* `-fno-limit-debug-info` has been enabled by default for Clang debug builds. ![]() * We'll be removing the bash flavor in r13, so test the new one now. * Windows users: you no longer need Cygwin to use this feature. `build/tools/make_standalone_toolchain.py`. * Added a Python implementation of standalone toolchains: * Default compiler flags have been pruned: Linked object rather than into libc itself. The unwinder will now be linked into each * Exception handling when using `c _shared` on ARM32 now mostly works (see In r11, but neglected to actually remove them. * Removed all sysroots for pre-GB platform levels. * Removed support for the armeabi-v7a-hard ABI. * The OpenSLES headers have been updated for android-24. ![]() * A bug in `ndk-build` that resulting in spurious warnings for static libraries * NdkCameraMetadataTags.h has been updated to no longer contain the invalid `make_standalone_toolchain.py` suits your needs. * `make-standalone-toolchain.sh` will be removed in r13. * `ndk-build` will default to using Clang in r13. Seems clear that r12b was installed, but where? Shouldn't there be an "android-ndk-r12b" folder somewhere? Changelog When I originally installed r10e, the folder name that it installed into was/is: /android-ndk-r10eīelow is my CHANGELOG.md that I found in the ndk-bundle folder of the dir where the update seemed to be installed. I watched its progress and noted that it was version r12 and also the root dir where it was installing, but when I went to look for it I can't find anything that looks like my original installation. I used android-ndk-r10e for a good while, but just updated to the latest version of the NDK using Android Studio's SDK Manager. Thanks Unity for your lack of understanding.Where is the path for an updated version of the Android NDK? I'm on Mac OSX 10.11.5 (El Capitan) I have been trying to find a solution for the past few days and I'll be missing the GDWC 2019 because of this. I can't build using il2cpp backend because it now requires a NDK that is not coming with Unity anymore. I can only build the Android Apk with mono right now, which seems to broke my game by forcefully removing some key codes out of the game that result in button missing parts of their codes. To be honest, this wasn't happening when i was using Unity 2018.X and only started to happens with Unity 2019.2. Hence, we're in this vicious circle of hell that tells us "Use the Unity HUB" and the Unity HUB telling us "No can do. In other words, because Unity HUB fails as a download manager for some of us, I, like others, am forced to use the Installer instead which works perfectly fine to download that multiple GB of filess, but the NDK is missing from the Android package downloaded with said Installer. Now, I reaches about 1% before it instantly fails with the latest Unity HUB version. In my case, on a previous version of the HUB, I was able to get to around 50% of the download done before it fails (which then force you to restart from scratch every time as the download gets cleared up in case of failure). The worst of it is that they know that the Unity HUB is a piece of unstable software that need quite a fix because, right now, people who have slow bandwidth or work on a relatively fluctuating network (for example, on an older router with less refresh rate as well as maybe 1 package lost once every 30-40 secs), the download constantly fails. Ps : If I made a mistake in english, please forgive me, I am fr, I tried to my best to write correctly.įor those who are unable to use Unity HUB properly, we're basically caged out of using Unity at all for making any game on mobile devices especially because we can't use the HUB to get the right version of the NDK. If someone can give me a way to solve this problem, It could be helpfull for the community. I located manually with this path " C:\Program Files\Unity\Hub\Editor\2019.3.0a4\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\", error window (screenshot 4).Checked in " Preferences/External Tools/" (screenshot 3).Tried to " Build" and " Build
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