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[Windows Editor] Exported Package looks for .bytes files in local AppData Directory in new project, doesn't copy Streaming Assets folder #556
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Doesn't it work without step 2? |
It seems that you've forgotten to include P.S. Whenever possible, please share complete logs, not excerpts. |
Here is the hand_recrop.bytes from C:\Users###USERNAME###\AppData\LocalLow\DefaultCompany\MediaPipeUnityPlugin I didn't include it as it should be included in the exported package file when I use Tools>Export Package It seems when exporting the package, it misses out that hand_recrop.bytes that only gets built to the AppData\LocalLow folder on Windows when building mediapipe. Should it be built to streaming assets or at least the streaming assets folder in packages like the other .bytes files do? So is the workflow once I export the package, I also have to go to the AppData\LocalLow folder and copy any bytes files from there to the Streaming Assets and AppData\LocalLow folder for the new project I am importing the package into? Full logs: I suspect that hand_recrop.bytes gets moved not copied to the AppData folder from StreamingAssets in the built mediapipe project, this might happen when you build mediapipe then hit play in one of the test scenes as I can see the logs detail copying of .bytes files to AppData folders. I cannot see hand_recrop.bytes anywhere in the local files of the Unity project I built Mediapipe in initially. |
First, please forget about folders under Lines 52 to 60 in 77ba1a4
I mean
Have you included |
I found the issue, in the BUILD file I commented out the hand_recrop in one of the dependencies but I still had it kicking around in the AppData/Local folder. Totally my mistake and apologies for wasting anyone's time, this was my first time using the package export feature and I was wondering what was going on with the AppData/Local files but I can see in the scripts they just get safely copied there if they are actually in the build. Hopefully this issue history just helps other people if they make the same mistake, now I know better what is going on I will do more investigation of the build file edited vs unedited in future. Sorry again! |
Sorry, |
Thank you. Your thread helped me a lot to figure it out. I just copied the files generated through the editor from AppData to StreamingAssets, and everything worked |
Thanks! I was very confused by this exact problem and this thread helped a lot. I imported the unitypackage from the latest release, and only copying the files manually fixed it for me |
Plugin Version or Commit ID
v0.9.1
Unity Version
2021.2.19f1
Your Host OS
Windows 10
Target Platform
UnityEditor, Windows Standalone
Target Device
Windows 10 Desktop/Editor
[Windows Only] Visual Studio C++ and Windows SDK Version
Visual Studio C++ : 14.29.30133
Windows SDK : 10.0.18362.0
[Linux Only] GCC/G++ and GLIBC Version
No response
[Android Only] Android Build Tools and NDK Version
No response
[iOS Only] XCode Version
No response
Build Command
python build.py build --desktop cpu --opencv cmake -vv
Bug Description
Using this project cloned from this commit, I built Mediapipe for Windows Desktop using Docker, and edited the Mediapipe_api>BUILD file to exclude the things we didn't need so it just had hand tracking for desktop.
We exported the package using the Tools > Export package command, and imported into a brand new project.
Exported package
Once imported, we had the errors due to hand_recrop.bytes not being in the package imported somehow.
and
To fix this, I noticed that the Bootstrap Asset Loader Type was loading from 'Local' location by default which for us was this:
C:\Users####USERNAME####\AppData\LocalLow\DefaultCompany\MediaPipeUnityPlugin
Of course in a new project when importing the package, the files from AppData don't carry across to the new project directory so that rules out Local loading in the package by default unless users are told to move the files. I had t oexplicitly copy hand_recrop.bytes.
I then switched to 'Streaming Assets' Asset Loader Type then I noticed the Streaming Assets folder with the bytes file was not copied across in the exported package either, and for some reason the plugin built the Streaming Assets folder and placed it in the project directory > Packages folder (See in the example project.)
To finally get things working, I had to do this:
If this behaviour is unique to Windows 10 editor/builds, can it be simplified or documented for users?
Steps to Reproduce the Bug
Log
Errors from editor:
and
Screenshot/Video
No response
Additional Context
No response
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