Windows Store Apps Build Error

Forums 💬 NodeCanvas ⚙️ Support Windows Store Apps Build Error

Viewing 15 posts - 1 through 15 (of 20 total)
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  • #19773
    atmuc
    Participant

      i get following error;

      AssetsNodeCanvasScriptsCoreBlackboardBlackboard.cs(8,36): error CS0234: The type or namespace name ‘Formatters’ does not exist in the namespace ‘System.Runtime.Serialization’ (are you missing an assembly reference?)

      #19792
      atmuc
      Participant

        additional errors;

        AssetsNodeCanvasScriptsTasksConditionsCheckFunction.cs(42,30): error CS1061: ‘System.Type’ does not contain a definition for ‘GetMethod’ and no extension method ‘GetMethod’ accepting a first argument of type ‘System.Type’ could be found (are you missing a using directive or an assembly reference?)

        AssetsNodeCanvasScriptsTasksConditionsCheckFunction.cs(42,64): error CS0117: ‘System.Type’ does not contain a definition for ‘EmptyTypes’

        #19791
        Gavalakis
        Keymaster

          WP8 and Windows Store Apps, both have lot of limitation.

          I am looking at making it compatible if at all possible, since I use stuff that those platforms simply don’t support.
          So even if I manage to support those 2, some features will still be missing.

          #19790
          atmuc
          Participant

            if start with wp8 and windows store apps then other platforms will have limitation. 🙂

            i am sure that you can handle it with unity platform dependent defines.

            i make my games for platforms; ios, android, mac os, wp8 and windows store apps. i quit playmaker because it is not compatible with all platforms and it does not give source code. also it has no collider option on any action. so your asset is great for me. if you make it compatible with all platform it will be perfect 🙂

            #19789
            Gavalakis
            Keymaster

              I use lot of reflection API that WP8 and WSApps dont quite support, but I will do my best.
              I suppose that you can build fine in ios, adroid and MacOS?

              #19788
              atmuc
              Participant

                you can write a plugin for few reflection methods and call them for those 2 platforms with #if UNITY_WP8 and UNIT_METRO.

                http://forum.unity3d.com/threads/type-getmethod-missing-on-build-runtimereflectionextensions-missing-in-unity.198157/

                #19787
                atmuc
                Participant

                  is there any progress/plan for windows store apps and windows phone 8? those platforms are MUST for me. also i have to use a FSM. so if you do not plan to make nodecanvas compatible with those platform soon, i have to find a solution like starting modify your core.

                  #19786
                  Gavalakis
                  Keymaster

                    Hello,
                    I am working on it, but it would really help if you could send me all errors that apear unless it’s only the ones posted above. It would help since can’t really build on windows 8 or store.

                    Thank

                    #19785
                    atmuc
                    Participant

                      do you have windows 8? you could get the same errors when you attempt to build for windows store apps on unity. there are 39 errors. i do not know how to copy and paste all once. i could add screenshot.

                      #19784
                      atmuc
                      Participant

                        for phone 8. there is no build error. i get following error when i debug my game;

                        Exception: Attempt by method ‘NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
                        Type: System.MethodAccessException
                        Module: Assembly-CSharp
                        InnerException: <No Data>
                        AdditionalInfo:<No Data>
                        at NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()
                        at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
                        at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)

                        (Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Scripting/WinRTUtility.cpp Line: 88)

                        MethodAccessException: Attempt by method ‘NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
                        at NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()
                        at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
                        at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
                        (Filename: TODO Line: 0)

                        A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 132 bytes)
                        Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?

                        (Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Serialize/SerializedFile.cpp Line: 1170)

                        Exception: Attempt by method ‘NodeCanvas.ActionList.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
                        Type: System.MethodAccessException
                        Module: Assembly-CSharp
                        InnerException: <No Data>
                        AdditionalInfo:<No Data>
                        at NodeCanvas.ActionList.Unity_Deserialize()
                        at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
                        at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)

                        (Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Scripting/WinRTUtility.cpp Line: 88)

                        MethodAccessException: Attempt by method ‘NodeCanvas.ActionList.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
                        at NodeCanvas.ActionList.Unity_Deserialize()
                        at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
                        at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
                        (Filename: TODO Line: 0)

                        #19783
                        Gavalakis
                        Keymaster

                          Thanks for the detailed info.
                          No unfortunately Im not on Windows8.
                          I will take a look at those and inform you here as soon as I do

                          Thanks

                          #19782
                          atmuc
                          Participant

                            Without having windows 8 it is hard to solve problems.you can use virtualbox and trial edition of windows 8 to solve problems.

                            #19781
                            Gavalakis
                            Keymaster

                              That’s actually a nice idea and possibly the only one around to debug the issues until I upgrade to W8.
                              I’ve been having a hard time indeed.

                              #19780
                              atmuc
                              Participant

                                or i can write and test this plugin for you for free. you should add Unity platform defines for windows 8. i need NodeCanvas for my 2 games so i need the fastest solution 🙂

                                have you found solution for phone 8 runtime error that i wrote above?

                                #19779
                                atmuc
                                Participant

                                  i examined your code. plugin will not solve this problem. to use plugin you have to move some part of NC core to plugin. i suggest you to keep blackboard values as HashTable or Dictionary. Reflection will cause problems.

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