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Mobile [UWA - XBOX ONE/WIN10] Windows Mobile Extensions for the UWP SDK 10.10586.0 not found (B24)

Discussion in '5.4 Beta' started by BrotenStudios, Jul 11, 2016.

  1. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    When deploying a Visual Studio C# WSA/UWP project to a Xbox One or Windows 10 I get the error:

    Code (CSharp):
    1. Error, Could not find SDK "WindowsMobile, Version=10.0.10586.0". FreeSpace3
    Using Visual Studio Enterprise 2015 Update 3 with all packages installed including UWP SDK's 10.0.10240.0 and 10.0.10586.0,
    Unity 5 Pro 5.4 B24,
    Xbox One (UWA Devkit) XDKS.1 August 2016 (10.0.14383.1000) rs1_xbox_rel_1608.16705-1925) fre Kernel 10.0.10011.16384

    Looked at previous thread about similar error but my SDK number does not have a trailing .0

    .CSPROJ file:

    Code (CSharp):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
    3.   <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
    4.   <Import Project="..\UnityCommon.props" />
    5.   <PropertyGroup>
    6.     <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
    7.     <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
    8.     <ProjectGuid>{13A45C13-3265-47B8-BC48-A553B569DF55}</ProjectGuid>
    9.     <OutputType>AppContainerExe</OutputType>
    10.     <AppDesignerFolder>Properties</AppDesignerFolder>
    11.     <RootNamespace>FreeSpace3</RootNamespace>
    12.     <AssemblyName>FreeSpace3</AssemblyName>
    13.     <DefaultLanguage>en-US</DefaultLanguage>
    14.     <TargetPlatformIdentifier>UAP</TargetPlatformIdentifier>
    15.     <TargetPlatformVersion>10.0.10586.0</TargetPlatformVersion>
    16.     <TargetPlatformMinVersion>10.0.10240.0</TargetPlatformMinVersion>
    17.     <MinimumVisualStudioVersion>14</MinimumVisualStudioVersion>
    18.     <EnableDotNetNativeCompatibleProfile>true</EnableDotNetNativeCompatibleProfile>
    19.     <FileAlignment>512</FileAlignment>
    20.     <ProjectTypeGuids>{A5A43C5B-DE2A-4C0C-9213-0A381AF9435A};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
    21.     <PackageCertificateKeyFile>WSATestCertificate.pfx</PackageCertificateKeyFile>
    22.     <AppxPackageSigningEnabled>true</AppxPackageSigningEnabled>
    23.     <PlatformShortName>$(Platform)</PlatformShortName>
    24.   </PropertyGroup>
    25.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|ARM'">
    26.     <DebugSymbols>true</DebugSymbols>
    27.     <OutputPath>bin\ARM\Debug\</OutputPath>
    28.     <DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    29.     <NoWarn>;2008</NoWarn>
    30.     <DebugType>full</DebugType>
    31.     <PlatformTarget>ARM</PlatformTarget>
    32.     <UseVSHostingProcess>false</UseVSHostingProcess>
    33.     <ErrorReport>prompt</ErrorReport>
    34.     <Prefer32Bit>true</Prefer32Bit>
    35.     <UseDotNetNativeToolchain>False</UseDotNetNativeToolchain>
    36.   </PropertyGroup>
    37.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|ARM'">
    38.     <OutputPath>bin\ARM\Release\</OutputPath>
    39.     <DefineConstants>TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    40.     <Optimize>true</Optimize>
    41.     <NoWarn>;2008</NoWarn>
    42.     <DebugType>pdbonly</DebugType>
    43.     <PlatformTarget>ARM</PlatformTarget>
    44.     <UseVSHostingProcess>false</UseVSHostingProcess>
    45.     <ErrorReport>prompt</ErrorReport>
    46.     <Prefer32Bit>true</Prefer32Bit>
    47.     <UseDotNetNativeToolchain>False</UseDotNetNativeToolchain>
    48.   </PropertyGroup>
    49.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Master|ARM'">
    50.     <OutputPath>bin\ARM\Master\</OutputPath>
    51.     <DefineConstants>TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    52.     <Optimize>true</Optimize>
    53.     <NoWarn>;2008</NoWarn>
    54.     <DebugType>pdbonly</DebugType>
    55.     <PlatformTarget>ARM</PlatformTarget>
    56.     <UseVSHostingProcess>false</UseVSHostingProcess>
    57.     <ErrorReport>prompt</ErrorReport>
    58.     <Prefer32Bit>true</Prefer32Bit>
    59.     <UseDotNetNativeToolchain>True</UseDotNetNativeToolchain>
    60.   </PropertyGroup>
    61.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
    62.     <DebugSymbols>true</DebugSymbols>
    63.     <OutputPath>bin\x64\Debug\</OutputPath>
    64.     <DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    65.     <NoWarn>;2008</NoWarn>
    66.     <DebugType>full</DebugType>
    67.     <PlatformTarget>x64</PlatformTarget>
    68.     <UseVSHostingProcess>false</UseVSHostingProcess>
    69.     <ErrorReport>prompt</ErrorReport>
    70.     <Prefer32Bit>true</Prefer32Bit>
    71.     <UseDotNetNativeToolchain>False</UseDotNetNativeToolchain>
    72.   </PropertyGroup>
    73.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
    74.     <OutputPath>bin\x64\Release\</OutputPath>
    75.     <DefineConstants>TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    76.     <Optimize>true</Optimize>
    77.     <NoWarn>;2008</NoWarn>
    78.     <DebugType>pdbonly</DebugType>
    79.     <PlatformTarget>x64</PlatformTarget>
    80.     <UseVSHostingProcess>false</UseVSHostingProcess>
    81.     <ErrorReport>prompt</ErrorReport>
    82.     <Prefer32Bit>true</Prefer32Bit>
    83.     <UseDotNetNativeToolchain>False</UseDotNetNativeToolchain>
    84.   </PropertyGroup>
    85.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Master|x64'">
    86.     <OutputPath>bin\x64\Master\</OutputPath>
    87.     <DefineConstants>TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    88.     <Optimize>true</Optimize>
    89.     <NoWarn>;2008</NoWarn>
    90.     <DebugType>pdbonly</DebugType>
    91.     <PlatformTarget>x64</PlatformTarget>
    92.     <UseVSHostingProcess>false</UseVSHostingProcess>
    93.     <ErrorReport>prompt</ErrorReport>
    94.     <Prefer32Bit>true</Prefer32Bit>
    95.     <UseDotNetNativeToolchain>True</UseDotNetNativeToolchain>
    96.   </PropertyGroup>
    97.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
    98.     <DebugSymbols>true</DebugSymbols>
    99.     <OutputPath>bin\x86\Debug\</OutputPath>
    100.     <DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    101.     <NoWarn>;2008</NoWarn>
    102.     <DebugType>full</DebugType>
    103.     <PlatformTarget>x86</PlatformTarget>
    104.     <UseVSHostingProcess>false</UseVSHostingProcess>
    105.     <ErrorReport>prompt</ErrorReport>
    106.     <Prefer32Bit>true</Prefer32Bit>
    107.     <UseDotNetNativeToolchain>False</UseDotNetNativeToolchain>
    108.   </PropertyGroup>
    109.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
    110.     <OutputPath>bin\x86\Release\</OutputPath>
    111.     <DefineConstants>TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    112.     <Optimize>true</Optimize>
    113.     <NoWarn>;2008</NoWarn>
    114.     <DebugType>pdbonly</DebugType>
    115.     <PlatformTarget>x86</PlatformTarget>
    116.     <UseVSHostingProcess>false</UseVSHostingProcess>
    117.     <ErrorReport>prompt</ErrorReport>
    118.     <Prefer32Bit>true</Prefer32Bit>
    119.     <UseDotNetNativeToolchain>False</UseDotNetNativeToolchain>
    120.   </PropertyGroup>
    121.   <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Master|x86'">
    122.     <OutputPath>bin\x86\Master\</OutputPath>
    123.     <DefineConstants>TRACE;NETFX_CORE;WINDOWS_UWP;UNITY_METRO;UNITY_WSA;UNITY_UWP;UNITY_WSA_10_0</DefineConstants>
    124.     <Optimize>true</Optimize>
    125.     <NoWarn>;2008</NoWarn>
    126.     <DebugType>pdbonly</DebugType>
    127.     <PlatformTarget>x86</PlatformTarget>
    128.     <UseVSHostingProcess>false</UseVSHostingProcess>
    129.     <ErrorReport>prompt</ErrorReport>
    130.     <Prefer32Bit>true</Prefer32Bit>
    131.     <UseDotNetNativeToolchain>True</UseDotNetNativeToolchain>
    132.   </PropertyGroup>
    133.   <PropertyGroup Condition="'$(Platform)' == 'x64'">
    134.     <UnityBits>64</UnityBits>
    135.   </PropertyGroup>
    136.   <PropertyGroup Condition="'$(Platform)' != 'x64'">
    137.     <UnityBits>32</UnityBits>
    138.   </PropertyGroup>
    139.   <ItemGroup>
    140.     <!-- A reference to the entire .Net Framework and Windows SDK are automatically included -->
    141.     <None Include="project.json" />
    142.     <SDKReference Include="Microsoft.VCLibs, Version=14.0">
    143.       <Name>Visual C++ 2015 Runtime for Universal Windows Platform Apps</Name>
    144.     </SDKReference>
    145.     <SDKReference Include="WindowsMobile, Version=10.0.10586.0">
    146.       <Name>Windows Mobile Extensions for the UWP</Name>
    147.     </SDKReference>
    148.   </ItemGroup>
    149.   <ItemGroup>
    150.     <Compile Include="App.cs">
    151.     </Compile>
    152.     <Content Include="Assets\SplashScreen.scale-200.png">
    153.     </Content>
    154.     <Content Include="Assets\StoreLogo.png">
    155.     </Content>
    156.     <Content Include="Assets\Square44x44Logo.scale-200.png">
    157.     </Content>
    158.     <Content Include="Assets\Square44x44Logo.targetsize-24_altform-unplated.png">
    159.     </Content>
    160.     <Content Include="Assets\Square150x150Logo.scale-200.png">
    161.     </Content>
    162.     <Content Include="Assets\Wide310x150Logo.scale-200.png">
    163.     </Content>
    164.     <Compile Include="Properties\AssemblyInfo.cs">
    165.     </Compile>
    166.     <Content Include="Properties\Default.rd.xml">
    167.     </Content>
    168.     <Reference Include="UnityEngine">
    169.       <HintPath>.\Unprocessed\UnityEngine.dll</HintPath>
    170.     </Reference>
    171.     <Reference Include="WinRTLegacy">
    172.       <HintPath>.\Unprocessed\WinRTLegacy.dll</HintPath>
    173.     </Reference>
    174.     <Reference Include="UnityEngine.Analytics">
    175.       <HintPath>.\Unprocessed\UnityEngine.Analytics.dll</HintPath>
    176.     </Reference>
    177.     <Reference Include="UnityEngine.UI">
    178.       <HintPath>.\Unprocessed\UnityEngine.UI.dll</HintPath>
    179.     </Reference>
    180.     <Reference Include="UnityEngine.Networking">
    181.       <HintPath>.\Unprocessed\UnityEngine.Networking.dll</HintPath>
    182.     </Reference>
    183.     <Content Include="Data\**" />
    184.   </ItemGroup>
    185.   <ItemGroup>
    186.     <AppxManifest Include="Package.appxmanifest">
    187.       <SubType>Designer</SubType>
    188.     </AppxManifest>
    189.     <None Include="WSATestCertificate.pfx" />
    190.   </ItemGroup>
    191.   <ItemGroup>
    192.     <ProjectReference Include="G:/Kevin/Documents/Unity 5 Projects/FreeSpace3/Assets\..\UWP\Assembly-CSharp\Assembly-CSharp.csproj">
    193.       <Project>{FBA57953-C0C3-F9D8-E86A-9F7C063B5FDE}</Project>
    194.       <Name>Assembly-CSharp</Name>
    195.       <Private>False</Private>
    196.     </ProjectReference>
    197.     <ProjectReference Include="G:/Kevin/Documents/Unity 5 Projects/FreeSpace3/Assets\..\UWP\Assembly-CSharp-firstpass\Assembly-CSharp-firstpass.csproj">
    198.       <Project>{194D914D-0664-444E-B663-4D0F1C80AF68}</Project>
    199.       <Name>Assembly-CSharp-firstpass</Name>
    200.       <Private>False</Private>
    201.     </ProjectReference>
    202.   </ItemGroup>
    203.   <ItemGroup>
    204.     <Reference Include="UnityPlayer">
    205.       <SpecificVersion>False</SpecificVersion>
    206.       <HintPath>..\Players\UAP\$(PlatformTarget)\$(Configuration)\UnityPlayer.winmd</HintPath>
    207.     </Reference>
    208.     <Reference Include="WinRTBridge">
    209.       <SpecificVersion>False</SpecificVersion>
    210.       <HintPath>..\Players\UAP\$(PlatformTarget)\$(Configuration)\WinRTBridge.winmd</HintPath>
    211.     </Reference>
    212.     <Reference Include="BridgeInterface">
    213.       <SpecificVersion>False</SpecificVersion>
    214.       <HintPath>..\Players\UAP\$(PlatformTarget)\$(Configuration)\BridgeInterface.winmd</HintPath>
    215.     </Reference>
    216.     <Reference Include="UnityEngineDelegates">
    217.       <SpecificVersion>False</SpecificVersion>
    218.       <HintPath>..\Players\UAP\$(PlatformTarget)\$(Configuration)\UnityEngineDelegates.winmd</HintPath>
    219.     </Reference>
    220.     <Reference Include="UnityEngineProxy">
    221.       <SpecificVersion>False</SpecificVersion>
    222.       <HintPath>..\Players\UAP\$(PlatformTarget)\$(Configuration)\UnityEngineProxy.dll</HintPath>
    223.     </Reference>
    224.   </ItemGroup>
    225.   <PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '14.0' ">
    226.     <VisualStudioVersion>14.0</VisualStudioVersion>
    227.   </PropertyGroup>
    228.   <Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.CSharp.targets" />
    229.   <ItemGroup>
    230.     <UnprocessedFile Include="$(ProjectDir)Unprocessed\*" />
    231.   </ItemGroup>
    232.   <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
    233.        Other similar extension points exist, see Microsoft.Common.targets.
    234.   <Target Name="BeforeBuild">
    235.   </Target>
    236.  
    237.   -->
    238.   <PropertyGroup>
    239.     <_GenerateAppxManifestDependsOn>
    240.     ModifyAppXPackage;
    241.     $(_GenerateAppxManifestDependsOn)
    242.    </_GenerateAppxManifestDependsOn>
    243.   </PropertyGroup>
    244.   <Target Name="ModifyAppXPackage" Condition="'$(BuildingProject)' == 'true'">
    245.     <Message Importance="high" Text="UnityInstallationDir &quot;$(UnityInstallationDir)&quot;." />
    246.     <Message Importance="high" Text="UnityWSAPlayerDir &quot;$(UnityWSAPlayerDir)&quot;." />
    247.     <Message Importance="high" Text="UnityProjectDir &quot;$(UnityProjectDir)&quot;." />
    248.     <Message Importance="high" Text="Copying unprocessed assemblies..." />
    249.     <Copy SourceFiles="@(UnprocessedFile)" DestinationFolder="$(ProjectDir)" />
    250.     <Copy SourceFiles="$(UnityProjectDir)\UWP\Assembly-CSharp\bin\$(PlatformName)\$(ConfigurationName)\Assembly-CSharp.dll" DestinationFiles="$(ProjectDir)Assembly-CSharp.dll" />
    251.     <Copy SourceFiles="$(UnityProjectDir)\UWP\Assembly-CSharp\bin\$(PlatformName)\$(ConfigurationName)\Assembly-CSharp.pdb" DestinationFiles="$(ProjectDir)Assembly-CSharp.pdb" Condition="Exists('$(UnityProjectDir)\UWP\Assembly-CSharp\bin\$(PlatformName)\$(ConfigurationName)\Assembly-CSharp.pdb')" />
    252.     <Copy SourceFiles="$(UnityProjectDir)\UWP\Assembly-CSharp-firstpass\bin\$(PlatformName)\$(ConfigurationName)\Assembly-CSharp-firstpass.dll" DestinationFiles="$(ProjectDir)Assembly-CSharp-firstpass.dll" />
    253.     <Copy SourceFiles="$(UnityProjectDir)\UWP\Assembly-CSharp-firstpass\bin\$(PlatformName)\$(ConfigurationName)\Assembly-CSharp-firstpass.pdb" DestinationFiles="$(ProjectDir)Assembly-CSharp-firstpass.pdb" Condition="Exists('$(UnityProjectDir)\UWP\Assembly-CSharp-firstpass\bin\$(PlatformName)\$(ConfigurationName)\Assembly-CSharp-firstpass.pdb')" />
    254.     <PropertyGroup Condition=" '$(Configuration)' == 'Master' ">
    255.       <RemoveDebuggableAttribute>True</RemoveDebuggableAttribute>
    256.     </PropertyGroup>
    257.     <PropertyGroup Condition=" '$(Configuration)' != 'Master' ">
    258.       <RemoveDebuggableAttribute>False</RemoveDebuggableAttribute>
    259.     </PropertyGroup>
    260.     <Message Importance="high" Text="Running AssemblyConverter..." />
    261.     <Exec Command="&quot;$(UnityWSAToolsDir)\AssemblyConverter.exe&quot; -platform=uap -lock=&quot;$(ProjectDir)project.lock.json&quot; -bits=$(UnityBits) -configuration=$(Configuration) -removeDebuggableAttribute=$(RemoveDebuggableAttribute) -path=&quot;.&quot; -path=&quot;..\Players\UAP\$(PlatformTarget)\$(Configuration)&quot; &quot;$(ProjectDir)Assembly-CSharp.dll&quot; &quot;$(ProjectDir)Assembly-CSharp-firstpass.dll&quot; &quot;$(ProjectDir)UnityEngine.dll&quot; &quot;$(ProjectDir)UnityEngine.Analytics.dll&quot; &quot;$(ProjectDir)UnityEngine.UI.dll&quot; &quot;$(ProjectDir)UnityEngine.Networking.dll&quot;" />
    262.     <Message Importance="high" Text="AssemblyConverter done." />
    263.     <Message Importance="high" Text="Modifying AppxPackagePayload" />
    264.     <ItemGroup>
    265.       <AppxPackagePayload Remove="@(AppxPackagePayload)" Condition="'%(TargetPath)' == 'UnityEngine.dll'" />
    266.       <AppxPackagePayload Remove="@(AppxPackagePayload)" Condition="'%(TargetPath)' == 'UnityEngine.Analytics.dll'" />
    267.       <AppxPackagePayload Remove="@(AppxPackagePayload)" Condition="'%(TargetPath)' == 'UnityEngine.UI.dll'" />
    268.       <AppxPackagePayload Remove="@(AppxPackagePayload)" Condition="'%(TargetPath)' == 'UnityEngine.Networking.dll'" />
    269.       <AppxPackagePayload Remove="@(AppxPackagePayload)" Condition="'%(TargetPath)' == 'Assembly-CSharp.dll'" />
    270.       <AppxPackagePayload Remove="@(AppxPackagePayload)" Condition="'%(TargetPath)' == 'Assembly-CSharp-firstpass.dll'" />
    271.     </ItemGroup>
    272.     <ItemGroup>
    273.       <AppxPackagePayload Include="$(ProjectDir)UnityEngine.dll">
    274.         <TargetPath>UnityEngine.dll</TargetPath>
    275.       </AppxPackagePayload>
    276.       <AppxPackagePayload Include="$(ProjectDir)UnityEngine.Analytics.dll">
    277.         <TargetPath>UnityEngine.Analytics.dll</TargetPath>
    278.       </AppxPackagePayload>
    279.       <AppxPackagePayload Include="$(ProjectDir)UnityEngine.UI.dll">
    280.         <TargetPath>UnityEngine.UI.dll</TargetPath>
    281.       </AppxPackagePayload>
    282.       <AppxPackagePayload Include="$(ProjectDir)UnityEngine.Networking.dll">
    283.         <TargetPath>UnityEngine.Networking.dll</TargetPath>
    284.       </AppxPackagePayload>
    285.       <AppxPackagePayload Include="$(ProjectDir)Assembly-CSharp.dll">
    286.         <TargetPath>Assembly-CSharp.dll</TargetPath>
    287.       </AppxPackagePayload>
    288.       <AppxPackagePayload Include="$(ProjectDir)Assembly-CSharp-firstpass.dll">
    289.         <TargetPath>Assembly-CSharp-firstpass.dll</TargetPath>
    290.       </AppxPackagePayload>
    291.     </ItemGroup>
    292.   </Target>
    293. </Project>
     
    Last edited: Jul 11, 2016
  2. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Noticed in VS Enterprise 2015 Update 3 in References
    Universal Windows/ Extensions/
    it does not show 10.0.10586.0 for Mobile only 10.0.240.0 as available to add to project.
    for team, desktop, IoT both are present.
     
  3. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Did a clean install of VS 2015 update 3. Then had to uninstall Windows Software Development Tools Kit - Windows 10.0.10586.212 and reinstalled it from the MS direct download source.

    This properly installed "WindowsMobile, Version=10.0.10586.0"

    But now when deploying I get the error:
    If I enable Compile with .Net Native Tool Chain this is no longer present. But I get a winmd missing error.
     
  4. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    C:\Program Files (x86)\MSBuild\Microsoft\.NetNative\Microsoft.NetNative.targets(454,5): error : Could not find an existing platform WinMD location
     
  5. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    .Net Native off

    BUILD LOG

    Code (CSharp):
    1. 1>------ Build started: Project: Assembly-CSharp, Configuration: Debug x64 ------
    2. 1>  Assembly-CSharp -> G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\UWP\Assembly-CSharp\bin\x64\Debug\Assembly-CSharp.dll
    3. 2>------ Build started: Project: FreeSpace3, Configuration: Debug x64 ------
    4. 2>C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\App.cs(56,4,56,62): warning CS0618: 'ApplicationView.SuppressSystemOverlays.set' is obsolete: 'Use the TryEnterFullScreen method and IsFullScreenMode property instead of SuppressSystemOverlays. For more info, see MSDN.'
    5. 2>  FreeSpace3 -> C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\FreeSpace3.exe
    6. 2>  UnityInstallationDir "C:\Program Files\Unity 5.4.0b24\Editor".
    7. 2>  UnityWSAPlayerDir "C:\Program Files\Unity 5.4.0b24\Editor\Data\PlaybackEngines\MetroSupport".
    8. 2>  UnityProjectDir "G:\Kevin\Documents\Unity 5 Projects\FreeSpace3".
    9. 2>  Copying unprocessed assemblies...
    10. 2>  Running AssemblyConverter...
    11. 2>  AssemblyConverter done.
    12. 2>  Modifying AppxPackagePayload
    13. 3>------ Deploy started: Project: FreeSpace3, Configuration: Debug x64 ------
    14. 3>Creating a new clean layout...
    15. 3>Copying files: Total 115 mb to layout...
    16. 3>Checking whether required frameworks are installed...
    17. 3>Registering the application to run from layout...
    18. 3>Deployment complete (0:00:05.928). Full package name: "BrotenStudios.FreeSpace3_1.0.0.0_x64__sfw03hewqbbsc"
    19. ========== Build: 2 succeeded, 0 failed, 1 up-to-date, 0 skipped ==========
    20. ========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========
    DEBUG LOG
    Code (CSharp):
    1. 'FreeSpace3.exe' (CoreCLR: DefaultDomain): Loaded 'C:\Program Files\WindowsApps\Microsoft.NET.CoreRuntime.1.0_1.0.23819.0_x64__8wekyb3d8bbwe\mscorlib.ni.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    2. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\entrypoint\FreeSpace3.exe'. Symbols loaded.
    3. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Runtime.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    4. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\WINDOWS\system32\WinMetadata\Windows.ApplicationModel.winmd'. Module was built without symbols.
    5. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\WINDOWS\system32\WinMetadata\Windows.UI.winmd'. Module was built without symbols.
    6. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\UnityPlayer.winmd'. Module was built without symbols.
    7. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Runtime.InteropServices.WindowsRuntime.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    8. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\WINDOWS\system32\WinMetadata\Windows.Foundation.winmd'. Module was built without symbols.
    9. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\WinRTBridge.winmd'. Cannot find or open the PDB file.
    10. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\BridgeInterface.winmd'. Module was built without symbols.
    11. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Collections.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    12. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\UnityEngine.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    13. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\Assembly-CSharp-firstpass.dll'. Symbols loaded.
    14. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\UnityEngine.UI.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    15. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\UnityEngine.Networking.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    16. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.IO.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    17. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Net.Primitives.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    18. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Private.Networking.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    19. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Reflection.Primitives.dll'. Module was built without symbols.
    20. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Reflection.dll'. Module was built without symbols.
    21. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Threading.Tasks.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    22. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Private.Uri.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    23. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Text.Encoding.dll'. Module was built without symbols.
    24. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Runtime.InteropServices.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    25. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Threading.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    26. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\AppX\System.Runtime.WindowsRuntime.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    27. 'FreeSpace3.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\WINDOWS\system32\WinMetadata\Windows.System.winmd'. Module was built without symbols.
    28. The thread 0x3250 has exited with code 0 (0x0).
    29. The program '[11180] FreeSpace3.exe' has exited with code 0 (0x0).
    30. The program '[11180] FreeSpace3.exe: Program Trace' has exited with code 0 (0x0).
     
  6. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    .Net Native on
    BUILD LOG

    Code (CSharp):
    1. Restoring NuGet packages...
    2. To prevent NuGet from restoring packages during build, open the Visual Studio Options dialog, click on the Package Manager node and uncheck 'Allow NuGet to download missing packages during build.'
    3. 1>------ Rebuild All started: Project: Assembly-CSharp-firstpass, Configuration: Debug x64 ------
    4. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\Utility\WaypointProgressTracker.cs(14,50,14,57): warning CS0649: Field 'WaypointProgressTracker.circuit' is never assigned to, and will always have its default value null
    5. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\CrossPlatformInput\Scripts\TouchPad.cs(35,11,35,21): warning CS0169: The field 'TouchPad.m_StartPos' is never used
    6. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\Utility\SmoothFollow.cs(10,21,10,27): warning CS0649: Field 'SmoothFollow.target' is never assigned to, and will always have its default value null
    7. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\Utility\PlatformSpecificContent.cs(21,51,21,69): warning CS0649: Field 'PlatformSpecificContent.m_BuildTargetGroup' is never assigned to, and will always have its default value
    8. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\CrossPlatformInput\Scripts\TouchPad.cs(36,11,36,26): warning CS0169: The field 'TouchPad.m_PreviousDelta' is never used
    9. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\Utility\AutoMobileShaderSwitch.cs(12,50,12,67): warning CS0169: The field 'AutoMobileShaderSwitch.m_ReplacementList' is never used
    10. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\Utility\SmoothFollow.cs(19,17,19,32): warning CS0649: Field 'SmoothFollow.rotationDamping' is never assigned to, and will always have its default value 0
    11. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\Utility\SmoothFollow.cs(21,17,21,30): warning CS0649: Field 'SmoothFollow.heightDamping' is never assigned to, and will always have its default value 0
    12. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\Utility\PlatformSpecificContent.cs(24,39,24,61): warning CS0649: Field 'PlatformSpecificContent.m_ChildrenOfThisObject' is never assigned to, and will always have its default value false
    13. 1>G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\Assets\Standard Assets\CrossPlatformInput\Scripts\TouchPad.cs(37,11,37,26): warning CS0169: The field 'TouchPad.m_JoytickOutput''Assembly-CSharp-firstpass.dll'.
    14. 1>MSBUILD : warning CA1405: Microsoft.Interoperability : 'LobbyManager' is marked ComVisible(true) but has the following ComVisible(false) types in its object hierarchy: 'NetworkLobbyManager', 'NetworkManager'
    15. 1>MSBUILD : warning CA1405: Microsoft.Interoperability : 'LobbyPlayer' is marked ComVisible(true) but has the following ComVisible(false) types in its object hierarchy: 'NetworkLobbyPlayer', 'NetworkBehaviour'
    16. 1>  Code Analysis Complete -- 0 error(s), 3 warning(s)
    17. 2>------ Rebuild All started: Project: Assembly-CSharp, Configuration: Debug x64 ------
    18. 2>  Running SerializationWeaver...
    19. 2>  Symbols will be read from C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\Unprocessed\UnityEngine.pdb
    20. 2>  Symbols will be read from G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\UWP\Assembly-CSharp\bin\x64\Debug\Unprocessed\Assembly-CSharp.pdb
    21. 2>  WeaveAssemblies unityPath= C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\Unprocessed\UnityEngine.dll
    22. 2>  WeaveAssemblies unetPath= C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\Unprocessed\UnityEngine.Networking.dll
    23. 2>  Symbols will be read from G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\UWP\Assembly-CSharp\bin\x64\Debug\Unprocessed\Assembly-CSharp.pdb
    24. 2>  Script Module: Assembly-CSharp.dll
    25. 2>  Symbols will be read from G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\UWP\Assembly-CSharp\bin\x64\Debug\Unprocessed\Assembly-CSharp.pdb
    26. 2>  Weaving assembly G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\UWP\Assembly-CSharp\bin\x64\Debug\Unprocessed\Assembly-CSharp.dll
    27. 2>  Will export symbols of pdb format
    28. 2>  SerializationWeaver done.
    29. 2>  Assembly-CSharp -> G:\Kevin\Documents\Unity 5 Projects\FreeSpace3\UWP\Assembly-CSharp\bin\x64\Debug\Assembly-CSharp.dll
    30. 2>  Running Code Analysis...
    31. 2>MSBUILD : warning CA1016: Microsoft.Design : Add an AssemblyVersion attribute to 'Assembly-CSharp.dll'.
    32. 2>  Code Analysis Complete -- 0 error(s), 1 warning(s)
    33. 3>------ Rebuild All started: Project: FreeSpace3, Configuration: Debug x64 ------
    34. 3>C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\App.cs(56,4,56,62): warning CS0618: 'ApplicationView.SuppressSystemOverlays.set' is obsolete: 'Use the TryEnterFullScreen method and IsFullScreenMode property instead of SuppressSystemOverlays. For more info, see MSDN.'
    35. 3>  FreeSpace3 -> C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\bin\x64\Debug\FreeSpace3.exe
    36. 3>  Running Code Analysis...
    37. 3>MSBUILD : warning CA1001: Microsoft.Design : Implement IDisposable on 'App' because it creates members of the following IDisposable types: 'AppCallbacks'.
    38. 3>C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\App.cs(16): warning CA2214: Microsoft.Usage : 'App.App()' contains a call chain that results in a call to a virtual method defined by the class. Review the following call stack for unintended consequences:
    39. 3>C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\App.cs(16): warning CA2214:
    40. 3>C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\App.cs(16): warning CA2214: App..ctor()
    41. 3>C:\BUILDS\FreeSpace 3 - XB1\FreeSpace3\App.cs(16): warning CA2214: App.AddAppCallbacks(AppCallbacks):Void
    42. 3>  Code Analysis Complete -- 0 error(s), 2 warning(s)
    43. 3>  UnityInstallationDir "C:\Program Files\Unity 5.4.0b24\Editor".
    44. 3>  UnityWSAPlayerDir "C:\Program Files\Unity 5.4.0b24\Editor\Data\PlaybackEngines\MetroSupport".
    45. 3>  UnityProjectDir "G:\Kevin\Documents\Unity 5 Projects\FreeSpace3".
    46. 3>  Copying unprocessed assemblies...
    47. 3>  Running AssemblyConverter...
    48. 3>  AssemblyConverter done.
    49. 3>  Modifying AppxPackagePayload
    50. 3>C:\Program Files (x86)\MSBuild\Microsoft\.NetNative\Microsoft.NetNative.targets(454,5): error : Could not find an existing platform WinMD location
    51. ========== Rebuild All: 2 succeeded, 1 failed, 0 skipped ==========
    52.  
     
  7. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Uninstalled all Windows Software Development Kits.
    Installed WSDK's Windows 10.0.10586.15 and 10.0.10586.212. Older one is not installed.
    Then
    Framework: Microsoft.NET.Native.Framework.Debug.1.3/x64, app package version 1.3.24201.0 installed.
    Framework: Microsoft.NET.Native.Runtime.1.4/x64, app package version 1.4.24201.0 installed.

    Can now compile with .Net Native on and 10.0.10586.0 selected for x64 remote to Xbox One Devkit and Test Win10 1511 machine.
     
  8. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Hey sorry for missing the post. Is everything resolved? What had you installed before and how did you do it (via standalone SDK or with Visual Studio setup)?
     
  9. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Morning @Tautvydas-Zilys. I'll explain a bit. Originally we had Windows 10 Enterprise LTSB with Visual Studio Enterprise 2015 update 2.
    Apparently LTSB does not have WSDK 10.0.10586 for it, so we moved to Windows 10 Enterprise 1511. Then installed Visual Studio Enterprise 2015 update 3 via MSDN ISO image.

    Are Xbox One was updated to the Xbox One (UWA Devkit) XDKS.1 August 2016 (10.0.14383.1000) rs1_xbox_rel_1608.16705-1925) fre Kernel 10.0.10011.16384

    Which is why we wanted to try moving to 10.0.10586. Once the XB1 was upgraded we saw a bug in the rendering of
    SCREEN.ORIENTATION in the 10.0.10240 universal apps. Issue Tracker was submitted for that. We see you have a various issue trackers of similar issue to orientations.

    Once we had the VS2015 update 3 on Win10 1511 installed is when we saw the above build issues.

    .Net Native off gave an error message indicating that the union metadata file, which is usually at "C:\Program Files (x86)\Windows Kits\10\UnionMetadata\Windows.winmd", is not found.

    and .Net Native on built but then crashed with a

    Could not activate Windows Store app
    failed with 'Could not find or load a type.'

    When troubleshooting this I then Repaired the WSDK 10.0.10586.212 installation.
    That did not help so removed it. Did not help.
    So removed all 3 WDSK's. But only installed the 10.0.10586.212 and 10.0.10586.15 via web installer, all other versions are not present on the system.

    This then solved my build/deploy problems, but not sure what I broke else where not having the older libraries installed.

    Sadly all this all did not fix my initial issue with WSA on Xbox One as the deployed app gets a BREAK POINT a load of the Unity splash screen. After moving past the exception the app loads but during the Unity splash screen the app changes from 1920x1080p(16:9) to 9:16 ratio(in 1920x1080p) with 1080x1080 visible.
     
  10. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    In debug logs found.

    Code (CSharp):
    1.  
    2. (Filename: C:\buildslave\unity\build\PlatformDependent/MetroPlayer/SystemInfo.cpp Line: 339)
    3.  
    4.  
    5. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\Faultrep.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    6. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\dbghelp.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    7. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\dbgcore.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    8. FreeSpace3.exe has triggered a breakpoint.
    9.  
    10. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\CryptoWinRT.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    11. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Globalization.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    12. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Devices.Sensors.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    13. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\msvcp_win.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    14. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\msxml6.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    15. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\urlmon.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    16. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\iertutil.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    17. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\wininet.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    18. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\folderext.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    19. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\tokenbinding.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    20. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\OnDemandConnRouteHelper.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    21. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\WininetXblExt.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    22. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\ole32_wp.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    23. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\winnsi.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    24. Disabling independent input source.
    25.  
    26. Logical Screen DPI is 192.00.
    27.  
    28. [0.000585 / 33.209667] - AppCallbacks::SetupInputEvents
    29. onecoreuap\drivers\mobilepc\sensors\convergence\services\broker\client\simpledeviceorientationrpcclient.cpp(46)\Windows.Devices.Sensors.dll!00007FFFEA8FA5F2: (caller: 00007FFFEA8FA3DB) Exception(1) tid(938) 800706D9 There are no more endpoints available from the endpoint mapper.
    30. [0.016208 / 33.226352] - AppCallbacks::SetupOrientationSensorEvents
    31. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\userenv.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    32. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\profext.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    33. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\ntmarta.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    34. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\ClipboardServer.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    35. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\rmclient.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    36. [0.178447 / 33.376036] - AppCallbacks::Load
    37. [29.197833 / 33.389519] - PerformUpdateAndRender started
    38. [0.002408 / 33.391927] - OnCoreWindowSizeChanged event (0.00, 0.00, 540.00, 960.00), m_Initialized=True.
    39. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Gaming.Input.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    40. 'FreeSpace3.exe' (Win32): Loaded 'C:\Windows\System32\deviceaccess.dll'. Skipped loading symbols. Module is native, and native debugging is currently disabled.
    41. Begin showing splash screen.
    42.  
    43.  
     
  11. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Looks like the app is running at 540x960 aligned to top-left and scaled to the 1080p out.

    Obviously this is wrong. lol

    On Windows 10 app runs as maximized windowed mode
    at (0.00, 0.00, 2560.00, 1378.00) visually ok. Would prefer Fullscreen-windowed mode. But can't find an option for WSA to change that.
     
    Last edited: Jul 12, 2016
  12. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Breakpoint is caused in
    Code (CSharp):
    1. (Filename: C:\buildslave\unity\build\PlatformDependent/MetroPlayer/SystemInfo.cpp Line: 339)
    2. FreeSpace3.exe has triggered a breakpoint.
     
  13. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    The breakpoint issue is known and is going to get fixed soon. Not sure which 5.4 build, but it landed to 5.3.6p1 this morning.

    Gonna look into screen orientation issue.
     
  14. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
  15. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Hmm I cannot reproduce it on an empty project: does it reproduce on an empty project for you? Or does it only reproduce on your project?

    I'm running a slightly older Xbox One OS build:

    Kernel version 10.0.10011.16384;
    Shell version 10.0.14379.1002 (rs1_xbox_rel_1608.160629-1012) fre

    I'll see if I can update to the build you're using.
     
  16. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    @Tautvydas-Zilys also wondering has the WSA wrapper for Microsoft SDK coming along? Would like to easily access the windows live ID and gamertag info.
     
  17. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    It is on all projects.

    Only present on Xbox One (UWA Devkit) XDKS.1 August 2016 (10.0.14383.1000) rs1_xbox_rel_1608.16705-1925) fre Kernel 10.0.10011.16384

    Previously XB1 presented correctly when loading apps prior to update.
     
  18. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Downloading that OS build atm to check it out. Will take a while.

    Could elaborate what you're talking about? I don't think we have any kind of wrapper planned.

    You can use Xbox live SDK directly from C# scripts if you're using .NET Scripting backend today, and we working on the ability to do the same on IL2CPP. If you're using IL2CPP, it's only possible to use Xbox live SDK from C++ plugins.
     
  19. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Hope it is reproducible it kinda breaks testing on the XB1. Have to do everything on local machine.
     
  20. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    I just discovered that if you press the X home button and return to OS then open games & apps, select the running project and return it to foreground. Then the orientation is restored. But pressing X home button again to place in background will return to 540x960.
     
  21. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155
    Was referring to wrapper mentioned in http://forum-old.unity3d.com/threads/windows-10-uwp-live.359688/
     
  22. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Yeah, we abandoned that unfortunately for now.
     
  23. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    It looks like the screen resolution issue is happening on the xbox OS side. My contacts at Microsoft said they are going to investigate it.
     
  24. BrotenStudios

    BrotenStudios

    Joined:
    Feb 13, 2014
    Posts:
    155