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Unity SDKに関するFAQ

Last updated on March 11, 2026

Q: I encountered “error CS0117: ‘Bootstrap’ does not contain a definition for ‘ManualInitialize’” during packaging. How do I fix this?

The Unity SDK is currently optimized for Development Builds. Ensure that the Development Build option is enabled in your Build Settings before packaging the application.


Q: Why is hardware information missing from my Crash Reporter tab?

Hardware data collection requires a brief initialization period. Please allow 5 to 7 seconds after launch before performing actions that may trigger a crash. If a crash occurs prematurely, you can manually retrieve the temporary hardware information file from:

C:\Users\<username>\.blackbox\sdk\<folder_uuid>


Q: How to I resolve “InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.”

This error occurs when the project is set to the New Input System but attempts to use Legacy Input. To resolve this:

  1. Navigate to Edit > Project Settings > Player.
  2. Locate Active Input Handling.
  3. Change the setting to Both.

Q: My Android project with arm64-v7 architecture doesn't seem to work, what happened?

Currently, the SDK exclusively supports ARM64-v8a. If an unsupported architecture is detected during registration, ADT will notify you to update your platform architecture settings.


Q: Uploading symbol in Android build doesn't seem to work. How do I upload it?

You need to specify the symbol.zip file generated from Unity when building the game (e.g. apkname-version-bundle-IL2CPP.symbols.zip) using the ADT CLI:

BlackBoxCLI.exe upload --platform-name android --platform-arch arm64-v8a --game-archive "C:\project\apkname-version-bundle-IL2CPP.symbols.zip"