microsoft / xbox-live-unity-plugin

The Xbox Live Unity Plugin provides a way for developers in the Xbox Live Creators Program to quickly and easily integrate Xbox Live functionality into their Unity based game. For ID@Xbox developers, this Xbox Live Unity Plugin does not yet support all the features you will need. Instead, contact your Microsoft representative.
MIT License
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my nigthmare to make it works #306

Open ker2x opened 4 years ago

ker2x commented 4 years ago

tested with Unity 2019.3.15

Run the application in editor :

Xbox plugin :

Continuing anyway :

i guess i'm stuck now. it look like i solved the dll hell (long time no see, huh?) but the association wizard does not work and i don't know what to do now.

stuck, again.

PS : when using pure visual studio app, i can run the code in remote mode on the xbox. So i believe my account and xbox is setup correctly ? I think the only remaining issue (other than the many dll problems) is that the wizard can't connect ?

Hoping you can help me solve this step and that my stop-by-step story can help other peoples.

ker2x commented 4 years ago

i found a file named "XboxServices.config", that's probably it. i can fill some of the field but not all.

ker2x commented 4 years ago

i clicked "build and run" and the empty app ran on my xbox. except i have no idea why...

zentyk commented 4 years ago

Did the Visual Studio requested the Ip and VS Pin? How did you configured it?

ker2x commented 4 years ago

i don't remember

ImperialDynamicsOfficial commented 4 years ago

this plugin is a serious mess. I'm trying the whole day to make it work

beavisCZ commented 4 years ago

I'm trying it two days and no success.

HudsonSchumaker commented 4 years ago

People please just read the documentation. I guess all of are facing the same problem, you need to pay the dev account. https://www.xbox.com/en-GB/developers/creators-program Just follow the flow on this page and then everything will work

Screenshot 2020-07-16 at 13 03 26
beavisCZ commented 4 years ago

I have paid account, you are wrong. I solved it by downloading Fixed version in another issue posted. This version has many problems in 2019 Unity.

alissonsalin commented 4 years ago

I have paid account, you are wrong. I solved it by downloading Fixed version in another issue posted. This version has many problems in 2019 Unity.

Where you downloaded it?

ker2x commented 4 years ago

People please just read the documentation. I guess all of are facing the same problem, you need to pay the dev account. https://www.xbox.com/en-GB/developers/creators-program Just follow the flow on this page and then everything will work

i also have a paid account. It doesn't work as instructed on the page. The wizard is broken.

zentyk commented 4 years ago

The wizard is still broken but in the time you can deploy your game to make playtesting.

NoelStephensNILC commented 4 years ago

People please just read the documentation. I guess all of are facing the same problem, you need to pay the dev account. https://www.xbox.com/en-GB/developers/creators-program Just follow the flow on this page and then everything will work

Nope, I have had a developer's account for over a decade (paid a LONG time ago) and the association wizard is 100% broken...always returns: image Which if we had the source code for the association wizard we could troubleshoot that...but since we don't and the instructions are 100% geared towards using this tool: https://docs.microsoft.com/en-us/gaming/xbox-live/get-started/setup-ide/creators/unity-win10/live-configure-xbl-in-unity It makes the process pretty much come to a grinding halt at the stage where it tells you to use the "Association Wizard".
Maybe someone at Microsoft will read one of these posts and either fix the issue with the wizard =or= just add the source code of the wizard to the repository =or= add a secondary set of instructions that don't include the use of the wizard and just walks through editing of the manifest and associated files by hand. Perhaps and earlier build will work...

If Microsoft does fix the issue, which I believe is a hardcoded URI issue, then the next time the URI is updated perhaps just add a simple xml/txt configuration file that has that URI and/or a place to enter the connection string manually?

https://github.com/microsoft/xbox-live-unity-plugin/commit/bc8743fe9c765e4641554117babc5a92b0c4a4b0

The above commit is what led me to believe that the tool has the URI/URL statically imbedded and is due another update?
If you post the source to the binary I would be happy to make the above suggested changes. :)

NoelStephensNILC commented 4 years ago

tested with Unity 2019.3.15

Create a new default 3D project download xbox live unity project from github import "XboxLive.unitypackage" as a custom package 1st error : "PrecompiledAssemblyException: Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included or the current platform. Only one assembly with the same name is allowed per platform." Go to "XBox Live/Libs/UnityEditor/Net35", select all DLL, uncheck all, apply Go to NET46, select all, check Editor, apply.

So, this doesn't seem to work for UWP/Creator's Club builds in the more recent 2019.4.6f1 version of Unity. The Newtonsoft.Json.dll conflicts with another reference to a different version of the dll in a Unity specific folder... Will go the blank project route and see if I can figure this all out before munging my real project's folder.

NoelStephensNILC commented 4 years ago

So, I ran into the same issues as described in this post. Here are the steps I took: Create a new URP project using Unity 2019.4.6f1, switch the build type over to Windows Universal, and import the most recent release package for the Unity Xbox Live services (1804 QFE 3 Release). The steps and related issues:

  1. Trying to follow the instructions, one will quickly realize the Association Wizard is broken (most likely the URI is bad again and the binary needs to be update)
  2. Ignoring the fact that the association wizard is broken, go ahead and change default asset import settings of .NET35 to .NET46
  3. (**side note***) .NET46 doesn't have Unity.Compat nor Unity.Tasks (is this related or just a .NET35 issue?)
  4. Attempt to build using the SignInAndProfile scene as the only scene included and selecting (File->Build Settings->Build) to build the unity project you will be presented with the following assembly conflicts: image

The .NET46 Newtonsoft.Json settings: image

The UWP Newtonsoft.Json settings: image

It would seem that the .NET46 version is being included in the UWP build even though it is not marked for the Standalone platform, which could be the root cause of the assembly conflict issue.

Anyone have ideas on this one?

NoelStephensNILC commented 4 years ago

For anyone else reading this thread, I was reading this Unity thread and realized that it appears QFE3 has all sorts of issues and several people have simply gone back to the QFE2 version of the build.

Here is what I did with a brand new 2019.4.6f1 Unity Project using URP (Universal Render Pipeline) with the build settings set to Universal Windows (I think the steps are important):

  1. Created a new URP project for 2019.4.6f1
  2. Switched over the Universal Windows
  3. Imported the QFE2 version of the Xbox Live Unity package
  4. UnChecked all of the .NET35 import settings
  5. Checked the selected platform "Editor" for the .NET6 import settings
  6. (you will get errors)
  7. Went back to the .NET35 import settings and unchecked the "Editor" settings (it checked itself again)
  8. Verified that .NET35 had no import settings and .NET6 did have import settings image
  9. Saved project and exited.
  10. Reloaded the same project and noticed the Xbox Live tab was now available: image

So, if you are struggling with the QFE3 version it might be easier to just go back to the QFE2 version (link provided at top of this post) until the issues with the QFE3 build get resolved.

Cheers!

JawaTradingCo commented 4 years ago

For anyone reading this, NoelStephensNILC's solution did manage to remove all errors for me in 2020.1.5f1

TheBonelessAlien commented 3 years ago

For anyone else reading this thread, I was reading this Unity thread and realized that it appears QFE3 has all sorts of issues and several people have simply gone back to the QFE2 version of the build.

Here is what I did with a brand new 2019.4.6f1 Unity Project using URP (Universal Render Pipeline) with the build settings set to Universal Windows (I think the steps are important):

  1. Created a new URP project for 2019.4.6f1
  2. Switched over the Universal Windows
  3. Imported the QFE2 version of the Xbox Live Unity package
  4. UnChecked all of the .NET35 import settings
  5. Checked the selected platform "Editor" for the .NET6 import settings
  6. (you will get errors)
  7. Went back to the .NET35 import settings and unchecked the "Editor" settings (it checked itself again)
  8. Verified that .NET35 had no import settings and .NET6 did have import settings image
  9. Saved project and exited.
  10. Reloaded the same project and noticed the Xbox Live tab was now available: image

So, if you are struggling with the QFE3 version it might be easier to just go back to the QFE2 version (link provided at top of this post) until the issues with the QFE3 build get resolved.

Cheers!

thank god i found this thread, thanks man

MSFT-Heba commented 3 years ago

Hey everyone, Just for awareness, we've posted an announcement that integrating Xbox Live is no longer a requirement for UWP games to be published on Xbox as part of the Creators Program and we are phasing out software needed to support Xbox Live on UWP.

For more details: https://github.com/microsoft/xbox-live-unity-plugin#2021-update-more-accessible-creators-program-no-longer-requires-xbox-live

StarPilot00 commented 2 years ago

Hey Heba, Just spent 3 days in the "nightmare" trying to get a simple Xbox user identification to work with Unity. You say no more support for Xbox Live on UWP. Great. So what should we use to link an Unity game that is working perfectly on UWP and Xbox One, to simply get an unique Xbox user ID and maybe microtransactions? For now I will try NoelStephensNILC solution...

For more details: "One vector of accessibility in game development is reducing the friction" lol for sure. Reading you 2021 Update I conclude that after using the GDK to "learn", I will need a license. Problem: Can't install GDK after 20 hours of trying to remove your bugs, and then get what license? SDK,XDK,GDK GDKK, XDKK? I am in the Creator program and I don't see any proper download.