Closed prodigga closed 5 years ago
Yep. This is forthcoming, after the previously discussed modularization for this SDK completes.
+1
+1
:+1:
+1
There were several bug reports that the .net SDK (not unity specific) was requiring a trailing /
be added to the server URL. This should be done automatically. Noting this here and closing the issue there.
@gfosco it's actually more difficult than that due to how URIBuilder works on .NET, as it treats multiple slashes as root, and paths without a relative path as relative to that. I'll continue working on it, but no ETA on a fix for that specific part.
Hey guys, this has been fixed in #169. The next version will include this fix, or if you're ambitious you can compile the SDK from the source itself.
@richardjrossiii when do we think the next compiled version will be posted? Im having some issues compiling the SDK on my mac.
@sghamaty Yep, there's an issue with how XBuild searches for paths that differs from MSBuild, which means you can only compile through VS.
Not sure on release time yet for 1.8.0, probably still a little ways away as we still need to fix up the Nuget packages in order to support all of these different platforms.
It blocks parse migration for anyone thats using the Unity and C# sdks.
Any idea when the official version will be ready?
@gfosco Can I compile the Unity sdk by myself? I've downloaded & built the project, but I didn't know which is the Unity sdk file. (no file named Parse.Unity.dll)
There was no Parse.Unity.dll either when I compiled in VS. I ended up including all the Release DLLs in the unity project. Core, Analytics, etc. That worked for me.
There's probably a script that packages it up. Can someone post instructions on how to do that?
On Mon, Feb 15, 2016 at 1:26 AM, huang1196 notifications@github.com wrote:
@gfosco https://github.com/gfosco Can I compile the Unity sdk by myself? I've downloaded & built the project, but I didn't know which is the Unity sdk file. (no file named Parse.Unity.dll)
— Reply to this email directly or view it on GitHub https://github.com/ParsePlatform/Parse-SDK-dotNET/issues/166#issuecomment-184129787 .
Someone was working unity3d sdk?I can not continue working because of this ...
Which issue is blocking you Sergey?
On Mon, Feb 29, 2016 at 1:08 PM, Sergey notifications@github.com wrote:
Someone was working unity3d sdk?I can not continue working because of this ...
— Reply to this email directly or view it on GitHub https://github.com/ParsePlatform/Parse-SDK-dotNET/issues/166#issuecomment-190395371 .
I carried on my server, but I can not specify serverUrl version (1.7.0), I can see already that there is support in the source code, but I can not compile (MAC OS)
I have this issue too, I need to be able to specify server URL in order to move my app to privately hosted server. Is this achievable somehow at the moment? Will simply building the source and importing all of the separate DLLs allow me to do that, or do I have to wait for the asset store package update?
Hello! Who can collect the dll from the source?
Hi! I compiled the sources, https://drive.google.com/file/d/0B5nWjiXFR3UDR0M4a01hVV9sdEk/view?usp=sharing
This download is not official or endorsed by Parse in any way. Use at your own risk.
@Avatarchik thanks for sharing - I'll have to add a CYA disclaimer to your post to prevent confusion for people downloading this :).
Remember also that as with any build based off of master, it may not be fully working.
Hi @Avatarchik, I get the following errors with your .dlls:
FileNotFoundException: Could not load file or assembly 'UnityEditor.iOS.Extensions.Xcode' or one of its dependencies. The system cannot find the file specified. System.AppDomain.Load (System.Reflection.AssemblyName assemblyRef, System.Security.Policy.Evidence assemblySecurity) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/AppDomain.cs:692) (wrapper remoting-invoke-with-check) System.AppDomain:Load (System.Reflection.AssemblyName,System.Security.Policy.Evidence) System.AppDomain.Load (System.Reflection.AssemblyName assemblyRef) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/AppDomain.cs:657) (wrapper remoting-invoke-with-check) System.AppDomain:Load (System.Reflection.AssemblyName) System.Reflection.Assembly.Load (System.Reflection.AssemblyName assemblyRef) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/Assembly.cs:589) AssemblyLister.Lister.DeepWalkReferences (System.Reflection.Assembly assembly, System.Collections.Generic.HashSet
1 seen)
AssemblyLister.Lister+<>c__DisplayClass1.2[System.Reflection.Assembly,System.Reflection.Assembly].MoveNext () System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12
2[System.Reflection.Assembly,Parse.Common.Internal.ParseModuleAttribute].MoveNext ()
System.Linq.Enumerable+1[System.Type].MoveNext () Parse.Common.Internal.ParseModuleController.ScanForModules () Parse.ParseClient..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Parse.ParseClient Parse.ParseInitializeBehaviour.Initialize () Parse.ParseInitializeBehaviour.Awake ()
@Avatarchik after installing the Android and Xamarin resources that VS 2015 prompts for when loading the solution I was able to correctly build a single Parse.Unity.dll (rather than getting the 9 files that you posted before). I added the missing serverURL field to ParseInitializeBehaviour that is needed for Unity so now Parse is contacting my server running on an EC2 box.
One point to note in case anyone else runs into this, I needed a trailing "/" at the end of my url to make it work correctly. So my url looks like: http://hostname:1337/parse/
I've attached my dll if anyone cannot get the build working. Parse.Unity.zip
@infosekr i solved the extension.xcode problem by copying that file from unity installation folder over to my project's plugins.
Did you guys test it on mobile devices? That's the only thing we're worried about now, since we can't test it yet duo to a refactor our app is going through?
There must be unity module installed ios, or throw this one file in the Plugins folder https://dl.dropboxusercontent.com/u/8463900/UnityEditor.iOS.Extensions.Xcode.dll
@infosekr
Hi, could you tell us how to build a single Parse.Unity.dll? It seems that this version has a bug as https://github.com/ParsePlatform/parse-server/issues/448 and I wonder if they have fixed this issue now
Hi there, The single Parse.Unity.dll is for the client side though, you are referencing a bug on the server.To build the client into a single dll, I had to make sure that I downloaded all the plugins that Visual Studios requested (Android SDK, Xamarin tools, etc), and I got the source projects from the release page rather than the main github page. Regards,Aaron
On Thursday, March 17, 2016 12:07 AM, huang1196 <notifications@github.com> wrote:
@infosekr Hi, could you tell us how to build a single Parse.Unity.dll? It seems that this version has a bug as ParsePlatform/parse-server#448 and I wonder if they have fixed this issue now— You are receiving this because you were mentioned. Reply to this email directly or view it on GitHub
I just want to follow up on this issue, as it's marked closed, yet following this thread, it seems like it wasn't actually officially resolved by the lovely people at Parse. And in fact, earlier there was a warning that any changelist beyond the official release of 1.7 was not necessarily approved as stable. What is the expected status of Unity support going forward?
This thing is really a blocking issue, when it will be ready ?
@noosxe what is blocking you? Just clone source and build, and import that instead of the asset store one. It will have a server URL field. And look into my comment on extension.xcode.
I did it and it works perfectly. No need to wait for anything.
I can't even build the solution right now, getting some errors
What I did was branch from 1.7.0, modify a couple of lines of code to add serverURL as a parameter in ParseInitializeBehaviour and built that. Parse.Unity.dll builds fine in VS Community Edition on 1.7.0
Here is my fork, use at your own risk :) https://github.com/supersolid/Parse-SDK-dotNET/tree/release/1.7.0
Thanks for your link, though that does not build ok for me again, I'm getting same errors. Trying to build with VS 2015 community from IDE and from cmd with MSBuild
@noosxe you will have to provide more details, e.g. what kind of errors. As other people in this thread can build fine for either version then the problem is likely to be on your end.
nuget.targets(72,9): error MSB4175: The task factory "CodeTaskFacto ry" could not be loaded from the assembly "C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v4.0. dll". Could not load file or assembly 'file:///C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v 4.0.dll' or one of its dependencies. The system cannot find the file specified. [C:\Users\noosxe\projects\pars esdk\ParseCore\Test\ParseCore.Test.Unit.NetFx45.csproj]
nuget.targets(72,9): error MSB4175: The task factory "CodeTaskFacto ry" could not be loaded from the assembly "C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v4.0. dll". Could not load file or assembly 'file:///C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v 4.0.dll' or one of its dependencies. The system cannot find the file specified. [C:\Users\noosxe\projects\pars esdk\ParseAnalytics\Test\ParseAnalytics.Test.Unit.NetFx45.csproj]
nuget.targets(72,9): error MSB4175: The task factory "CodeTaskFacto ry" could not be loaded from the assembly "C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v4.0. dll". Could not load file or assembly 'file:///C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v 4.0.dll' or one of its dependencies. The system cannot find the file specified. [C:\Users\noosxe\projects\pars esdk\ParseCommon\Test\ParseCommon.Test.Unit.NetFx45.csproj]
and couple of more errors like this for other subprojects inside solution.
Errors happen, though the files, system cannot find, actually exist in their places.
I did a change in my path to take MSBuild from other directory and started to get other errors Specifically 26 errors like this
error CS0012: The type 'Task<>' is defined in an assembly that is not referenced. You must add a reference to assembly 'Unity.Tasks, Version= 0.0.0.0, Culture=neutral, PublicKeyToken=null'. [C:\Users\noosxe\projects\parsesdk\ParseCore\Test\ParseCore.Test.Unit.NetFx45.csproj]
Hi steven-supersolid, I'm also having trouble compiling in Visual Studio 2015. I am getting the following errors when I attempt to build:
Error Metadata file '
Error CS0120 An object reference is required for the non-static field, method, or property 'DeviceInfoController.Initialize()' ParsePush.Unity.Android
To build, I did the following:
You could also load the project file C:...\Parse-SDK-dotNET\Parse\Parse.Unity.csproj and do the same. The build location is the same.
If building debug instead the build location is: C:...\Parse-SDK-dotNET\Parse\bin\Debug\Unity\Parse.Unity.dll
I just updated the branch with a couple of fixes for documentation warnings
Hi again steven-supersolid,
After building, the directory C:...\Parse-SDK-dotNET\Parse is not present on my machine. There is ParseAnalytics, ParseCommon, ParseCore, ParsePush, Unity.Compact, and Unity.Tasks. Still stuck.
Parse-SDK-dotNET is the base directory where I cloned to, it may be something else on your system. It looks like you are working from master which has the new directory structure (unreleased 1.8.x) and something I've not looked at getting working yet. Instead you should switch to my branch 1.7.0 which is a branch I made from the 1.7.0 release tag and then updated to work with a custom server URL.
I managed to get it to work using your branch. Thank you. Will the parse team integrate this change into their next official release?
Can someone please give me a pre-built binary? I know this is a bit of a weird request, but I cant compile this stuff with MonoDevelop/Xamarin and I dont want to run Windows in a VM just to compile 1 assembly. Thanks in advance!
Trying to migrate my Unity App from Parse hosting to my own, but I'm going to need the Unity plugin updated to do this. Read the conversation and it looks like until Parse puts out a new DLL I'll be flying the the seat of my pants. This isn't something I want to be telling my clients. I would rather tell them that the updated plugin will be ready be some upcoming date. Is that possible? Even if I do work out all of the errors that I'm seeing when I try to compile I'll still be replacing my code with the official plugin, so I'd rather go through the transition just one time. If anybody from Parse wants some useful Beta testing for their new release, we would be glad to report with that.
Any news about new official Parse DLL for Unity?
We are working on Unity 4.7 so we are using Facebook 6.2.2 and Parse 1.5.3.0 During DB and server migration to Heroku, we can't change server url as below.
ParseClient.Initialize(new ParseClient.Configuration { ApplicationId = "YOUR_APP_ID", Server = "http://localhost:1337/parse/“ });
Cause ParseClient Class 1.5.3 uri is originally included in dll.
public static void Initialize(string applicationId, string dotnetKey) { object obj; Monitor.Enter(obj = ParseClient.mutex); try { ParseClient.HostName = (ParseClient.HostName ?? new Uri("https://api.parse.com/")); ParseClient.ApplicationId = applicationId; . . . } finally { Monitor.Exit(obj); } }
Is there any solution for that? This is so important issue for migration.
@wootangs I even tried reflection to force custom url in but it didn't work either, I really hope they are going to release a new DLL soon :(
@wootangs Unity 4 support was dropped in 1.6.2 and the earliest open source version is 1.6.0. So you only have a couple of options as far as I can see:
@steven-supersolid I tried to build your 1.7.0 with xamarin(MacOS) but got error.
Progress.cs line 14
private SynchronizedEventHandler
error : The type or namespace name ‘SynchronizedEventHandler’ could not be found. Are you missing an assembly reference?
Do I need to build with VisualStudio in window?
I've only built in Visual Studio on Windows. Did not try on a Mac. Visual Studio does need to download a few libraries and updates to build so perhaps Xamarin is not doing the same.
@steven-supersolid can you give me a built DLL? I can't compile because I run linux and there is some bug with xamarin over there :(
So that we can migrate our apps to privately hosted servers.