Search Issue Tracker
Fixed
Votes
0
Found in
5.5.0b5
Issue ID
839333
Regression
No
[UWP] Universal Windows native dll is ignored in Release/Master but works in Debug
Steps to reproduce:
1. Open attached project "839333.zip"
2. Open scene "Dummy"
3. Build for Local Machine
4. Once building is done open solution with VS
5. Open App.xsml.cpp and at the end of constructor add "m_AppCallbacks->AddCommandLineArg("-force-d3d11-no-singlethreaded");"
6. Run solution as x86 Debug and notice that video does play
7. Run solution as x86 Release and notice error printed every frame:
InvalidOperationException: Nullable object must have a value.
-Plugin works fine on x86 when running Debug build. Doesn't work on Release and Master builds
-Reproducible on .NET and IL2CPP
-Tested on Universal 8.1 and plugin is missing in all cases
-Tested on x64, plugin is missing in all cases
-Running as Release throws the following error in UnityPlayer.log file:
Loading native plugins
Loading MFUnityBridge.dll
Failed to load 'MFUnityBridge.dll', expected x86 architecture, but was Unknown architecture. You must recompile your plugin for x86 architecture.
(Filename: C:\buildslave\unity\build\Runtime/Misc/Plugins.cpp Line: 139)
Reproduced with: 5.3.6p7, 5.4.1p4, 5.5.0b7
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Asset Database warning is being logged continuously when creating a script in an embedded package
- The Scene is marked as dirty when navigating Hierarchy by using arrow keys
- Build process only shows Initializing when building for Android
- TileMap Palette preview flickers when scaled
- Shader Graph Blackboard "plus" sign is not centered within the button
danilogasques
Mar 16, 2017 12:43
I am having a similar issue with Unity3D, but my library doesn't get recognized on either build modes.