GithubHelp home page GithubHelp logo

unityplugins's Introduction

Unity plugins for Windows Platforms v1.0

Documentation for Usage of the APIs is present at: http://microsoft.github.io/unityplugins

Following documentation only tells you how to build the packages

##Store Contains APIs for inapp purchases, license checks, catalog listing and receipt validation

##Core Contains utilities, tiles, toasts, badges etc.

##AzureMobile Contains CRUD operations for Azure Mobile Services

##Ads Contains Ad APIs for Microsoft Ads

##Social (In progress, not in the build scripts) Mostly a wrapper for Facebook

#Build Instructions

  • We use powershell to build all the projects and export UnityPackages. Make sure you set the variables in the build.ps1 script

  • IMPORTANT: Make sure that you have set the path to the msbuild included with Visual Studio as the $msbuild_vs variable in the build.ps1 script. Plugins do not build with .net msbuild

  • Visual Studio 2015 is REQUIRED to build these plugins

  • Plugins only work on Windows 10 at the moment

  • Make sure that the $unity_exe variable is set to the correct path for Unity in the build.ps1 script

  • Install Windows Azure SDK for Visual Studio 2015 from http://azure.microsoft.com/en-us/downloads/

  • Install the latest Microsoft Advertising SDK from http://adsinapps.microsoft.com/en-us/

  • Make sure you install the latest version of nuget from http://blog.nuget.org/20150902/nuget-3.2RC.html (3.2+) and set its path in the $nuget_exe variable in the build.ps1 script

  • You DO NOT need to use the Cortana package. All Cortana functionality is present in the Core plugin and that is sufficient. Use the Cortana unity package as a learning sample.

  • Finally, run "Windows Powershell"

  • The build script (build.ps1) is a powershell script and is set to stop on any failure. The last failure you see is the one that broke the build.

  • Run the following in your powershell to allow build script to run. Answer 'Y' to the question on allowing unsigned scripts to run. 'Set-ExecutionPolicy -Scope CurrentUser unrestricted'

  • run ".\build.ps1" with one of the options

    • -store will build store plugin
    • -core will build the core plugin
    • -ads will build the ads plugin
    • -azure will build the azure plugin
    • -all will build all the plugins
    • -help will print the help message
  • Successful completion of the build.ps1 script will build all the plugins in the various flavors Debug/Release/architecture and place the binaries in the "Binaries" folder in the root of the project. It will additionally also copy the newly built DLLs to the Samples and run Unity to export the packages into the UnityPackages folder in the project root.

unityplugins's People

Contributors

msftgits avatar sailro avatar sanjeevdwivedi avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

unityplugins's Issues

Make Core Test look more professional

  • Currently, the text status boxes get truncated, fix that
  • Probably break the scenarios down a bit e.g. separate scenes for:
    • Tiles, Toasts and Badges
    • Reading and Writing Bytes/Texts: Have text fields where you can enter text/random bytes and have them read back
    • Roaming -

Ads - Plugins colliding with each other

Plugin 'Microsoft.UnityPlugins.Advertising.dll' is used from several locations:
Assets/Plugins/WSA/x64/Microsoft.UnityPlugins.Advertising.dll would be copied to /Microsoft.UnityPlugins.Advertising.dll
Assets/Plugins/WSA/x86/Microsoft.UnityPlugins.Advertising.dll would be copied to /Microsoft.UnityPlugins.Advertising.dll
Assets/Plugins/WSA/ARM/Microsoft.UnityPlugins.Advertising.dll would be copied to /Microsoft.UnityPlugins.Advertising.dll
Plugin 'Microsoft.UnityPlugins.Common.dll' is used from several locations:
Assets/Plugins/WSA/ARM/Microsoft.UnityPlugins.Common.dll would be copied to /Microsoft.UnityPlugins.Common.dll
Assets/Plugins/WSA/x64/Microsoft.UnityPlugins.Common.dll would be copied to /Microsoft.UnityPlugins.Common.dll
Assets/Plugins/WSA/x86/Microsoft.UnityPlugins.Common.dll would be copied to /Microsoft.UnityPlugins.Common.dll
Please fix plugin settings and try again.

UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions(String)
UnityEditorInternal.PluginsHelper:CheckFileCollisions(BuildTarget) (at C:/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRu

Issue getting VideoAdsSample to display ads when built as Windows Store App

Issue:
I am not able to see Video Ads when I deploy the Unity VideoAdsSample project as a Windows Store App. Below are the steps I am taking and the results.

  1. Ran the PowerShell script successfully.
  2. Opened the Unity Video Ad Sample project unityplugins-master\Samples\Advertising\VideoAdsSample
  3. Imported unityplugins-master\UnityPackages\Microsoft.UnityPlugins.Advertising
  4. I attempted to build the project as Window Store app and received the attached error
    unitybuilderror
  5. I was able to resolve the issue by changing the platforms for plugins from "Any Platform" to "Editor" on Assets/Plugins/Microsoft.UnityPlugins.Advertising
    advertisingdllplugin_editor
  6. I was then able to build for the Window Store
  7. I added Microsoft.UnityPlugins.Utils.Initialize((action) => AppCallbacks.Instance.InvokeOnAppThread(new AppCallbackItem(() => action()), false)) after Window.Current.Activate() within App.xaml.cs
  8. I rebuilt the solution for Release x86 and received the following error message. I have attached a screenshot and the output for Build and Debug.
    windows10applicationerror

**************** BEGIN Output_Build.txt *****************
1>------ Build started: Project: VideoAdsSample, Configuration: Release x86 ------
1> UnityInstallationDir "C:\Program Files\Unity\Editor".
1> UnityWSAPlayerDir "C:\Program Files\Unity\Editor\Data\PlaybackEngines\metrosupport".
1> UnityProjectDir "C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample".
1> Copying unprocessed assemblies...
1> Running AssemblyConverter...
1> AssemblyConverter done.
1> VideoAdsSample -> C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\VideoAdsSample.exe
1>C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v14.0\AppxPackage\Microsoft.AppXPackage.Targets(1778,5): warning APPX1707: No implementation file was provided for the .winmd file 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\Microsoft.Advertising.winmd'. To generate registration information in the app manifest, specify the 'Implementation' metadata on the .winmd reference item in the project file.
2>------ Deploy started: Project: VideoAdsSample, Configuration: Release x86 ------
2>Updating the layout...
2>Copying files: Total 4 mb to layout...
2>Checking whether required frameworks are installed...
2>Registering the application to run from layout...
2>Deployment complete (913ms). Full package name: "VideoAdsSample_1.0.0.0_x86__pzq3xp76mxafg"
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========
**************** END Output_Build.txt *****************

**************** BEGIN Output_Debug.txt *****************
'VideoAdsSample.exe' (CoreCLR: DefaultDomain): Loaded 'C:\Program Files\WindowsApps\Microsoft.NET.CoreRuntime.1.0_1.0.23302.0_x86__8wekyb3d8bbwe\mscorlib.ni.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\entrypoint\VideoAdsSample.exe'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
Symbols for the module 'VideoAdsSample.exe' were not loaded.

  1. Use a debug build configuration or disable the debug option 'Enable Just My Code'.
  2. Check the 'Symbols' settings under debugging options.'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Runtime.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\WinMetadata\Windows.winmd'. Module was built without symbols.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Runtime.InteropServices.WindowsRuntime.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\UnityPlayer.winmd'. Module was built without symbols.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Runtime.WindowsRuntime.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Runtime.WindowsRuntime.UI.Xaml.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\Microsoft.UnityPlugins.Common.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Collections.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\WinRTBridge.winmd'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\BridgeInterface.winmd'. Module was built without symbols.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Private.Uri.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Threading.Tasks.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\UnityEngine.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\Assembly-CSharp-firstpass.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\Assembly-CSharp.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\UnityEngine.Networking.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\UnityEngine.UI.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.IO.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Net.Primitives.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Private.Networking.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Reflection.Primitives.dll'. Module was built without symbols.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Reflection.dll'. Module was built without symbols.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Text.Encoding.dll'. Module was built without symbols.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Runtime.InteropServices.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Threading.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Runtime.Extensions.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Diagnostics.Debug.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
    Module information:
    Built with Compiler Ver '190023026'
    Built from '5.2/release' branch
    Version is '5.2.2f1 (3757309da7e7)'
    Release build
    Application type 'XAML'
    Used 'UWP'

PlayerConnection initialized from C:/Users/scott.havird/Downloads/unityplugins-master_1.0/unityplugins-master/Samples/Advertising/VideoAdsSample/out_2015.11.02_pm/VideoAdsSample/bin/x86/Release/AppX/Data (debug = 0)

PlayerConnection initialized network socket : 0.0.0.0 55179

Multi-casting "[IP] 10.0.1.6 [Port] 55179 [Flags] 2 [Guid] 1889589057 [EditorId] 4294967295 [Version] 1048832 [Id] MetroPlayerX86(DESKTOP-F93AH1S) [Debug] 0" to [225.0.0.222:54997]...

GfxDevice: creating device client; threaded=1

Disabling Low Latency presentation API.

Direct3D:

Version:  Direct3D 11.0 [level 11.0]

Renderer: NVIDIA GeForce GT 750M    (ID=0xfe9)

Vendor:   NVIDIA

VRAM:     1990 MB

Initialize engine version: 5.2.2f1 (3757309da7e7)

Disabling independent input source.

Logical Screen DPI is 144.00.

'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\UnityEngineProxy.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\Microsoft.UnityPlugins.Advertising.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Linq.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Text.RegularExpressions.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'VideoAdsSample.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\bin\x86\Release\AppX\System.Globalization.dll'. Module was built without symbols.
Start-ad initiation

(Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/UnityEngineDebugBindings.gen.cpp Line: 70)

Exception: Object reference not set to an instance of an object.
Type: System.NullReferenceException
Module: Assembly-CSharp
InnerException:
AdditionalInfo:
at mainSceneManager.Start()
at mainSceneManager.$Invoke7(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)

(Filename: Line: 0)

NullReferenceException: Object reference not set to an instance of an object.
at mainSceneManager.Start()
at mainSceneManager.$Invoke7(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
(Filename: Line: 0)

NullReferenceException: Object reference not set to an instance of an object.
at mainSceneManager.RequestAd()
at UnityEngine.Events.InvokableCall.Invoke(Object[] args)
at UnityEngine.Events.InvokableCallList.Invoke(Object[] parameters)
at UnityEngine.UI.Button.Press()
at UnityEngine.UI.Button.OnPointerClick(PointerEventData eventData)
at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, BaseEventData eventData)
at UnityEngine.EventSystems.ExecuteEvents.Execute[T](GameObject target, BaseEventData eventData, EventFunction`1 functor)
(Filename: Line: 0)

NullReferenceException: Object reference not set to an instance of an object.
at mainSceneManager.ShowAd()
at UnityEngine.Events.InvokableCall.Invoke(Object[] args)
at UnityEngine.Events.InvokableCallList.Invoke(Object[] parameters)
at UnityEngine.UI.Button.Press()
at UnityEngine.UI.Button.OnPointerClick(PointerEventData eventData)
at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, BaseEventData eventData)
at UnityEngine.EventSystems.ExecuteEvents.Execute[T](GameObject target, BaseEventData eventData, EventFunction`1 functor)
(Filename: Line: 0)

Trimming D3D resources.

The program '[14168] VideoAdsSample.exe: Program Trace' has exited with code 0 (0x0).
The program '[14168] VideoAdsSample.exe' has exited with code 1 (0x1).
**************** END Output_Debug.txt *****************

The output for the build shows some interesting information, line 9 from Output_Build.txt"C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v14.0\AppxPackage\Microsoft.AppXPackage.Targets(1778,5): warning APPX1707: No implementation file was provided for the .winmd file 'C:\Users\scott.havird\Downloads\unityplugins-master_1.0\unityplugins-master\Samples\Advertising\VideoAdsSample\out_2015.11.02_pm\VideoAdsSample\Microsoft.Advertising.winmd'. To generate registration information in the app manifest, specify the 'Implementation' metadata on the .winmd reference item in the project file." Could this be why I am recieving the null reference exception?

Setup:
unityplugins version 1.0
Visual Studio Enterpirse 2015 Version 14.0.23107.0 D14REL
.NET Framework Version 4.6.00079

Thanks,
Scott

Can't build the plugins!

I've set the paths correct inside build.ps1, I have all the required installations, tried with both VS 2015 Update 2 & Update 3. Tried using all Nuget versions available on the website from 3.2 to 3.5, and I still get the following error from inside powershell after I run the build command:

Build FAILED. "A:\02-Stuffies\Unity\Unity Experiments\unityplugins-master\MainProjects\Win10\Microsoft.UnityPlugins.AzureMobileServic es.sln" (default target) (1) -> "A:\02-Stuffies\Unity\Unity Experiments\unityplugins-master\MainProjects\Win10\Microsoft.UnityPlugins.AzureMobileServic es\Microsoft.UnityPlugins.AzureMobileServices.csproj" (default target) (2) -> "A:\02-Stuffies\Unity\Unity Experiments\unityplugins-master\MainProjects\Win10\Microsoft.UnityPlugins.Common\Microsoft. UnityPlugins.Common.csproj" (default target) (3) -> (ResolveNuGetPackageAssets target) -> C:\Program Files (x86)\MSBuild\Microsoft\NuGet\Microsoft.NuGet.targets(140,5): error : Your project.json doesn't list 'win10' as a targeted runtime. You should add '"win10": { }' inside your "runtimes" section in your project.json, and then re-run NuGet restore. [A:\02-Stuffies\Unity\Unity Experiments\unityplugins-master\MainProjects\Win10\Microsoft.Uni tyPlugins.Common\Microsoft.UnityPlugins.Common.csproj]
0 Warning(s) 1 Error(s)

Time Elapsed 00:00:00.24

[Failed] AzureMobileServices - AnyCPU, RELEASE project. Exiting now

And after I include "win10": {} inside the project.json file, I start getting the following error:

Microsoft.NETCore.Portable.Compatibility 1.0.0 provides a compile-time reference assembly for mscorlib on UAP,Version=v1 0.0, but there is no run-time assembly compatible with win10. Some packages are not compatible with UAP,Version=v10.0 (win10). Committing restore... A:\02-Stuffies\Unity\Unity Experiments\unityplugins-master\MainProjects\Win10\Microsoft.UnityPlugins.Common\Microsoft.Un ityPlugins.Common.csproj Restore failed in 750ms. Committing restore... A:\02-Stuffies\Unity\Unity Experiments\unityplugins-master\MainProjects\Win10\Microsoft.UnityPlugins.AzureMobileServices \Microsoft.UnityPlugins.AzureMobileServices.csproj Restore completed in 1480ms.

Errors in A:\02-Stuffies\Unity\Unity Experiments\unityplugins-master\MainProjects\Win10\Microsoft.UnityPlugins.Common\Mi crosoft.UnityPlugins.Common.csproj Microsoft.NETCore.Portable.Compatibility 1.0.0 provides a compile-time reference assembly for mscorlib on UAP,Versio n=v10.0, but there is no run-time assembly compatible with win10. Some packages are not compatible with UAP,Version=v10.0 (win10).

NuGet Config files used: C:\Users\GxD^\AppData\Roaming\NuGet\NuGet.Config C:\ProgramData\nuget\Config\Microsoft.VisualStudio.Offline.config C:\ProgramData\nuget\Config\ServiceFabricSDK.config

Feeds used: https://api.nuget.org/v3/index.json C:\Program Files (x86)\Microsoft SDKs\NuGetPackages\ C:\Program Files\Microsoft SDKs\Service Fabric\packages\

[Failed] Nuget restore Core project. Exiting now

I've been going through this for days and it's really frustrating! Any help would be greatly appreciated!

Failed to resolve Assembly Microsoft.Advertising

Hey guys,
so I built and imported the Unity Package into my Project, set up the dlls to not interfer with each other, but while building I get the following error:

UnityException: Failed to run reference rewriter with command --target="Temp\StagingArea\Microsoft.UnityPlugins.Advertising.dll"

Catastrophic failure while running rrw: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Microsoft.Advertising, Version=255.255.255.255, Culture=neutral, PublicKeyToken=null'

I tried adding the Microsoft.Advertising.dll to my Plugins/WSA Folder, but that doesn't help. Any thoughts?

Why make us compile this?

Why don't you compile it, sign it, and provide it as a unity package.

I don't want to download half the internet, spend weeks trying to get it to work, just to use the ad network.

VideoAdsSample outWin10 will not load in Visual Studio

The instructions for the Advertising http://microsoft.github.io/unityplugins/ads/ indicates in the last sentence the following:
"A Windows Store exported project with the appropriate settings is present in the Samples/Advertising/out_win10 folder."

When trying to load the VideoAdsSample.sln into Visual Studio from folder \Samples\Advertising\VideoAdsSample\outWin10 I get the following error:

C:\Users...\Samples\Advertising\VideoAdsSample\outWin10\VideoAdsSample\VideoAdsSample.csproj : error : The imported project "C:\Users...\Samples\Advertising\VideoAdsSample\outWin10\UnityCommon.props" was not found. Confirm that the path in the declaration is correct, and that the file exists on disk. C:\Users...\Samples\Advertising\VideoAdsSample\outWin10\VideoAdsSample\VideoAdsSample.csproj

It appears that a file called UnityCommon.props was not found.

Please review and/or fix this??

I am as d.....b as f.....k Are you missing an assembly reference?Error

Hi I downloaded package.I get
Assets/Scripts/Walking.cs(5,17): error CS0234: The type or namespace name UnityPlugins' does not exist in the namespaceMicrosoft'. Are you missing an assembly reference?
Where are these dlls?
Can sombody make a short tutorial how to get them from VS?
Does cortana work in Unity?

Add support for Microsoft Account Login

Windows does not have Gamecenter like iOS, so most games and apps targeting windows lose the identity, or they choose Facebook or some other oAuth provider. Since the user is already signed into the Windows Device, it would be nice to have support to get that users name and profile pic associated with their Microsoft account.

Windows Ads. Always "Network Error, HRESULT: 80070005"

When use Windows Advertising SDK always get this error on requesting Ad-

Microsoft.Advertising.WinRT.UI.AdErrorEventArgs
ErrorCode | NetworkConnectionFailure | Microsoft.Advertising.ErrorCode
ย  | ErrorMessage | "Network Error, HRESULT: 80070005" | string

Advertisements Plugin needs additional APIs

We need more granular Ad support:

Need support for:

Banner Ads

  • Needs implementing. Not yet implemented

Video Ads

  • Is the Ad ready for launching
  • Is Ad showing
  • Callback for - did the user finish watching the Ads - so users can be rewarded for watching the video

Wrong AppId in Store sample

/StoreTest/out_win10/StoreTest/WindowsStoreProxy.xml
e0565e6-6b42-45b1-861d-81b9f54e9956
instead
ee0565e6-6b42-45b1-861d-81b9f54e9956

Please I need a video tutorial of how to set-up and configure

Please I need a walkthrough of how to setup this plugins, I keep getting errors when I open the sample unity scene in quotes "The type or namespace 'UnityPlugins' does not exist in the namespace 'Microsoft'. Are you missing an assembly reference?".

Unity Exception : Failed to run assembly converter

I know this may be a support issue and not a bug but I just don't see a clear way to submit a support question. I'm just trying to use the advertising API and build to a Universal 10 Solution. Anything configuration I try meets with the exact same result error at Build.

The video advertising sample works but I just can't find the difference between my own project and the sample to account for the error. I have imported only the advertising package.

The following two errors appear.

Error 1
Error building Player: UnityException: Failed to run assembly converter with command -metadata=0 -platform=uap -lock="UWP\project.lock.json" Temp\StagingArea\Assembly-CSharp.dll -path="Temp\StagingArea".
System.IO.FileNotFoundException: Assembly "Microsoft.UnityPlugins.Advertising, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" file not found.
at Unity.UWPAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Unity.UWPAssemblyResolver.Resolve(AssemblyNameReference name)
at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
at Mono.Cecil.TypeReference.Resolve()
at Unity.ModuleContext.Retarget(TypeReference type, GenericContext context)
at Unity.ModuleContext.Retarget(MethodReference method, GenericContext context)
at Unity.FixReferencesStep.Visit(MethodDefinition method, GenericContext context)
at Unity.FixReferencesStep.Visit(TypeDefinition type)
at Unity.TypeDefinitionDispatcher.DispatchType(TypeDefinition type)
at Unity.TypeDefinitionDispatcher..ctor(ModuleDefinition module, ITypeDefinitionVisitor visitor)
at Unity.FixReferencesStep.ProcessModule()
at Unity.ModuleStep.Execute()
at Unity.FixReferencesStep.Execute()
at Unity.Step.Execute(OperationContext operationContext, IStepContext previousStepContext)
at Unity.Operation.Execute()
at Unity.Program.Main(String[] args)

Error 2

UnityException: Failed to run assembly converter with command -metadata=0 -platform=uap -lock="UWP\project.lock.json" Temp\StagingArea\Assembly-CSharp.dll -path="Temp\StagingArea".
System.IO.FileNotFoundException: Assembly "Microsoft.UnityPlugins.Advertising, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" file not found.
at Unity.UWPAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Unity.UWPAssemblyResolver.Resolve(AssemblyNameReference name)
at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
at Mono.Cecil.TypeReference.Resolve()
at Unity.ModuleContext.Retarget(TypeReference type, GenericContext context)
at Unity.ModuleContext.Retarget(MethodReference method, GenericContext context)
at Unity.FixReferencesStep.Visit(MethodDefinition method, GenericContext context)
at Unity.FixReferencesStep.Visit(TypeDefinition type)
at Unity.TypeDefinitionDispatcher.DispatchType(TypeDefinition type)
at Unity.TypeDefinitionDispatcher..ctor(ModuleDefinition module, ITypeDefinitionVisitor visitor)
at Unity.FixReferencesStep.ProcessModule()
at Unity.ModuleStep.Execute()
at Unity.FixReferencesStep.Execute()
at Unity.Step.Execute(OperationContext operationContext, IStepContext previousStepContext)
at Unity.Operation.Execute()
at Unity.Program.Main(String[] args)

PostProcessUAP.RunAssemblyConverterNoMetadata (System.String assembly, System.String projectLockFile) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessUAP.cs:69)
PostProcessWinRT.RunReferenceRewriter () (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:547)
PostProcessWinRT.Process () (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
UnityEditor.Metro.BuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:99)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
UnityEditor.HostView:OnGUI()

Documentation for Store Plugin

  • Need a document describing the flow of the APIs e.g. LoadLicenseXML is first API for testing simulator .. how to test it, how to use it.. and links to MSDN articles/APIs

not working for IL2CPP Builds?

> Failed running E:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "E:\work2\winTest\wintest\Temp\StagingArea\Data\Managed\tempStrip" -l none -c link -b False -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Core.xml" -f "E:\Program Files\Unity\Editor\Data\il2cpp\LinkerDescriptors" -x "E:\work2\winTest\wintest/Temp\StagingArea\Data/methods_pointedto_by_uievents.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\AI.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Animation.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Audio.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\CloudWebServices.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Core.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\IMGUI.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\JSONSerialize.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\ParticlesLegacy.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\ParticleSystem.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Physics.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Physics2D.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Terrain.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\TerrainPhysics.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\TextRendering.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UI.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UNET.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityAds.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityAnalytics.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityConnect.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityWebRequest.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\VR.xml" -x "E:\Program Files\Unity\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Web.xml" -d "E:\work2\winTest\wintest\Temp\StagingArea\Data\Managed" -a  "E:\work2\winTest\wintest\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a  "E:\work2\winTest\wintest\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll"
> 
> stdout:
> Fatal error in Mono CIL Linker
> System.Exception: Error while processing references of 'Microsoft.UnityPlugins.Common, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Windows.Foundation.UniversalApiContract, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
>    at Mono.Linker.LinkContext.Resolve(IMetadataScope scope)
>    at Mono.Linker.Steps.LoadReferencesStep.ProcessReferences(AssemblyDefinition assembly)
>    --- End of inner exception stack trace ---
>    at Mono.Linker.Steps.LoadReferencesStep.ProcessReferences(AssemblyDefinition assembly)
>    at Mono.Linker.Steps.BaseStep.Process(LinkContext context)
>    at Mono.Linker.Pipeline.Process(LinkContext context)
>    at Mono.Linker.Driver.RunDriver(Driver driver)
> stderr:
> 
> UnityEngine.Debug:LogError(Object)
> UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:94)
> UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:107)
> UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:100)
> UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:201)
> UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:131)
> UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:201)
> UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:128)
> PostProcessUAPIl2Cpp:RunIL2CPP() (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessUAPIl2Cpp.cs:92)
> PostProcessWinRT:Process() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:131)
> UnityEditor.HostView:OnGUI()
> 

Exception: E:\Program Files\Unity\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe did not run properly!
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:96)
UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (IEnumerable`1 args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:107)
UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, IIl2CppPlatformProvider platformProvider, IEnumerable`1 additionalBlacklist, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:100)
UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.String stagingAreaData, IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:201)
UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:131)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:201)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:128)
PostProcessUAPIl2Cpp.RunIL2CPP () (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessUAPIl2Cpp.cs:92)
PostProcessWinRT.Process () (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:131)
UnityEditor.Metro.BuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:133)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
UnityEditor.HostView:OnGUI()

``

why is this plugin no longer updated and fixed !?

as a developer i am very unhappy with what you are doing here how we are supposed to put microsoft ads and iap in our unity games when we port them from android if this plugin is a mess and no one fixing it!

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.