Maps JavaScript API will be under the path maps/api/js. Here you will see the network requests made by your website. When loading the Maps JavaScript API, substitute YOUR_API_KEYĬheck the network traffic generated by your website in the browser. tag which is used to load the Maps JavaScript API.
If you have access to the source code of your application, look for the If you see the following messages, you are not using your API key correctly:
Here are a few options to check if you are using an API key: How can I check if I am using an API key?Īn API key is passed as the key parameter in the URL that is used to load the The following flow will help you troubleshoot the issue. For help on finding error messages, see the section on In order to use Google Maps Platform products,īilling must be enabled on your account, and all requests must include a valid API key. This behavior typically indicates issues with either an API key or billing. Under certain circumstances, a darkened map, or 'negative' Street View image, watermarked with the text "for development purposes only", API Key and Billing Errors Troubleshooting If you are NOT the website owner, there are no steps youĬan take to fix any of these errors. Certain errorĬonditions may also occur, which result in the display of a darkened The Maps JavaScript API writesĮrror and warning messages to the JavaScript console. Since the game only uses it at the start.This page describes the error messages that can be returned by the I fixed it by setting the preference to an empty string in the onDisable call of my script. Because, when the second instance of the game read the preference at the start, it was already empty due to the actions of the first instance. Apparently, this caused problems when testing two networked builds on the same machine I guess. What I did was immediately resetting the preference with an empty string after I read it. If there was a previous scene a bool must be set to true. I was storing the last opened scene name in a preference and in the next scene I read the preference. But when running two build, there occurred some problems.Īfter a long debug process it turned out that there was something wrong with my understanding of the Unity PlayerPrefs I used in my code to set some booleans in a particular state. When running a version in the editor and one in the build, everything was fine. I also had a problem when testing my multiplayer turn based game.
Hope this helps - feel free to add to this so people can find "the one" thread with all the answers. You will lose most the pre-fab setups and you will have to re-create the level. well, the last thing to do is make a new project and import the assets (some had luck with making a package of the old game and importing that way). In my case I had a copy of the UnityScript.dll within a sub-folder that Unity was using for builds instead of re-compiling.ĩ. Search your computer for "UnityScript.dll" and there only should be one with today's date. The date should be that day - if it is showing an older date Unity is finding an older copy of the scripts and using that instead. Build your game, in the _Data folder look at the file called Assembly-UnityScript.dll and take a peek at the "Date Modified". If none of the above work, make backups and try this step.Ĩ. Try moving to a different system, get a friend to try and build it. Delete all "old" builds of the game, including any old folders of the actual game (say you copied it to another directory. This is under "Assets" at the top in Unity.Ħ. The file is called output_log.txt and should be empty except for general details like you gpu, settings etc.ĥ. Check the log of the build, (for windows) its in the _Data folder where you build the game. Make sure you game has zero errors, play through all the options, going through every script.Ĥ. In build settings make sure all your scenes are present (my need to click add current).Ģ. So here is my steps that fixed my problem - and other general fixes for common problems.ġ. This topic keeps coming up and after scouring the forums/answers I could never find a solution that works.