Search Issue Tracker
Fixed in 2018.2.X
Votes
0
Found in
Issue ID
986267
Regression
No
Android device selection functionality is broken when Android SDK path is not specified
To reproduce the issue:
- Go to Unity Preferences -> External Tools and delete Android SDK path
- Go to Build Settings and choose Android platform
- Notice that no run devices are displayed and console is spammed with error messages (might need to hit Refresh button if doesn't reproduce correctly)
Run Device section should show some message informing that Android SDK is unavailable or ask user to select SDK path.
Also I think that AndroidSDKTools.GetTools() should only be callable from UI thread only because it might ask user to specify SDK path. When it gets called from worker threads bugs like this happen. This might require reworking IDeploymentTargetsExtension and some other places.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment