When installing Firebase on Unity, I get an error “Unloading broken assembly”
I am planning to introduce Firebase to add a push notification function to the game I made with Unity.
I pasted the application-specific google-services.json in the Asset folder,
I installed FirebaseMessaging.unitypackage of SDK downloaded from here, but I get an error.
Console
Unloading broken assembly Assets/Firebase/Plugins/Firebase.App.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Messaging.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Platform.dll, this assembly can cause crashes in the runtime
Generation of the Firebase Android resource file google-services.xml from Assets/google-services.json failed.
If you have not included a valid Firebase Android resources in your app it will fail to initialize.
C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l.
Microsoft.VC90.CRT.manifest could not be extracted!
You can start to diagnose this issue by executing "C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l." from the command line.
UnityEngine.Debug:LogError(Object)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:RunResourceGenerator(String, String, Boolean) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:508)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:ReadBundleIds(String) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:369)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:UpdateConfigFileDirectory() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:261)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:CheckConfiguration() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:223)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:.cctor() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:83)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()
I'd like to add this;
public void Start() {
Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
}
but due to errors, I get errors on the OnTokenReceived and OnMessageReceived parts.
Do these have problems with google-services.json created with Firebase for applications?
Anyone please solve me.
c# android firebase unity3d firebase-realtime-database
add a comment |
I am planning to introduce Firebase to add a push notification function to the game I made with Unity.
I pasted the application-specific google-services.json in the Asset folder,
I installed FirebaseMessaging.unitypackage of SDK downloaded from here, but I get an error.
Console
Unloading broken assembly Assets/Firebase/Plugins/Firebase.App.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Messaging.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Platform.dll, this assembly can cause crashes in the runtime
Generation of the Firebase Android resource file google-services.xml from Assets/google-services.json failed.
If you have not included a valid Firebase Android resources in your app it will fail to initialize.
C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l.
Microsoft.VC90.CRT.manifest could not be extracted!
You can start to diagnose this issue by executing "C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l." from the command line.
UnityEngine.Debug:LogError(Object)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:RunResourceGenerator(String, String, Boolean) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:508)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:ReadBundleIds(String) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:369)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:UpdateConfigFileDirectory() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:261)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:CheckConfiguration() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:223)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:.cctor() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:83)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()
I'd like to add this;
public void Start() {
Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
}
but due to errors, I get errors on the OnTokenReceived and OnMessageReceived parts.
Do these have problems with google-services.json created with Firebase for applications?
Anyone please solve me.
c# android firebase unity3d firebase-realtime-database
add a comment |
I am planning to introduce Firebase to add a push notification function to the game I made with Unity.
I pasted the application-specific google-services.json in the Asset folder,
I installed FirebaseMessaging.unitypackage of SDK downloaded from here, but I get an error.
Console
Unloading broken assembly Assets/Firebase/Plugins/Firebase.App.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Messaging.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Platform.dll, this assembly can cause crashes in the runtime
Generation of the Firebase Android resource file google-services.xml from Assets/google-services.json failed.
If you have not included a valid Firebase Android resources in your app it will fail to initialize.
C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l.
Microsoft.VC90.CRT.manifest could not be extracted!
You can start to diagnose this issue by executing "C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l." from the command line.
UnityEngine.Debug:LogError(Object)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:RunResourceGenerator(String, String, Boolean) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:508)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:ReadBundleIds(String) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:369)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:UpdateConfigFileDirectory() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:261)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:CheckConfiguration() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:223)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:.cctor() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:83)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()
I'd like to add this;
public void Start() {
Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
}
but due to errors, I get errors on the OnTokenReceived and OnMessageReceived parts.
Do these have problems with google-services.json created with Firebase for applications?
Anyone please solve me.
c# android firebase unity3d firebase-realtime-database
I am planning to introduce Firebase to add a push notification function to the game I made with Unity.
I pasted the application-specific google-services.json in the Asset folder,
I installed FirebaseMessaging.unitypackage of SDK downloaded from here, but I get an error.
Console
Unloading broken assembly Assets/Firebase/Plugins/Firebase.App.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Messaging.dll, this assembly can cause crashes in the runtime
Unloading broken assembly Assets/Firebase/Plugins/Firebase.Platform.dll, this assembly can cause crashes in the runtime
Generation of the Firebase Android resource file google-services.xml from Assets/google-services.json failed.
If you have not included a valid Firebase Android resources in your app it will fail to initialize.
C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l.
Microsoft.VC90.CRT.manifest could not be extracted!
You can start to diagnose this issue by executing "C:/UnityProjects/Test/Assets..AssetsFirebaseEditorgenerate_xml_from_google_services_json.exe -i "Assets/google-services.json" -l." from the command line.
UnityEngine.Debug:LogError(Object)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:RunResourceGenerator(String, String, Boolean) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:508)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:ReadBundleIds(String) (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:369)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:UpdateConfigFileDirectory() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:261)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:CheckConfiguration() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:223)
Firebase.Editor.GenerateXmlFromGoogleServicesJson:.cctor() (at Z:/tmp/tmp.CeTbzghE2x/firebase/app/client/unity/editor/src/GenerateXmlFromGoogleServicesJson.cs:83)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()
I'd like to add this;
public void Start() {
Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
}
but due to errors, I get errors on the OnTokenReceived and OnMessageReceived parts.
Do these have problems with google-services.json created with Firebase for applications?
Anyone please solve me.
c# android firebase unity3d firebase-realtime-database
c# android firebase unity3d firebase-realtime-database
edited Nov 28 '18 at 12:22
Beginner_
asked Nov 28 '18 at 12:16
Beginner_Beginner_
3316
3316
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3 Answers
3
active
oldest
votes
Check your Project Settings > IOS. Make sure the .NET is 4.X not 3.
https://docs.unity3d.com/Manual/ScriptingRuntimeUpgrade.html
add a comment |
I was facing the same error and find an answer from the Firebase's Github. Here is the post from the Github:
All "Unloading the assembly" does is unload the DLL from the app
domain (i.e Unity's process) then disable the platform targeting
options. So what you'll need to do is select the unloaded DLL(s) and
in the plugin inspector tick the platform check boxes to re-enable
them for the appropriate platform.
We typically follow the pattern to enable target platforms:
Firebase/*.dll
: Target Android, Editor, Standalone - with the
exception ofFIrebase.Database.dll
Firebase/Firebase.Database.dll
: Target Android-onlyFirebase/iOS/*.dll
: Target iOS
Firebase/Mono/Firebase.Database.dll
: Target Editor, Standalone
Here is the link: https://github.com/firebase/quickstart-unity/issues/256
Hope it helps.
add a comment |
I ran into this problem with a freshly created project. The project was targeting Android and I was loading the dotnet4 version of the assembly. I switched to the dotnet3 version and it fixed the issue. I noticed that the Script Runtime Version targets .NET 3.5 Equivalent by default. I'm brand new to Unity, so I'm not sure if that's the issue.
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
Check your Project Settings > IOS. Make sure the .NET is 4.X not 3.
https://docs.unity3d.com/Manual/ScriptingRuntimeUpgrade.html
add a comment |
Check your Project Settings > IOS. Make sure the .NET is 4.X not 3.
https://docs.unity3d.com/Manual/ScriptingRuntimeUpgrade.html
add a comment |
Check your Project Settings > IOS. Make sure the .NET is 4.X not 3.
https://docs.unity3d.com/Manual/ScriptingRuntimeUpgrade.html
Check your Project Settings > IOS. Make sure the .NET is 4.X not 3.
https://docs.unity3d.com/Manual/ScriptingRuntimeUpgrade.html
answered Jan 3 at 21:21
TimHTimH
133
133
add a comment |
add a comment |
I was facing the same error and find an answer from the Firebase's Github. Here is the post from the Github:
All "Unloading the assembly" does is unload the DLL from the app
domain (i.e Unity's process) then disable the platform targeting
options. So what you'll need to do is select the unloaded DLL(s) and
in the plugin inspector tick the platform check boxes to re-enable
them for the appropriate platform.
We typically follow the pattern to enable target platforms:
Firebase/*.dll
: Target Android, Editor, Standalone - with the
exception ofFIrebase.Database.dll
Firebase/Firebase.Database.dll
: Target Android-onlyFirebase/iOS/*.dll
: Target iOS
Firebase/Mono/Firebase.Database.dll
: Target Editor, Standalone
Here is the link: https://github.com/firebase/quickstart-unity/issues/256
Hope it helps.
add a comment |
I was facing the same error and find an answer from the Firebase's Github. Here is the post from the Github:
All "Unloading the assembly" does is unload the DLL from the app
domain (i.e Unity's process) then disable the platform targeting
options. So what you'll need to do is select the unloaded DLL(s) and
in the plugin inspector tick the platform check boxes to re-enable
them for the appropriate platform.
We typically follow the pattern to enable target platforms:
Firebase/*.dll
: Target Android, Editor, Standalone - with the
exception ofFIrebase.Database.dll
Firebase/Firebase.Database.dll
: Target Android-onlyFirebase/iOS/*.dll
: Target iOS
Firebase/Mono/Firebase.Database.dll
: Target Editor, Standalone
Here is the link: https://github.com/firebase/quickstart-unity/issues/256
Hope it helps.
add a comment |
I was facing the same error and find an answer from the Firebase's Github. Here is the post from the Github:
All "Unloading the assembly" does is unload the DLL from the app
domain (i.e Unity's process) then disable the platform targeting
options. So what you'll need to do is select the unloaded DLL(s) and
in the plugin inspector tick the platform check boxes to re-enable
them for the appropriate platform.
We typically follow the pattern to enable target platforms:
Firebase/*.dll
: Target Android, Editor, Standalone - with the
exception ofFIrebase.Database.dll
Firebase/Firebase.Database.dll
: Target Android-onlyFirebase/iOS/*.dll
: Target iOS
Firebase/Mono/Firebase.Database.dll
: Target Editor, Standalone
Here is the link: https://github.com/firebase/quickstart-unity/issues/256
Hope it helps.
I was facing the same error and find an answer from the Firebase's Github. Here is the post from the Github:
All "Unloading the assembly" does is unload the DLL from the app
domain (i.e Unity's process) then disable the platform targeting
options. So what you'll need to do is select the unloaded DLL(s) and
in the plugin inspector tick the platform check boxes to re-enable
them for the appropriate platform.
We typically follow the pattern to enable target platforms:
Firebase/*.dll
: Target Android, Editor, Standalone - with the
exception ofFIrebase.Database.dll
Firebase/Firebase.Database.dll
: Target Android-onlyFirebase/iOS/*.dll
: Target iOS
Firebase/Mono/Firebase.Database.dll
: Target Editor, Standalone
Here is the link: https://github.com/firebase/quickstart-unity/issues/256
Hope it helps.
answered Dec 7 '18 at 12:39
SalranaxSalranax
14
14
add a comment |
add a comment |
I ran into this problem with a freshly created project. The project was targeting Android and I was loading the dotnet4 version of the assembly. I switched to the dotnet3 version and it fixed the issue. I noticed that the Script Runtime Version targets .NET 3.5 Equivalent by default. I'm brand new to Unity, so I'm not sure if that's the issue.
add a comment |
I ran into this problem with a freshly created project. The project was targeting Android and I was loading the dotnet4 version of the assembly. I switched to the dotnet3 version and it fixed the issue. I noticed that the Script Runtime Version targets .NET 3.5 Equivalent by default. I'm brand new to Unity, so I'm not sure if that's the issue.
add a comment |
I ran into this problem with a freshly created project. The project was targeting Android and I was loading the dotnet4 version of the assembly. I switched to the dotnet3 version and it fixed the issue. I noticed that the Script Runtime Version targets .NET 3.5 Equivalent by default. I'm brand new to Unity, so I'm not sure if that's the issue.
I ran into this problem with a freshly created project. The project was targeting Android and I was loading the dotnet4 version of the assembly. I switched to the dotnet3 version and it fixed the issue. I noticed that the Script Runtime Version targets .NET 3.5 Equivalent by default. I'm brand new to Unity, so I'm not sure if that's the issue.
answered Dec 11 '18 at 18:51
PepperPepper
11
11
add a comment |
add a comment |
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