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Unable to import iOS SDK Essentials with only core features selected
I just added "iOS SDK Essentials" to my project. From the options, I unchecked all the preview modules. I also deleted all of the example scripts, since they were giving me errors. However, I still get four errors (two of each of the following):
FileNotFoundException: Could not load file or assembly 'U3DXTPersonal, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. EntryPointNotFoundException: UP_CoreXT_init
Note that I did NOT select the Personal module.
I'm just using the sample code to pick an image, so the second exception is from this line:
if (CoreXT.IsDevice)
How do get get rid of these errors?
Can you show the other code that uses U3DXT?
Also, in the options, click O$$anonymous$$ after unselecting the different modules (it may be hidden at the bottom, so need to resize the options window). You can safely delete the example scripts. You can also delete the dll and a files if they have been renamed to _disabled. However, they don't need to be as Unity should not compile them in if they are not used.
It was straight from the image picker example:
if (CoreXT.IsDevice)
{
GUIXT.$$anonymous$$ediaPicked += On$$anonymous$$ediaPicked;
GUIXT.$$anonymous$$ediaPickCancelled += On$$anonymous$$ediaCancelled;
}
Answer by tr4npt · May 05, 2014 at 09:50 PM
It appears that the U3DXTPersonal.dll is always required. I renamed the U3DXTPersonal.dll_disabled to U3DXTPersonal.dll and the FileNotFoundException error went away. I guess there's a bug that forces this dependency even when you don't check that box (and I did press OK after de-selecting everything).
I'm still getting the error from the CoreXT.IsDevice call, though (EntryPointNotFoundException: UP_CoreXT_init). I'm running it from Unity. Is this error expected in this case? I haven't tried running it on a real device.
Unity does not support running native plugins from within the Editor or Simulator. So in order to use U3DXT, you need to run it on real devices.
Sorry, I mis-spoke. It was a compile error, not a run-time error. The error occurred when I was trying to generate an iOS build from Unity.
After enabling U3DXTPersonal.dll, I now get:
Win32Exception: ApplicationName='python', CommandLine='Assets/U3DXT/Editor/post_process.pyc "I:/OSX/ecbuild" "D:/unity/EigenCA$$anonymous$$/Assets/U3DXT/Editor/lib" "CoreGraphics~|~QuartzCore"', CurrentDirectory=''
System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
System.Diagnostics.Process.Start ()
I installed Python, but it still gives me that error. Here's what I get if I run it manually:
D:\unity\EigenCA$$anonymous$$>Assets\u3dxt\editor\post_process.pyc "I:/OSX/ecbuild" "D:/unity/EigenCA$$anonymous$$/Assets/U3DXT/Editor/lib" "CoreGraphics~|~QuartzCore"
----------------------------------prepare for excuting our magic scripts to tweak our xcode ----------------------------------
post_process.py xcode build path --> I:/OSX/ecbuild
post_process.py third party files path --> D:/unity/EigenCA$$anonymous$$/Assets/U3DXT/Editor/lib
Step 1: start add libraries
Traceback (most recent call last):
File "./post_process.py", line 30, in <module>
File "./mod_pbxproj.py", line 1277, in Load
File "C:\Python27\lib\subprocess.py", line 522, in call
return Popen(*popenargs, **kwargs).wait()
File "C:\Python27\lib\subprocess.py", line 709, in __init__
errread, errwrite)
File "C:\Python27\lib\subprocess.py", line 957, in _execute_child
startupinfo)
WindowsError: [Error 2] The system cannot find the file specified
O$$anonymous$$, I see the problem. U3DXT does not support building on Windows now. We are looking into adding support. In the meantime, you will need to build and run from $$anonymous$$ac.
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