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I found another instance of different fields based on NETFX_CORE, but this time fields are removed from a MonoBehaviour: // Thread vals #if...
Unfortunately, while I can build the game, I can't publish it without XBoxLive support (because the Xbox version supports it and Microsoft policy...
I found this in one of the game's MonoBehaviour classes: #if NETFX_CORE FileStream fs = null; #endif Would that cause the mismatch? I think...
Correct. Without C# projects, the game builds and plays just fine. I did not add any additional fields to any classes after building the project...
I was able to build the app (although I had to build Assembly-CSharp twice to get past the SerializationWeaver failure), but the app when launched...
Thanks. Yes, I'm only supporting x64.
I've described my DLL setup below. Is this correct? Assets/Plugins/XboxLive/ 02/24/2016 05:31 PM 135,168...
Regarding the dlls. In my most recent restart from scratch, I failed to copy over the cpprest140_uwp_2_6.dll and related files. I did have them...
JFYI, since we haven't even gotten to this step yet, but I did I make a change to the code that builds the store app. This was to get around a...
So I should build the Assembly-CSharp-firstpass project first, then do Build All. OK. My .csproj copy commands do look different: <Message...
By copying over the dll I had built from the XBoxLive SDK, it got rid of the error. Now the build output looks like this when building the game...
By simply building the Assembly-CSharp project again, it succeeded without the error in the Serialization Weaver. Then I build the game project...
Yes, I recall turning that off just recently when I was trying different things to get it to work. One of the messages I saw mentioned this option...
Yes. There was no "Build All" option; I just did "Build Solution". I had to cut out some of it in the middle (all the errors in game code after...
I build to an empty folder every time. I tried it again just now to be sure, and it gets the same problem. I do see this error when I first open...
When I try to build the solution in Debug (instead of Master) it is only able to build Assembly-CSharp-firstpass. It fails while trying to build...
I ran into a problem: When I turn on C# debugging when building from Unity. The resultant Visual Studio UWP solution will not build. The game...
FYI: I found a section in the XBox Live SDK docs entitled "How to Add Xbox Live support for a new or existing Unity UWP project." It describes...
Question: Can I use the same C# code I already had working with the Unity plugins for Xbox achievements? Or was the Plugin interface different...
Oh, I think you meant the "C# projects" checkbox in the Unity Editor Build Settings panel. OK, I'll try that. Thanks.