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# helpdesk
s
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m
I have changed this functionality, but I am getting incremental issues.
@dry-elephant-14928 can you please assist me in this regard?
After above fix, when I am building project, I am getting this issue:
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Exception: Cannot include plugin 'Packages/io.livekit.livekit-sdk/Runtime/Plugins/x86_64/liblivekit_ffi.dylib' (Key: liblivekit_ffi.dylib;None) since plugin with the same name and architecture was already added ('Packages/io.livekit.livekit-sdk/Runtime/Plugins/arm64/liblivekit_ffi.dylib (Architecture: None)').
UnityEditor.Android.AndroidBuildPostprocessor.CollectPlugin (System.String path, Unity.Android.Types.AndroidArchitecture architecture, System.Collections.Generic.Dictionary`2[TKey,TValue] pluginContainer) (at <d6ef319e15d14c43ba81bc70e508c266>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PluginsDataFor (UnityEditor.Modules.BuildPostProcessArgs args) (at <d6ef319e15d14c43ba81bc70e508c266>:0)
UnityEditor.Modules.BeeBuildPostprocessor+<GetDataForBuildProgramFor>d__44.MoveNext () (at <a62328349c154758b537cb55981f61df>:0)
UnityEditor.Android.AndroidBuildPostprocessor+<GetDataForBuildProgramFor>d__25.MoveNext () (at <d6ef319e15d14c43ba81bc70e508c266>:0)
System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () (at <7e91c7d737f04acfa67ccef9a61afddb>:0)
Bee.BeeDriver.BeeDriver.WriteDataForBuildProgram (Bee.BeeDriver.InternalState state, System.Threading.Tasks.TaskCompletionSource`1[TResult] dagGenerationCompletionSource) (at <121dc6afd18c416ebb3890a6cc2efeb0>:0)
Bee.BeeDriver.BeeDriver+<>c__DisplayClass0_0.<BuildAsync>g__WriteData|0 () (at <121dc6afd18c416ebb3890a6cc2efeb0>:0)
Bee.BeeDriver.BeeDriver.BuildAsync (Bee.BeeDriver.BuildRequest buildRequest, System.Threading.CancellationToken cancellationToken) (at <121dc6afd18c416ebb3890a6cc2efeb0>:0)
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <a62328349c154758b537cb55981f61df>:0)
Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <a62328349c154758b537cb55981f61df>:0)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <a62328349c154758b537cb55981f61df>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <d6ef319e15d14c43ba81bc70e508c266>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <a62328349c154758b537cb55981f61df>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
@dry-elephant-14928 important thing is; AR glasses have android OS. So, I am not sure if this SDK would work.
p
please do not tag individual people on here. It creates a lot of noise for the people who were mentioned.
m
Okay sure.
Can you please look into the issues?
b
Hey, the Unity Native SDK is currently unmaintained, we greatly appreciate PRs 🙂
We do have plans to continue it beginning of next year
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m
Can you please assist me with the following scenarios? 1. I have implemented webrtc based application it is working perfectly fine with my AR solution 2. Can you please provide me webrtc signaling schema or payload scheme to do initial handshake with Livekit SFU server? a. If yes, then it would be relatively much easier for me to even collaborate with LiveKit unity SDK for android and iOS.