Unity Web Player Install

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Robyn Ruder

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Aug 4, 2024, 4:59:09 PM8/4/24
to kontaitbahrei
Iplay pixel warfare 3 and i updated Firefox and it say that i need unity web player i already downloaded it and it did work but i got to permissions and i cant find unity web player so i try re-downloading and its still not there need help

fucking knew it all along that there was just some simple verification check at the end, which was causing the cockup.

I spent good 6 hours, researching, following all solutions, even doing system restores. Nothing, but anyway.


on a final note, i have no idea why the webplayer is creating the bug, i have it running on about 20 systems at the office and no problem. Just for some unknowns reason it happens on my home computer, so i cant clock it off at work :/.


You are spot on with the web player installer only installing the plugin aka Loader. The loader will download and install the Mono and Player components on demand. Things that can cause this to go wrong (off the top of my head):


==> Note that these zip files should be fetched by the browser, but not stored in a downloads folder, or anything like that. If you get any prompts for what to do with these zip files, take a screenshot and post here.


Well, I was having an issue using explorer to upload the picture of the error popup so i opened up chrome to follow the same steps, and it started loading and failed about 1/8th the way through. The error said download failed, so going to ctrl+F5 to retry. Okay, it took about 10 more attempts, but i got angry bots to finish downloading. Played about 5 seconds of it. Looks like a new imagining of Wolfenstein.


Errors related to unityplayer.dll can arise for a few different different reasons. For instance, a faulty application, unityplayer.dll has been deleted or misplaced, corrupted by malicious software present on your PC or a damaged Windows registry.


In the vast majority of cases, the solution is to properly reinstall unityplayer.dll on your PC, to the Windows system folder. Alternatively, some programs, notably PC games, require that the DLL file is placed in the game/application installation folder.


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Pipelight will not suddenly stop working, but you will not receive any further updates. As a result all enabled plugins (e.g. Silverlight/Flash) stay at the same version and do not get any security fixes. This might be a security thread for your system and we therefore recommend to remove Pipelight using the package manager of your distribution.


While the latest change to the stable branch was "Update of Silverlight to version 5.1.50901.0", I need it just for installing the "Unity web player" which wouldn't install in my Ubuntu 16.10 O.S., so I can't consider no more Pipelight as a solution for Linux distros.


E.g. I saw that there are a couple of Intents exposed Intents MagicLeap Developer Documentation

But on the Unity side I have not had success (e.g. I tried approaches similar to c# - How to install Android apk from code in unity - Stack Overflow


When you refer to 4 clicks, are these the clicks that appears directly from the system? Currently, we do not provide an alternative method of installing applications. That said, I can provide your feedback to our voice of customer team.


(1) Within the unity application, the user has to "confirm" to install a .apk file that is available through an sas-url that I host.

(2) I then use Application.OpenUrl to download the file to the clients device. This opens a browser window. The download progress is visible in the bottom left. After the download, the customer has to click on the file in the bottom left

(3) then the user gets prompted to install the apk

(4) and to open it if successful.


The issue you're encountering seems to be related to the androidx.core.content.FileProvider not being found at runtime. This could be because the AndroidX libraries are not included in your Unity project or the build. Since Unity internally uses its version of Android libraries, if specific AndroidX libraries are not included by default, you might need to ensure they are added manually or through dependency management or by compiling the script as an external plugin.


More generally: Its quite challenging to get a remote apk installation process to work with ML2.

Are there any best practices / suggestions from the developers at ML? I could not find any related documentation/forum when it comes to remote apk installation.


I design and develop VR Training apps for the Health sector in the UK and have developed a test version of a new app using the XR Interaction Toolkit using Unity 2020.3.25f1 LTS which I can build and run on both Quest2 and Pico Neo 3 VR headsets without any problem. However after following all of the documented Vive instructions - installing the Vive Wave XR Plug-in with recomended Player settings, the resulting APK installed following the _howto/installing-apk-on-headset.html instructions, the VR app just shows as a black landscape block and then a portrait transparent block with the Exit/Close X on the bottom. Also happens for a simple scene with just a camera and cube in. I was hoping to run a comparision on the new app across the three headsets and it will be a shame if I can only do with the Quest 2 and Pico Neo 3 headsets for which the VR app runs really well, there are much more detailed and simpler instructions and I experienced no issues.


Hi Chengnay. Thanks for the suggestion. Deleting the AndroidManifest.xml now installs apps into my library but shows a fixed view animated image with a fixed white 'beam' that doesn't change when I move my head or show the controllers.


I have my Oculus headset attached and set up for checking in on PC in Play mode and it works fine when I run the scene with this. Note that Oculus is not selected in the Android settings for XR Plug-in Management.


When I test it with my Rift in Play mode on the PC I can move my head and the view changes correctly. When I build the scene and install it on the Vive Focus 3, I get the same fixed view issue with a 'beam'.


@nickmoseley It seems like you are using XR Interaction Toolkit. Are you using device based or action based? I suggest you can use Vive Input Utility for cross-platform project. If you still run into issues, could you share a sample project for us to check? Thanks!


@nickmoseley I had this same issue but figured it out using this thread. Had to make a script called WaveDeviceLayouts.cs found in that thread and then add the input action for position/rotation of the controllers/HMD. Also had to use the unity specific TrackedPoseDriver


Many thanks @ap-voidI assumed importing WaveDeviceLayouts.cs into the project to register the new layouts meant importing it as a new asset into my project scripts folder. I managed to see the controllers moving but still have the Vive Focus headset with a fixed view.


Unity Technologies, provider of the Unity multi-platform engine and development tools, today announced its collaboration with Facebook to launch an improved Unity experience on the social platform. The collaboration will improve the user experience of Unity games, continue to drive core games that build on the Unity Web Player, and make it easy for developers to build amazing cross-platform experiences.


With over 200 million global installs, the Unity Web Player is the best solution for core games and AAA visuals on the web, making the collaboration with Facebook a natural fit. Unity's construction of a new social network API in the Unity Web Player has enabled Facebook to improve the "full screen" and the "full canvas" experience of Unity games by eliminating the need to leave full screen for social interaction, and to make it easier for developer to integrate tightly with Facebook's social graph. Over 75m active Facebook users have installed the Unity Web Player to enjoy popular Unity games such as Offensive Combat, Robot Rising, Wizard of Oz, Uberstrike, Kings Bounty and I AM Playr. The new integrations will help make these existing experiences better while laying the foundation for further Unity Web Player adoption and feature expansion.


"The Unity Web Player is an incredible browser based platform for core games", said Sean Ryan, Director of Games Partnerships, Facebook, "People on Facebook are looking for the type of immersive games that have traditionally existed on consoles and desktop PCs. This collaboration will drive discovery of the Unity Web Player for Facebook users, make it easier for Unity games to integrate with Facebook, improve the full-screen experience on our games platform, and make it easier for these developers to build cross platform games across desktop and mobile."


"The experience of playing a Unity game in Facebook is vastly improved in Unity 4, and working with Facebook makes it even better," said David Helgason, CEO of Unity Technologies. "We are already seeing an amazing crop of quality games coming to Facebook, and can't wait to see how developers make use of this new opportunity."


As an addition to the recently released Unity 4.1 update, Unity 4.1.1 includes the new social network API. Unity 4.1 includes a complete overhaul of the Memory Profiler, updates to the Mecanim Animation system, Apple AirPlay support, and new shader features. To download the latest product cycle release for Unity 4 visit

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