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Question HoloLens2 Unity Build - "Command failed, errorCode:1", WSATestCertificate.pfx. troubles

Discussion in 'XR Interaction Toolkit and Input' started by NinefiveMedia, May 18, 2022.

  1. NinefiveMedia

    NinefiveMedia

    Joined:
    Jan 3, 2022
    Posts:
    2
    [Specification information]
    Unity version : 2020.3.33f1 URP
    UWP SDK : 10.0.19041.0(target), 10.0.10240.0(minimum)

    Microsoft Windows desktop Runtime : 5.0.17 HoloLens2 Emulator : 10.0.20348.1503
    Window OS build : 19044.1706 HoloLens2 Window OS Build : 20348.1503

    Microsoft Visual Studio Community 2019 (16.11.14 ver)
    .NET Framework (4.8.04084 ver)
    --------------------------------------------------------------------------------------------------------

    I am making HoloLens 2 contents with Unity. At one point, a project that was built well suddenly began to fail. The project has not been modified.


    When building using MRTK's build window, the error "Command failed, errorCode:1" error appears and the appx file is not fully built.
    Code (CSharp):
    1. Command failed, errorCode: 1
    2. UnityEngine.Debug:Log (object)
    3. Microsoft.MixedReality.Toolkit.Build.Editor.UwpAppxBuildTools/<Run>d__6:MoveNext () (at Library/PackageCache/com.microsoft.mixedreality.toolkit.foundation@4becd71307b7-1649996219277/Core/Utilities/BuildAndDeploy/UwpAppxBuildTools.cs:164)
    4. System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Microsoft.MixedReality.Toolkit.Utilities.ProcessResult>:SetResult (Microsoft.MixedReality.Toolkit.Utilities.ProcessResult)
    5. Microsoft.MixedReality.Toolkit.ProcessExtensions/<StartProcessAsync>d__0:MoveNext () (at Library/PackageCache/com.microsoft.mixedreality.toolkit.foundation@4becd71307b7-1649996219277/Core/Extensions/ProcessExtensions.cs:38)
    6. System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Microsoft.MixedReality.Toolkit.Utilities.ProcessResult>:SetResult (Microsoft.MixedReality.Toolkit.Utilities.ProcessResult)
    7. Microsoft.MixedReality.Toolkit.ProcessExtensions/<StartProcessAsync>d__1:MoveNext () (at Library/PackageCache/com.microsoft.mixedreality.toolkit.foundation@4becd71307b7-1649996219277/Core/Extensions/ProcessExtensions.cs:150)
    8. System.Reflection.MethodBase:Invoke (object,object[])
    9. Microsoft.MixedReality.Toolkit.Utilities.SyncContextUtility:ExecuteContinuations () (at Library/PackageCache/com.microsoft.mixedreality.toolkit.foundation@4becd71307b7-1649996219277/Core/Utilities/Async/Internal/SyncContextUtility.cs:53)
    10. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
    Code (CSharp):
    1. ArgumentException: The specified path is not of a legal form (empty).
    2. System.IO.Path.InsecureGetFullPath (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    3. System.IO.Path.GetFullPath (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    4. Microsoft.MixedReality.Toolkit.Build.Editor.BuildDeployWindow.RenderBuildDirectory () (at Library/PackageCache/com.microsoft.mixedreality.toolkit.tools@d1be7b141e41-1651221489381/BuildWindow/BuildDeployWindow.cs:1063)
    5. Microsoft.MixedReality.Toolkit.Build.Editor.BuildDeployWindow.RenderWSABuildView () (at Library/PackageCache/com.microsoft.mixedreality.toolkit.tools@d1be7b141e41-1651221489381/BuildWindow/BuildDeployWindow.cs:349)
    6. Microsoft.MixedReality.Toolkit.Build.Editor.BuildDeployWindow.OnGUI () (at Library/PackageCache/com.microsoft.mixedreality.toolkit.tools@d1be7b141e41-1651221489381/BuildWindow/BuildDeployWindow.cs:343)
    7. UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <7ac35247888b44f4a7e290f1f6bb33f3>:0)
    8. UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <7ac35247888b44f4a7e290f1f6bb33f3>:0)
    9. UnityEditor.DockArea.OldOnGUI () (at <7ac35247888b44f4a7e290f1f6bb33f3>:0)
    10. UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    11. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    12. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    13. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    14. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    15. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    16. UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    17. UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    18. UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    19. UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    20. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    21. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    22. UnityEngine.UIElements.EventDispatcher.OpenGate () (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    23. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    24. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    25. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    26. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    27. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    28. UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    29. UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    30. UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <fc2718cc4daa4b4594bbc4096172ae90>:0)
    31. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <3daff4fe4f0b4833be3dfb2f95e3414a>:0)
    32.  
    --------------------------------------------------------------------------------------------------------
    So I went back to the original method, built it in the Unity Build window, and then opened the .sln file to build it. An error appears as soon as you attempt to deploy it after becoming an appx build.
    "The certificate could not be opened certificate could not be opened. WSATestCertificate.pfx. The specified network password is incorrect.

    --------------------------------------------------------------------------------------------------------
    [Things I've tried]
    1. Reinstalled Net 5.0 Desktop Runtime and HoloLens Emulator. and recreated the Unity project. The first few successful builds and then the error comes up again.
    2. I updated the window to the latest version (pc, holens2)
    3. New WSATestCertificate.pfx in Unity Build Settings. An id and password were specified at random.
    I don't know the cause. I'd appreciate your help.
     
  2. Zaid_Lab

    Zaid_Lab

    Joined:
    Mar 23, 2022
    Posts:
    2
    You Find any sloution? Same Thing happen to me