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error "Unfortunately, Package Access Helper has stopped"

owengussonowengusson Posts: 39
edited March 2016 in Mobile Development
My phone has upgraded itself to Lollipop, and now I seem to be completely unable to push unity builds to it, which has halted my on-device testing of Gear VR apps. Has anyone else had this problem? I tried build & install from unity; installing via adb install; and copying the apk to the device and installing from there. Nothing works. Every time I get the error:

"Unfortunately, Package Access Helper has stopped"

I don't know for sure it's related to Lollipop, but I do know that I never had this problem before the upgrade. Has anyone else experienced this, or otherwise know what the issue might be?

thanks!

Comments

  • CineTekCineTek Posts: 22
    I had the same problem a few weeks ago and could not find a solution. The error goes away after one or two days... The other solution is to downgrade to Android 4.X... But I am on Lollipop again and did not see the error again
  • Ugh I just got this error too.
    Is there really no other way to fix it?
  • chrispruettchrispruett Posts: 172 Oculus Staff
    I've not seen this before, but I would check to ensure that Verify Apps over USB is turned off in the developer settings.
  • contemptcontempt Posts: 72
    I had this happen to me last night just when I was prepping a build for a deadline today. I tried everything and was just about to factory reset my Note 4 when I managed to get builds installing again.

    At first I suspected it was a Unity issue since I had just attempted to use EasyMovieTexture to put video onto an object in my scene unsuccessfully for the first time.

    That build played back audio but no video using EasyMovieTexture and then every build after that hung at pushing content to my device until the Package Access Helper message popped up and ended the install process.

    I tried building previous versions that built fine 20 minutes before to no avail. Eventually after staying up till 5am I was able to build again by rebuilding my project using a VR template I set up and gradually adding in assets.

    As I added in each asset I pushed test builds to hopefully isolate what caused this issue to occur. I also shut down the phone a couple of times and removed the battery, unmounted the SD card physically and in My Files, while also killing all Package Access Helper type services before shutting down and pulling the battery again.

    Research into the issue suggests that Samsung pushed a bad image for 5.0.1 out since this message has been popping up and preventing re-installation of 3rd party apps from completing for general users of the Note 4.

    https://community.verizonwireless.com/thread/857897
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  • jeffjlinjeffjlin Posts: 18
    Virtual Boy (or Girl)
    I've gotten this off and on as well, and haven't been able to figure out what/why it happens. It's not consistent and seems to depend on the specific scene being built in Unity — loading other scenes into the build will work fine.

    I can also verify that the "Verify app over USB" setting is unchecked, so it's not that.
  • owengussonowengusson Posts: 39
    Have you guys been able to pinpoint what specifically is causing this, or at least some single method of getting around it? I'm still unable to make builds for my Gear VR and really don't know what to do or try. I'm beyond annoyed that this update has caused this to happen, and it makes me really wonder about how this is being managed. I realize it is a Samsung issue, but can anyone from Oculus offer any insight into this problem? Would love some help, I'm otherwise blocked on Gear VR builds.
  • jeffjlinjeffjlin Posts: 18
    Virtual Boy (or Girl)
    owengusson wrote:
    Have you guys been able to pinpoint what specifically is causing this, or at least some single method of getting around it? I'm still unable to make builds for my Gear VR and really don't know what to do or try. I'm beyond annoyed that this update has caused this to happen, and it makes me really wonder about how this is being managed. I realize it is a Samsung issue, but can anyone from Oculus offer any insight into this problem? Would love some help, I'm otherwise blocked on Gear VR builds.

    This happens to me occasionally but usually it comes down to one specific offending asset (earlier today it was a change I made to a texture, go figure). It's usually not the case that all builds cause this to happen, I can usually go back to an earlier known good state. I hear you on how frustrating it is, though — often I will cross my fingers hoping that dialog doesn't pop up....
  • Yea for me its tied to one specific scene in my project. All the other scenes install and run fine.
    jeffjlin wrote:
    usually it comes down to one specific offending asset (earlier today it was a change I made to a texture, go figure).

    Any tips for hunting down that one asset?
  • yosunyosun Posts: 69
    Yea for me its tied to one specific scene in my project. All the other scenes install and run fine.
    jeffjlin wrote:
    usually it comes down to one specific offending asset (earlier today it was a change I made to a texture, go figure).

    Any tips for hunting down that one asset?

    It used to be converting 4096 textures down to 2048 fixed it - now I'm not certain what's causing it anymore...
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  • CineTekCineTek Posts: 22
    Nice, after signing the build with the global tool I receive this error again. I love Android
  • owengussonowengusson Posts: 39
    CineTek wrote:
    Nice, after signing the build with the global tool I receive this error again. I love Android

    Without anything else having changed?! sigh.. that sucks.. this whole thing sucks. I'm going through a large project, copying asset by asset, one at a time, to find the offending one(s). and if you really didn't change anything, then it looks like it might not even be related to an offending asset, but something else.

    Frustrating, to say the least. Has anyone from Oculus acknowledged this issue?
  • owengussonowengusson Posts: 39
    Well, here's something potentially interesting. I was looking through some threads about VRJam apps, and found one where people mentioned the inability to install, with this error. Someone in here said to pull the external sd card, and install to internal memory. Looks like it worked for at least some people, so I tried it, with mixed results. Certainly, it got me farther -- I was actually able to install my app, and it even ran, sort of. I got the Unity splash screen, and music - but no visuals/graphics.

    So I guess the quest continues, but at least I seem to be a step closer.

    HTH

    http://www.reddit.com/r/oculus/comments ... o_of_it_d/
  • yosunyosun Posts: 69
    If you're using Unity, I've found that changing stripping levels down to mscorlib then up again seems to fix it.
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    Some old public hacks.
  • marchansenjmarchansenj Posts: 77
    Lawnmower Man (or Woman)
    Getting feedback from some Lollipop users but not all that they see this when trying to install Polo... I have also heard that UN-mounting the SD Card and then installing seems to work. I am also wondering if there something we can do so Users don't have to jump thru this hoop?

    I noticed on the build settings of Unity 4.6.3 there is a setting called Install Location which I had set to Prefer External, can anyone verify if setting this to Automatic or Force Internal resolves the issue? I am still on Kitkat (T-mobile) or I would try.

    Thanks,
    Marc
  • CineTekCineTek Posts: 22
    I can confirm that un-mounting your sd-card indeed fixes this problem(!).

    Our Unity 5 build also has the "prefer external" build settings switched ON but I can not create a new build without the global signing tool... It´s weird though since this setting did not change over the course of these 6 weeks and we did not encounter the problem before switching to the global signing tool...
  • cyberealitycybereality Posts: 21,389 Oculus Staff
    It seems the settings should be set to "internalOnly". Thanks.
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  • marchansenjmarchansenj Posts: 77
    Lawnmower Man (or Woman)
    It seems the settings should be set to "internalOnly". Thanks.
    Thanks Cyber for confirming, can you see if they can turn back on the Global Signing tool just so we can make builds for lollipop users; not to update our submissions or anything.
  • g4cg4c Posts: 330
    Yea for me its tied to one specific scene in my project. All the other scenes install and run fine.
    jeffjlin wrote:
    usually it comes down to one specific offending asset (earlier today it was a change I made to a texture, go figure).

    Any tips for hunting down that one asset?

    I managed to get an APK to install after removing SD card.

    When I went into the game I saw that one of the textures was missing, luckily it was a very noticable texture.

    Turns out that was a 24bit texture, it should have been 32bit with alpha. I screwed up when resizing and exporting from art tool.

    Knowing this: it may be possible to "force" install with SDCard removal and then search asset directory for missing texture.
    Android VR Developer. https://twitter.com/SiliconDroid
  • rava1regrava1reg Posts: 1
    Found the solution below on the developer's website under FAQ and it worked perfectly for Skate Party 2 !!

    Skate Party 2 developer's website: http://en.ratrodstudio.com/faq/

    Removing the SD card as indicated seems to have done the trick in my case (Galaxy Note 4) !


    " The installation process failed when trying to download the game. What can I do?

    You can try first to simply clear the cache by doing this:
    • Go to Settings/Application/Manage Applications select Market, and clear the Data/cache

    If that doesn’t work, then try this:
    • Go to Settings/Application/Manage Applications select Market, and clear the Data/cache
    • Power off the phone and physically -remove- your SD memory card.
    • Power on, and install the app without your memory card inserted.
    • Installation Successful!
    • Once the game has been installed properly, reinstall your SD card.
    • You can then go to Settings/Application/Manage Applications select Drift Mania and Move to SD card.

    If none of those methods worked, please contact us using the Support Page and make sure to include your device model and OS version so our support team can find the problem. "
  • Setting Install Location to Force Internal worked for me (version 5.3.1f1 - Mac)
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