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Problems with Unity 3.5 + Kinect 1.6 + Visual Studio Ultimate 2012
I have Kinect working fine. I'm using VS as external editor for Unity with no problems. I've connected Kinect with Unity with KUInterface.dll, it's worked.
But i'm so audacious i want to do next thing:
Import Microsoft.Kinect.dll (Program Files\\Microsoft SDKs\\Kinect\\v1.6\\Assemblies) as an asset to my project (succeeded).
Use it in my script (`using Microsoft.Kinect`). It seems to work, because after doing that VS starts to suggest all of the classes, included in Microsoft.Kinect (from the official documentation).
And finally, i want to make it work in Unity, but i occur next problem:
Unhandled Exception: System.TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'Microsoft.Kinect'.
at (wrapper managed-to-native) System.Reflection.Assembly:InternalGetType (System.Reflection.Module,string,bool,bool)
at System.Reflection.Assembly.GetType (System.String name, Boolean throwOnError, Boolean ignoreCase) [0x00000] in :0
at System.Reflection.Assembly.GetType (System.String name) [0x00000] in :0
I'm almost sure it's because of differencies in .NET versions (Microsoft.Kinect uses 4.0 and Unity goes with 3.5).
So i don't know if it's even possible, to make it work such way? And can anyone provide some solution how to do it?
Answer by R-Villani · Mar 04, 2013 at 11:11 PM
You are so audacious you want to use a .NET 4.0 compiled library from a 2.0 one. But you can't. Why not keep going with KUInterface? It works pretty well for me and I found it very easy to modify for my needs.
And, if you don't $$anonymous$$d passing the DLL along with the exe ins$$anonymous$$d of inside the Unity assembly, you don't even need Pro.
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