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Description
Checklist
- I've updated to the latest released version of the SDK
- I've searched for existing GitHub issues
- I've looked for existing answers on Stack Overflow, the Facebook Developer Community Forum and the Facebook Developers Group
- I've read the Code of Conduct
- This issue is not security related and can safely be disclosed publicly on GitHub
Environment
Describe your dev environment here, giving as many details as possible. If you have them, make sure to include:
- Unity Editor Version:
2019.1.2f1 - Unity SDK Version:
7.19.X - Installation Platform & Verison:
Androidversion10 - Editor:
Windows 10version2004
Goals
I want to Build & Run Unity application to my connected Android device.
Expected Results
Build successfully installs on device.
Actual Results
Getting error:
Win32Exception: ApplicationName='cmd', CommandLine='/Cecho "xxx" | openssl base64', CurrentDirectory='', Native error= %1 is not a valid Win32 application.
System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) (at <525dc68fbe6640f483d9939a51075a29>:0) System.Diagnostics.Process.Start () (at <525dc68fbe6640f483d9939a51075a29>:0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() Facebook.Unity.Editor.FacebookAndroidUtil.DoesCommandExist (System.String command) (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.FacebookAndroidUtil.get_DebugKeyHash () (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.FacebookAndroidUtil.get_SetupProperly () (at <e162490a41264efaaf3cbe47ecfef26e>:0) Facebook.Unity.Editor.XCodePostProcess.OnPostProcessBuild (UnityEditor.BuildTarget target, System.String path) (at <e162490a41264efaaf3cbe47ecfef26e>:0) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <fb001e01371b4adca20013e0ac763896>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <fb001e01371b4adca20013e0ac763896>:0) UnityEditor.Build.BuildPipelineInterfaces+AttributeCallbackWrapper.OnPostprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass17_0.<OnBuildPostProcess>b__1 (UnityEditor.Build.IPostprocessBuildWithReport bpp) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List1[T] oneInterfaces, System.Action1[T] invocationOne, System.Collections.Generic.List1[T] twoInterfaces, System.Action1[T] invocationTwo, System.Boolean exitOnFailure) (at <d1bec46880064709a5e713ad543e6d96>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Steps to Reproduce
- Install Facebook SDK
- Connect Android device to Unity
- Select device in Build Settings
- Select and press Build & Run in Build Settings
Code Samples & Details
It's a pretty rare problem, since we've got it only on two machines out of ten.