Error compiling for UWP (Unified Windows Platform) + solution

Forums 💬 NodeCanvas 🗨️ General Discussion Error compiling for UWP (Unified Windows Platform) + solution

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #13969
    soulburner
    Participant

      For the last 2 days I’ve been trying to compile NodeCanvas/FlowCanvas for UWP and discovered some usefull stuff.

      1. First of all, the code at the beginning of ReflectionTools has a mistake (the NETFX_CORE part).

      can’t compile 😉

      2. After fixing this, I’ve got a strange error after compilation, on a linking stage.

      That was very hard to find – I needed to make a separate project and copied files from the plugin one-by-one trying to find where the problem is.

      And found that “CheckMouse.cs” (and other mouse conditions) caused it.

      The strange thing is that this code compiles well:

      View post on imgur.com

      But if I just uncomment an empty
      OnMouseEnter()
      method, it stopes building. Don’t know how and why… But seems that disabling all mouse-related conditions for now will be a good idea. CheckMouse2D and CheckMouseClick(2D) also cause this error.

      3. MouseAgentEvents.cs of flow canvas seems to cause the same error.

      #13970
      Gavalakis
      Keymaster

        Hey!

        Indeed that is a problem I only recently found out as well. The first part is already fixed (easy :)), but the second part (which definitely took me much time to pin point as well), it definitely looks like it is a Unity bug on UWP.
        The reason I am telling it’s a Unity bug, is because on a completely new and empty project…:

        So unfortunately at least right now, the only way to work around this bug, is to actually comment out or delete these nodes/tasks that use such “OnMouse_X” methods, those being:
        CheckMouse, ChechMouse2D, CheckMouseClick and CheckMouseClick2D (as well as MouseAgentEvents in FlowCanvas indeed).

        I know by the way that another guy has already reported this to Unity. I will do so myself as well.
        If the problem persists (not fixed) I will need to look at working around this in some other way, which I prefer not to, for not breaking existing projects of people who already use such events in custom tasks.

        Thanks!!

      Viewing 2 posts - 1 through 2 (of 2 total)
      • You must be logged in to reply to this topic.