However you also should just make sure that you've already created a virtual android machine using the SDK.Since I seen the last part where it says available targets and lists api 14, im assuming its because you dont have an android device plugged in while building or a virtual android or AVD created yet to build to and if you need more assistance you can ask me more. I have Unity Basic (not Pro) with a Basic Android license. Shouldn't that work? (The Unity Store let me do that...) I've tried setting the Android SDK Location in the External Tools panel, without success. My Android SDK is in E:android-sdk-windowsplatformsandroid-4.0.2, and I selected E:android-sdk-windows in External Tools. I haven't created a virtual android machine. I do have an android device plugged in and configured, however (with USB drivers installed plus USB debugging enabled). It shows up like this: E:android-sdk-windowsplatform-tools>adb devices * daemon not running. starting it now on port 5037 * * daemon started successfully * List of devices attached c16074f1eacd41f device (I did try the build after running that command, by the way, to make sure the daemon was running. The build still fails.) Am I correct in thinking I should be able to just do a build (not a build and run), without needing a device attached or a virtual Android machine?
Sep 02 '12 at 12:40 PM
Philip Nelson
no, i think you need one, as in my experiences with unity, i have had problems with it running the command line on its own. make sure any device plugged in has USB debugging enabled and Allow apps that don't come from the market place. you can scroll through your settings depends on what OS version you have of android. and you should make sure your android device has atleast the minimum required OS as listed in the configuration of the project before you build it.
Sep 04 '12 at 09:56 PM
grimmdev
I made sure USB debugging on my device was enabled, allowed non-marketplace apps, and made sure the OS was better than 4.0. Still no joy. I also successfully created an AVD based on the latest image for api14 (sysimg_armv7a-14_r02), but Unity still wouldn't build. (I did unmount my device first, to make sure there weren't any conflicts.) I feel like the issue is more fundamental somehow (the errors never change), but I don't know exactly how. Anyhow, thanks for helping.
Sep 08 '12 at 04:25 PM
Philip Nelson
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All right: I got it working. I did the following:
Once I did that, Unity recognized the SDK and built to my device. I still need to try this with my other Android device, but I suspect the issue was my trying to install the SDK offline, and not getting something right, even though I could build and run an AVD. Thanks all for the help.
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If you get a "No Platforms Found" error:
If you have problems with the editor read this guide: http://docs.unity3d.com/Documentation/Manual/TroubleShootingEditor.html Thanks, unimechanic. I solved this by putting my system on the internet and doing a normal installation of the SDK (instead of trying an offline installation). Still don't know what I was doing wrong with the offline installation (or if it will even work).
Apr 26 at 12:21 AM
Philip Nelson
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Hi Philip, I have the exact same problem on windows7 home premium 64 bit. I've tried just about everything you've tried. The only reliable fix is reinstalling unity. then you can publish to android once or twice before it forgets the sdk location again. since I know it publishes fine it can't be the sdk. What I've seen is that the value in preferences > external settings > android sdk actually gets wiped when you click build. so it asks you every time for the location. When you give it it still errors. a I'm convinced this is a unity or windows bug since a reinstall of unity fixes it. reinstall of sdk doesn't. I don't have this problem on my work machine. that's using same version of unity but windows 7 64 enterprise. Hence could be a windows thing. Just sharing case this sheds light on the problem. right now it's making it impossible to publish to android. I can't reinstall unity after publishing 3 times to android. that's stupid. I did try reinstalling Unity, but that didn't help. :/
Sep 23 '12 at 01:43 PM
Philip Nelson
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