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Votes
0
Found in [Package]
2.0.0a10
2.0.0a12r2
Issue ID
UVSB-878
Regression
No
Assembly reference errors when trying to create platform builds
When I try to build a hello world project for WebGL, iOS or Andriod I get a lot of missing namespace errors. The project fails to build.
Log Attached
Steps to reproduce
- Download the project files
- In the Unity Hub make sure you have WebGL, iOS and Andriod build modules installed for 2019.4.1f1.
- Open in Unity 2019.4.1f1
- Once the project loads, make sure your player andriod settings name is valid
!image-2020-07-01-12-18-31-183.png!
- Select Builds from the toolbar
- Select Platforms, Android, Standard ( You can also select Build All)
Notice issue >> Many assembly reference errors.
{code:java}
Assets\Bolt\Bolt.Core\Runtime\BTS\HybridTypeFormatter.cs(4,12): error CS0246: The type or namespace name 'RegisterFormatterAttribute' could not be found (are you missing a using directive or an assembly reference?){code}
{code:java}
Assets\Bolt\Bolt.Core\Runtime\Serialization\Serialization.cs(25,12): error CS0246: The type or namespace name 'BindTypeNameToTypeAttribute' could not be found (are you missing a using directive or an assembly reference?){code}
{code:java}
Assets\Bolt\Bolt.Core\Runtime\Reflection\NamespaceFormatter.cs(2,18): error CS0234: The type or namespace name 'OdinSerializer' does not exist in the namespace 'Unity.Bolt' (are you missing an assembly reference?){code}
{code:java}
Assets\Bolt\Bolt.Core\Runtime\Unity\UnityComponent.cs(9,106): error CS0246: The type or namespace name 'ISupportsPrefabSerialization' could not be found (are you missing a using directive or an assembly reference?){code}
Broken with Unity, 2019.4.1f1, 2020.1.b13
Note: AOT pre-build was a manual step in Bolt 1. It seems we've now somehow added it to the switch targets or build steps.
!image-2020-07-01-10-14-46-841.png!
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Resolution Note:
So i tested this on the command line and it works as expected as long are you switch the target platform before firing off your build scripts.
You need to switch target to fire of the AOT pre build.
The only thing that could be an issue is if you do a prebuild via the build menu and then later use a build script.
The package will build from old AOT setting, but it won't do a new pre build. I'm not sure how AOT works. I know with Bolt 1 you could delete AOT info, you also had the option to regenerate AOT.
Might be worth bringing those options back.
Closing issue.