Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Zynpo · Jan 21, 2016 at 12:50 AM · pluginswindows phone 8

Error building with custom plugin: Failed to run reference rewriter

I have put together a custom plugin following the instructions exactly in the documentation for Windows Phone 8.

Everything runs in the editor but when I go to build for Windows 8.1 phone I get this error listed below.

Some details: - I set my Fake Plugin DLL in the Plugins folder to platform = Editor - I set the Real Plugin DLL in the Plugins/WSA folder to platform = WSAPlyaer - My Fake Plugin DLL targets .NET 3.5 (using C#) - My Real Plugin DLL targets Windows Phone 8.1 (using C#)

Does anyone know how to fix this?

Build error:

UnityException: Failed to run reference rewriter with command --target="Temp\StagingArea\WP8Plugin.dll" --additionalreferences="Temp\StagingArea" --platform="C:\Program Files (x86)\Windows Phone Kits\8.1\References\CommonConfiguration\Neutral\Windows.winmd" --support="Temp\StagingArea\WinRTLegacy.dll" --supportpartialns=Unity.Partial --system=System --dbg=pdb --framework="C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\WindowsPhoneApp\v8.1" --alt=System.Xml.Serialization --ignore=System.IConvertible,mscorlib. Catastrophic failure while running rrw: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Microsoft.Phone, Version=8.0.0.0, Culture=neutral, PublicKeyToken=24eec0d8c86cda1e' at Unity.SearchPathAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters) at Unity.SearchPathAssemblyResolver.Resolve(AssemblyNameReference name) at Mono.Cecil.MetadataResolver.Resolve(TypeReference type) at Mono.Cecil.TypeReference.Resolve() at Unity.ReferenceRewriter.RewriteTypeReferences.Visit(TypeReference type, String referencingEntityName) at Unity.ReferenceRewriter.ReferenceDispatcher.Visit(TypeReference type, String referencingEntityName) at Unity.ReferenceRewriter.ReferenceDispatcher.Visit(MethodReference method, String referencingEntityName) at Unity.ReferenceRewriter.ReferenceDispatcher.DispatchMethodBody(MethodBody body) at Unity.ReferenceRewriter.ReferenceDispatcher.DispatchMethod(MethodDefinition method) at Unity.ReferenceRewriter.ReferenceDispatcher.DispatchMethods(TypeDefinition type) at Unity.ReferenceRewriter.ReferenceDispatcher.Dispatch() at Unity.ReferenceRewriter.RewriteTypeReferences.Run() at Unity.ReferenceRewriter.RewriteOperation.Execute(RewriteContext context) at Unity.ReferenceRewriter.Program.Main(String[] args)

PostProcessWinRT.RunReferenceRewriter () (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:566) PostProcessWinRT.Process () (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:123) UnityEditor.Metro.BuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:133) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316) UnityEditor.HostView:OnGUI()

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image sami1592 · Oct 18, 2018 at 12:22 PM 0
Share

Hey! Did you solve this error? If so, how?

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by AtticusMarkane · Aug 17, 2016 at 05:14 PM

I'm guessing you moved past this but if not you might want to check out this doc: https://docs.unity3d.com/Manual/windowsstore-missingtypes.html

I was getting similar errors when I building against NetCore

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by sami1592 · Oct 18, 2018 at 12:43 PM

I am working with an example from Microsoft which deals with running WebRtc on Universal Windows Platform, more specifically the Peer-CC example (https://github.com/Microsoft/WebRTC-universal-samples/tree/master/Samples/PeerCC-Sample)

For me, the project was missing some .dll(more specifically Org.webRtc.dll). I copied the .dll but not the associated .winmd file.

That was causing this error and was solved after coping the .winmd file.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

33 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Error with Plugin on Windows Phone 8 1 Answer

Is there any other way to call into Unity from Objective-C other than UnitySendMessage? 2 Answers

call C# dll class in plugins from JavaScript 0 Answers

Streaming and Unity? 2 Answers

Getting the MonoCompatibility level from a script 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges