No android device connected unity ошибка

For me, the device was working just fine, but once while unity was building up the editor froze and I had to kill the unity editor, and when I started it again unity couldn’t recognize the device, and so after hours of struggling I finally find the solution.

first, identify the adb status of your device
go to the Android SDK path on your computer and under platform-tools open the cdm

and type the following

adb devices

for me, my device is there but its state is, unauthorized.
and so the solution was to authorize it again, there are many ways to do it:

1- try to switch the USB debugging option on and off under Developer options/Debugging
also, try to Revoke USB debugging authorizations.

the goal is to make the «authorize this computer» popup appear to update the status.
however; this didn’t work for me the popup didn’t appear, the solution to forcing the popup to show is as follow:

2- go again to platform-tools and open the cmd

type

where adb

Identify all the duplicate entries in the path. Remove duplicates.

Now do

adb kill-server 

then

adb start-server

the popup should now appear, and the status of the device should be authorized.

credit to @user6123723

  • Ask a question

  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /

avatar image

Question by
Mukeshhari · May 19, 2018 at 06:05 AM ·
android builderror-building-playerbuildplayer

alt text

,


unity.jpg
(77.7 kB)

Comment

0
Show 1

10 |3000 characters needed characters left characters exceeded

  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility

Viewable by all users

avatar image
fafase
· May 19, 2018 at 06:12 AM
0



Share

You need to do what the console says. Either your device is not connected, your device is not in developer mode, does not have usb enabled and so on.

1 Reply

  • Sort: 

avatar image

Answer by madhav-aspiration · May 19, 2018 at 06:21 AM

you just «build» android apk not «build and run» and after move in android device and install

Comment

0
·
Share

10 |3000 characters needed characters left characters exceeded

  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility

Viewable by all users

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta on June 13. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

101 People are following this question.

avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image

Related Questions

I am getting a Gradle build error while building a game App bundle made with Unity 3D 2019.2. , 0 Answers

i can’t build my android game 1 Answer

Build failed with errors. at UnityEditor.BuildPlayer+Default buildMethods how to resolve it ? 39 Answers

No Android device connected 0 Answers

Command-line build for Android strips out used assets like png 2 Answers

Delivering to Google Play

While developing for Android using Unity, you could encounter a number of issues. Problems are often related to plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary
or incorrect Project settingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary
. This section outlines the most common scenarios and relavant troubleshooting advice.

Your application crashes immediately after launch

  1. Remove any native plug-insA platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info
    See in Glossary
    you have.

  2. Disable stripping.

  3. Use adb logcat to get the crash report from your device. Consult the official Android Developer Logcat Command-Line Tool documentation for more information.

The game crashes after a couple of seconds when playing video

Ensure Settings > Developer Options > Don’t keep activities isn’t enabled on the device.

The video player is its own activity, and therefore regular game activity will be destroyed if the video player is activated.

No Android device found

If Unity cannot find an Android device connected to the system, check the following:

  1. Make sure that your device is actually connected to your computer — check the USB cable and the sockets.

  2. Make sure that your device has USB Debugging enabled in the Developer options. For more details, refer to the Android SDK/NDK Setup page.

  3. Run the adb devices command from the platform-tools directory of your Android SDK installation and check the output.

    • If the output list is empty and you are using Windows, you may need to install the driver for ADBAn Android Debug Bridge (ADB). You can use an ADB to deploy an Android package (APK) manually after building. More info
      See in Glossary
      devices. For more details, refer to the Android SDK/NDK Setup documentation.

    • If the list contains entries with the unauthorized label, you may need to authorize your computer on your device and give it permission to debug it. Check the device’s screen for the corresponding dialog.

    • If the list contains your device with the device label, build your Project in Unity again.

Failed to re-package resources

This error occurs when the Android Asset Packaging Tool (AAPT) fails. AAPT is used to build the intermediate Asset packagesA collection of files and data from Unity projects, or elements of projects, which are compressed and stored in one file, similar to Zip files, with the .unitypackage extension. Asset packages are a handy way of sharing and re-using Unity projects and collections of assets. More info
See in Glossary
during Android build. This issue is most often caused by missing resources or duplicate resources in your Android plug-ins.

Check the console message for more details — it should contain the IDs of the resources that are missing or duplicates. Fix the error in your plug-ins by either adding the missing resources/settings or removing the duplicate plug-ins.

Unable to merge Android App Manifests

The most likely cause for this issue is that one of your plug-ins has a manifest that is incompatible with the main Unity manifest.

Check the console message for more details on which attributes are conflicting, and fix the manifests accordingly.

See the Android App Manifest documentation for more details on Android App Manifests.

Unable to convert classes into DEX format

The most likely cause for this issue is that you have a Java plug-in added twice. This results in duplicate classes when Unity tries to build a DEX (Dalvik Executable Format) file from all the compiled Java plug-ins. Check the console output for the list of duplicate entries, and fix the plug-ins.

If your console messages says “Too many references”, it means that the number of fields and methods exceeded the DEX limit of 64k. This usually happens when the number of plug-ins or plug-in resources is too high. Due to the way the references are generated, the limit could be hit with just a couple of large plug-ins.

There are several ways to handle this issue. One of these is by stripping the plug-ins. However, the quickest way to fix it is to switch to the Gradle build system, or export the Project and build it in Android Studio.

Unable to install APK to device

This error can be caused by:

  • Installing to an incompatible device.

  • Installing to a device running a version of Android lower than the Minimum API Level in your Player settings.

Check the console for the actual error code and output.


  • 2017–05–25 Page published

  • Updated functionality in 5.5

Delivering to Google Play

Проблемы с архитектурой игры и Гугл Плей.

Проблемы с архитектурой игры и Гугл Плей.

Доброго дня!
Может кто сталкивался с такой проблемой.
Сделал игру на андроид в Unity версия 2021 года, при создании app bondle для гуг плей выбрал две галочки для архитектуры 32 и 64 бит. Загрузил. В аккаунте разработчика видно, что набор содержит оба варианта архитектуры.
При скачивании для тестирования у меня на телефон (Honor50 Lite и Sumsung А32) игра запускается, но через короткое время начинает глючить и становится неиграбельной. Как будто скачивает 64 битную версию игры, вместо 32 битной.

Когда инсталлирую 32 битную игру из apk — все ок, при скачивании — глючит, как-будто скачивает 64 битную версию.

Почему такое может происходить?

Может есть какие-то настройки для установления приоритета архитектуры?

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение

Question by
Mukeshhari · May 19, 2018 at 06:05 AM ·
android builderror-building-playerbuildplayer

alt text

,


unity.jpg
(77.7 kB)

Comment

0
Show 1

10 |3000 characters needed characters left characters exceeded

  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility

Viewable by all users

avatar image
fafase
· May 19, 2018 at 06:12 AM
0



Share

You need to do what the console says. Either your device is not connected, your device is not in developer mode, does not have usb enabled and so on.

1 Reply

  • Sort: 

avatar image

Answer by madhav-aspiration · May 19, 2018 at 06:21 AM

you just «build» android apk not «build and run» and after move in android device and install

Comment

0
·
Share

10 |3000 characters needed characters left characters exceeded

  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility

Viewable by all users

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta on June 13. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

101 People are following this question.

avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image
avatar image

Related Questions

I am getting a Gradle build error while building a game App bundle made with Unity 3D 2019.2. , 0 Answers

i can’t build my android game 1 Answer

Build failed with errors. at UnityEditor.BuildPlayer+Default buildMethods how to resolve it ? 39 Answers

No Android device connected 0 Answers

Command-line build for Android strips out used assets like png 2 Answers

Delivering to Google Play

While developing for Android using Unity, you could encounter a number of issues. Problems are often related to plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary
or incorrect Project settingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary
. This section outlines the most common scenarios and relavant troubleshooting advice.

Your application crashes immediately after launch

  1. Remove any native plug-insA platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info
    See in Glossary
    you have.

  2. Disable stripping.

  3. Use adb logcat to get the crash report from your device. Consult the official Android Developer Logcat Command-Line Tool documentation for more information.

The game crashes after a couple of seconds when playing video

Ensure Settings > Developer Options > Don’t keep activities isn’t enabled on the device.

The video player is its own activity, and therefore regular game activity will be destroyed if the video player is activated.

No Android device found

If Unity cannot find an Android device connected to the system, check the following:

  1. Make sure that your device is actually connected to your computer — check the USB cable and the sockets.

  2. Make sure that your device has USB Debugging enabled in the Developer options. For more details, refer to the Android SDK/NDK Setup page.

  3. Run the adb devices command from the platform-tools directory of your Android SDK installation and check the output.

    • If the output list is empty and you are using Windows, you may need to install the driver for ADBAn Android Debug Bridge (ADB). You can use an ADB to deploy an Android package (APK) manually after building. More info
      See in Glossary
      devices. For more details, refer to the Android SDK/NDK Setup documentation.

    • If the list contains entries with the unauthorized label, you may need to authorize your computer on your device and give it permission to debug it. Check the device’s screen for the corresponding dialog.

    • If the list contains your device with the device label, build your Project in Unity again.

Failed to re-package resources

This error occurs when the Android Asset Packaging Tool (AAPT) fails. AAPT is used to build the intermediate Asset packagesA collection of files and data from Unity projects, or elements of projects, which are compressed and stored in one file, similar to Zip files, with the .unitypackage extension. Asset packages are a handy way of sharing and re-using Unity projects and collections of assets. More info
See in Glossary
during Android build. This issue is most often caused by missing resources or duplicate resources in your Android plug-ins.

Check the console message for more details — it should contain the IDs of the resources that are missing or duplicates. Fix the error in your plug-ins by either adding the missing resources/settings or removing the duplicate plug-ins.

Unable to merge Android App Manifests

The most likely cause for this issue is that one of your plug-ins has a manifest that is incompatible with the main Unity manifest.

Check the console message for more details on which attributes are conflicting, and fix the manifests accordingly.

See the Android App Manifest documentation for more details on Android App Manifests.

Unable to convert classes into DEX format

The most likely cause for this issue is that you have a Java plug-in added twice. This results in duplicate classes when Unity tries to build a DEX (Dalvik Executable Format) file from all the compiled Java plug-ins. Check the console output for the list of duplicate entries, and fix the plug-ins.

If your console messages says “Too many references”, it means that the number of fields and methods exceeded the DEX limit of 64k. This usually happens when the number of plug-ins or plug-in resources is too high. Due to the way the references are generated, the limit could be hit with just a couple of large plug-ins.

There are several ways to handle this issue. One of these is by stripping the plug-ins. However, the quickest way to fix it is to switch to the Gradle build system, or export the Project and build it in Android Studio.

Unable to install APK to device

This error can be caused by:

  • Installing to an incompatible device.

  • Installing to a device running a version of Android lower than the Minimum API Level in your Player settings.

Check the console for the actual error code and output.


  • 2017–05–25 Page published

  • Updated functionality in 5.5

Delivering to Google Play

Проблемы с архитектурой игры и Гугл Плей.

Проблемы с архитектурой игры и Гугл Плей.

Доброго дня!
Может кто сталкивался с такой проблемой.
Сделал игру на андроид в Unity версия 2021 года, при создании app bondle для гуг плей выбрал две галочки для архитектуры 32 и 64 бит. Загрузил. В аккаунте разработчика видно, что набор содержит оба варианта архитектуры.
При скачивании для тестирования у меня на телефон (Honor50 Lite и Sumsung А32) игра запускается, но через короткое время начинает глючить и становится неиграбельной. Как будто скачивает 64 битную версию игры, вместо 32 битной.

Когда инсталлирую 32 битную игру из apk — все ок, при скачивании — глючит, как-будто скачивает 64 битную версию.

Почему такое может происходить?

Может есть какие-то настройки для установления приоритета архитектуры?

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

1max1 09 ноя 2022, 19:43

Оба твои телефона это armv8 (64 bit), как ты понял что ты ставишь именно 32 версию игры на свой телефон, ты делал отдельный билд без галочки на armv8? Подключи профайлер от юнити и смотри что именно там лагает, гадать не лучшая идея.

Аватара пользователя
1max1
Адепт
 
Сообщения: 5426
Зарегистрирован: 28 июн 2017, 10:51

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Dekris13 10 ноя 2022, 12:06

В том то и дело. Изначально я делал apk файлы с галочкой по умолчанию на 32 бит. Все работало ок. При выкладке на гугл плей необходимо было сделать на 64 бит. Сделал с 2-мя галочками, и на 32 и на 64 одновременно.
Стало глючить.
Потом сделал отдельно на 32, отдельно на 64.
На 32 опять все ок, на 64 — глючит.
При компиляции на ПК все работает замечательно, никаких проблем.

Проблемы только при установке игры версии на 64 бит на телефон.
Как подключить профайлер к телефону не знаю. Как быть?

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Alkos26Rus 10 ноя 2022, 14:26

Dekris13 писал(а):Как подключить профайлер к телефону не знаю. Как быть?

USB шнур, Development Build, Autoconnect Profiler, Build And Run

Единица — ноль

Аватара пользователя
Alkos26Rus
Адепт
 
Сообщения: 1562
Зарегистрирован: 26 ноя 2020, 17:52
Откуда: Москва

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Dekris13 11 ноя 2022, 21:25

Попытался, получил такую ошибку:

UnityException: No Android devices connected
Make sure your device is plugged in.
If you are sure that the device is attached then it might be USB driver issue, for details please check ‘Android environment setup’ section in Unity manual.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Телефон подключен через USВ. На компе его вижу. Подскажите, что делать?

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09


Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Alkos26Rus 11 ноя 2022, 21:57

Dekris13 писал(а):Попытался, получил такую ошибку:

UnityException: No Android devices connected
Make sure your device is plugged in.
If you are sure that the device is attached then it might be USB driver issue, for details please check ‘Android environment setup’ section in Unity manual.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Телефон подключен через USВ. На компе его вижу. Подскажите, что делать?

Наскока помню, нужно в телефоне поставить режим разработчика и установить usb драйвер(модель телефона) на пк. Это именно для usb отладки. Можно еще через сеть вайфай, там все проще будет, тока в профилеровщике будет много шума связанного с пингом

Единица — ноль

Аватара пользователя
Alkos26Rus
Адепт
 
Сообщения: 1562
Зарегистрирован: 26 ноя 2020, 17:52
Откуда: Москва

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Dekris13 12 ноя 2022, 21:19

Итак. Что показал профайлер.
Основное увеличение нагрузки во время глюков происходит в
FixedUpdate.PhysicsFixedUpdate
Physics.SyncColliderTransform

При этом к обоим этим параметрам пишет:
до начала лагов :
«Current frame accumulated time:
14 ms for 2 instances on thread ‘Main Thread’s»

После начала лагов течении нескольких кадров получаем
«Current frame accumulated time:
340.79ms for 17 instances on thread ‘Main Thread’s»

Т.е. идет увеличение экземпляров в главном потоке. Что это может значить и где искать решение?

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Dekris13 12 ноя 2022, 22:18

Как посмотреть, что вызывает увеличение вызовов этих функций. Они не относятся к скриптам. Находятся в разделе Other раздела CPU профайлера.

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Alkos26Rus 12 ноя 2022, 22:24

Dekris13 писал(а):Как посмотреть, что вызывает увеличение вызовов этих функций. Они не относятся к скриптам. Находятся в разделе Other раздела CPU профайлера.

Ты через шнур или через вайфай делаешь?

Единица — ноль

Аватара пользователя
Alkos26Rus
Адепт
 
Сообщения: 1562
Зарегистрирован: 26 ноя 2020, 17:52
Откуда: Москва

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение 1max1 13 ноя 2022, 02:38

Возможно на сцене овердохрена коллайдеров, которые не помечены как кинематик/динамик, но ты их двигаешь и из-за этого вся физика постоянно пересчитывается.

Аватара пользователя
1max1
Адепт
 
Сообщения: 5426
Зарегистрирован: 28 июн 2017, 10:51

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Dekris13 13 ноя 2022, 11:18

Alkos26Rus писал(а):

Dekris13 писал(а):Как посмотреть, что вызывает увеличение вызовов этих функций. Они не относятся к скриптам. Находятся в разделе Other раздела CPU профайлера.

Ты через шнур или через вайфай делаешь?

Через Шнур.

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Dekris13 13 ноя 2022, 11:24

1max1 писал(а):Возможно на сцене овердохрена коллайдеров, которые не помечены как кинематик/динамик, но ты их двигаешь и из-за этого вся физика постоянно пересчитывается.

На сцене одновременно штук +-350 коллайдеров.
Вопрос в другом. На архитектуре 32 бит ничего не происходит. На 64 — можно несколько раундов играть и ничего, потом, за несколько кадров количество запросов увеличивается в разы.
Это не зависит количества коллайдеров, бывает и в начале раунда начинает глючить, когда объектов мало.

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Dekris13 13 ноя 2022, 12:01

Что еще заметил.
Если делаем иерархию кадра то получаем, до глюков
FixedUpdate.PhysicsFixedUpdate —
Physics.SyncColliderTransform
LogStringToConsole
один -два вызова за кадр.

Во время глюков:
FixedUpdate.PhysicsFixedUpdate — 17 вызовов в кадр
Physics.SyncColliderTransform — 17 вызовов в кадр
LogStringToConsole — 2688 вызовов в кадр.
т.е. получается при нормальной работе FixedUpdate.PhysicsFixedUpdate, Physics.SyncColliderTransform, LogStringToConsole вызывается одинаковое количество раз.
Во время глюка LogStringToConsole — огромное количество вызовов. При этом функция LogStringToConsole занимает почти все время выполнения двух вышестоящих функций.

У кого какие мысли?

Dekris13
UNец
 
Сообщения: 15
Зарегистрирован: 30 май 2022, 22:09

Re: Проблемы с архитектурой игры и Гугл Плей.

Сообщение Alkos26Rus 13 ноя 2022, 12:32

Dekris13 писал(а):получается при нормальной работе FixedUpdate.PhysicsFixedUpdate, Physics.SyncColliderTransform, LogStringToConsole вызывается одинаковое количество раз.
Во время глюка LogStringToConsole — огромное количество вызовов

Это логично что физические запросы при лагах увеличиваются, тк как и время кадра увеличивается

Dekris13 писал(а):При этом функция LogStringToConsole занимает почти все время выполнения двух вышестоящих функций

У тебя наверно лог в консоль спамит

Dekris13 писал(а):Через Шнур.

Проверь лучше, потому как если телефон в одной сети вайфай то он будет давать статистику через вайфай, отключи интернет на телефоне

Единица — ноль

Аватара пользователя
Alkos26Rus
Адепт
 
Сообщения: 1562
Зарегистрирован: 26 ноя 2020, 17:52
Откуда: Москва


Вернуться в Общие вопросы

Кто сейчас на конференции

Сейчас этот форум просматривают: нет зарегистрированных пользователей и гости: 14



Solution 1

Disconnect the USB cable from your android device, go to Settings > Developer Options and turn off and on the USB Debugging . Also tap on «Revoke USB Debugging Access». Now, connect the USB cable. When prompted tap «Yes».

If this doesn’t help follow @Programmer answer.

Solution 2

1. Install the driver for Android device on your computer.

2. Enable DEBUGGING in your Android device.

For Unity to be able to detect your Android device, it must be recognizable by the ADB program.

Open command prompt with cmd the change your directory to AndroidSDKplatform-tools with cd /d G:AppDevAndroidSDKplatform-tools .

Replace G:AppDevAndroidSDKplatform-tools with your android SDK location. then type adb devices. If no device is found then Unity wont’ recognize it. Reboot your computer and try it again.

Once you see a device number, like in the picture below, then it will work in Unity.

enter image description here

Solution 3

For all those who spent hours trying to find out what’s wrong and none of above answers helped.
Please also check if cable you are using is not cheap «charging only and no data transfer type».

I’ve picked up a random cable from my cable box. After trying everything and loosing x amount of hair and time, I’ve decided to check a different cable, and voila everything worked immediately.

Solution 4

Make sure that you have «Charge only» in USB options — I had MTP enabled and the same error. After disabling MTP everything works fine.

Solution 5

Changing a USB cable worked for me.
Ironically, from an expensive fancy one to a super-simple cheap one.

Related videos on Youtube

How to setup/configure Unity Remote 5 - Xiaomi - Redmi Note 3 (Android device)

04 : 50

How to setup/configure Unity Remote 5 — Xiaomi — Redmi Note 3 (Android device)

Quickly preview your game on Android device | Unity tutorial

06 : 29

Quickly preview your game on Android device | Unity tutorial

Unity Android Support: Setup, SDK & NDK & JDK & Gradle

22 : 38

Unity Android Support: Setup, SDK & NDK & JDK & Gradle

How to fix No target device found Error in Android Studio and Virtual device SDK installation 2021

05 : 30

How to fix No target device found Error in Android Studio and Virtual device SDK installation 2021

Android SDK not found or invalid Unity

11 : 45

Android SDK not found or invalid Unity

Testing Android and iPhone Without a Device - Unity Device Emulator Setup

05 : 49

Testing Android and iPhone Without a Device — Unity Device Emulator Setup

No android device found in unity - Android

01 : 06

No android device found in unity — Android

Comments

  • When I am building a game for android, I get this message:

    No Android device found!
    Make sure USB debugging has been enabled.
    Check your device. In most cases there should be a small icon in the status bar telling you if the USB connection is available.
    If you are sure that your device is attached then it might be your USB driver that’s the problem. For details please check the Android SDK setup section in the Unity manual.

    The cancel windows showed this error:

    No android device found! If you are sure that your device is attached then it might be your USB driver that’s the problem. For details please check the Android SDK setup section in the Unity manual.

    The same error also appeared in the Console.
    How do I fix this error?

    • It should work if you do what I provided in my answer. What is your android device Model number?

    • you do not even state if you are using a Mac or PC

    • key is often to turn on Debugging on the android device

  • make sure that when drivers are installed , your device will ask to make a connection with your pc so accept it , otherwise it wont work

  • This didn’t work for me. I’m facing an issue after uninstalling and reinstalling unity. Not sure what happened. I did try to switch from Scripting runtime version 3.5 to 4x but I reverted and still isn’t working. I’ve been able to build the entire time until last night when I uninstalled and reinstalled. Here is my SO question. I’m at a total loss. stackoverflow.com/questions/53341936/…

  • how can a simple thing like this be the solution of big companies problems ? damm…. a simple «restart» is the problem…. thank you for this answer… I really can’t imagine a thing of this happening in 2018…. we really need to improve our developers lol

  • Thank you so much! This was what fixed it for me.

  • Thank you! I had a similar problem via TCPIP — in my case adb from the command line was connected but unity (2019.4.18f1) on PC couldn’t find the device and in fact every time I refreshed the devices in UNITY it disconnected the TCP adb connection. Used your suggestion and switched from the UNITY built-in adb to android studios adb and it worked!

Recents

Related

Понравилась статья? Поделить с друзьями:
  • Nmm a problem occurred during install ошибка
  • Nmesh2 could not open file city car driving ошибка
  • Nmesh2 could not load geometry city car driving ошибка
  • Nlc 7 фатальная ошибка при начале игры
  • Nlc 7 фатальная ошибка simpleexceptionfilter