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 geekiousmaximus · Jul 06, 2018 at 05:16 PM · vrpluginwindows.net

What can we do to allow the Universal Windows Platform to accept the framework from a plugin’s rejected scripts?

We are trying to build a VR game onto the Windows Mixed Reality platform. This game works in the Unity Editor and we run into errors only when building to the Universal Windows Platform. We have the DoozyUI plugin and three scripts from the plugin are showing errors. Online sources claim that UWP does not run with AES cryptography.

Here is an example of one of the errors we are getting in the debug log: “Assets\Plugins\Quick\Engine\Utils\QReflection.cs(33,42): error CS0117: ‘Assembly’ does not contain a definition for ‘GetExecutingAssembly’” This is one of many error logs being outputted in the console window. The scripts that all the errors seem to be localized in are: QReflection.cs, QEncryption.cs, IListExtensions.cs, and StringExtensions.cs. One of the last errors in the logs is: “UnityEditor.BuildPlayerWindow+BuildMethodException: 20 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181”.

We have read over Microsoft’s documentation on this topic as well as other forum posts and tried implementing the recommendation to little avail. For one example, we have tried switching the Scripting Runtime Version, the Scripting Backend, and the API compatibility level to make sure they are all utilizing .NET. This seemed to be a pretty common recommendation from what a lot people were suggesting, but it never worked.

What can we do to allow the Universal Windows Platform to accept the framework from a plugin’s rejected scripts? Any help and advice would be very much appreciated.

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by ProgOrion · Nov 12, 2018 at 10:20 AM

Hello! Have you found a solution? I had similar problems with Doozy and me myself have just removed/rewrote things to make it work. Line by line. The problem is that if in the future I would like to update the plugin, I will have some trouble with keeping/managing my changes - but I don't think there is another way.

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

120 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 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 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 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

Why does Unity3D build throw a reference rewriter exception when encountering System.Net.WebSockets.WebSocket in .NET Standard 2.0? 1 Answer

Added Steamworks.NET plugin, now I cannot build in Android (Plugins colliding) 0 Answers

Build Errors when switching from UWP To Standalone 0 Answers

Can't get this .NET DLL working in Unity. Why not? 2 Answers

SteamVR Make Game have a 3D Scene and VR Scene 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