Error while saving blame file
Asked Answered
A

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0

Hey all.
I updated an existing project from Unity 5.6.0 to 5.6.1 and a error I’ve never encountered appeared. I’ve looked around but couldn’t find anything about it. The consol text mentions Tools and AndroidSDK so I made sure to update everything from Android Studio but the issue is not fixed. SDK & JDK are setup correctly. I still can’t build (Nothing has changed except the update and the game has been working well for months).
If anyone could give me pointers on how to fix this, it’d be awesome.

Here is the consol text that appears :

Error: Error while saving blame file, build will continue

Error: Le préfixe “tools” de l’attribut “tools:overrideLibrary” associé à un type d’élément “uses-sdk” n’est pas lié

UnityEditor.HostView:OnGUI()

(The french part is weird since my whole system is in English, but it means :
Error: The “tools” prefix of the “Tools:overrideLibrary” associated with a type of element “uses-sdk”
is not linked).

Then an other error appears, but I think it is related to the first :

AndroidSDKToolsException: Unable to merge android manifests. See the Console for more details. 
UnityEditor.Android.AndroidSDKTools.DetectErrorsAndWarnings (System.String logMessages, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.RunCommand (System.String[] sdkToolCommand, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
UnityEditor.Android.AndroidSDKTools.MergeManifests (System.String target, System.String mainManifest, System.String[] libraryManifests, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit)
UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.MergeManifests (UnityEditor.Android.PostProcessor.PostProcessorContext context, System.String targetManifest, System.String mainManifest)
UnityEditor.Android.PostProcessor.Tasks.GenerateManifest.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.HostView:OnGUI()

Thanks.

Augend answered 6/6, 2023 at 2:17 Comment(2)

Have same problem: "Error: Error while saving blame file, build will continue Error: The prefix "tools" for attribute "tools:overrideLibrary" associated with an element type "uses-sdk" is not bound."

Kissie

my pleasure bud, glad it helped in some way :)

Forspent
S
0

I added line xmlns:tools=“http://schemas.android.com/tools” into android manifest file (under package line), it’s fixed problem

Seth answered 6/6, 2023 at 2:38 Comment(5)

It worked for me too. AndroidManifest.xml can be found in Assets/Plugins/Android. The corrected opening tag should look like this: <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.unity3d.player" android:installLocation="preferExternal" android:versionCode="1" android:versionName="1.0">

Mnemonics

Thank you!

Fitts

Thanks a ton man......stuck in this problem for 3 weeks now..........finally solved

Numbing

Yeahhh! It works! Thanks!

Lucindalucine

THANK YOU SO MUCH, worked for me, I was praying to god for this to work I was so nervous. Idk how you would know what to add but t hank you so much.

Richella
K
0

Downgrading sdk-tools to v25.x helps to resolve this issue.

Kissie answered 6/6, 2023 at 2:6 Comment(2)

Thanks this worked for me!

Franchescafranchise

@Kissie I've tried adding the "xmlns:tools="http://schemas.android.com/tools"as said, now it builds the android apk both using Build alone and Build and Run options. -- Another problem The screen (on my devices: I tested different android devices, same issue) is completely white. Not showing anything! except for the game name on the top, I Appreciate anyone's help!

Finnell
G
0

Yeah, but what if you want/need to use sdk-tools v25.x?

Gasman answered 31/5, 2017 at 0:2 Comment(1)

You probably have more than 1 manifest file. Find the other and eliminate it.

Bankroll
R
0

I was on the same Error while saving blame file, but since AndroidManifest.xml was an error, I deleted AndroidManifest.xml of Assets / Plugins / Android, I could create an apk.

Raab answered 3/6, 2017 at 9:37 Comment(1)

@TreyH I thought that saving playerprefs to a named int would work. Thank you for letting me know that that makes no sense. So I would just have the main menu UI load the scene name and then when the scene is loaded I use on awake to load player position?

Anecdotal
S
0

I added line xmlns:tools=“http://schemas.android.com/tools” into android manifest file (under package line), it’s fixed problem

Seth answered 6/6, 2023 at 2:38 Comment(5)

It worked for me too. AndroidManifest.xml can be found in Assets/Plugins/Android. The corrected opening tag should look like this: <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.unity3d.player" android:installLocation="preferExternal" android:versionCode="1" android:versionName="1.0">

Mnemonics

Thank you!

Fitts

Thanks a ton man......stuck in this problem for 3 weeks now..........finally solved

Numbing

Yeahhh! It works! Thanks!

Lucindalucine

THANK YOU SO MUCH, worked for me, I was praying to god for this to work I was so nervous. Idk how you would know what to add but t hank you so much.

Richella
M
0

Thanks, add tools works for me!!!

Mallorie answered 27/9, 2017 at 4:21 Comment(0)
D
0

@Seth thanks, add tools worked for me

Desist answered 26/4, 2019 at 16:54 Comment(1)

Assuming your footstep sound effect is using an [AudioSource][1], there is a pitch property you can use. I don't remember the know the default value forpitch with AudioSource components, but you'd so something like: audioSource.pitch = DEFAULT_PITCH + HEIGHT_TO_PITCH_RATIO * (DEFAULT_HEIGHT - this.transform.position.y); where the values in caps are parameters you will choose based on your situation. [1]: https://docs.unity3d.com/ScriptReference/AudioSource.html

Hiss

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