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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

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()

``

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 -

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

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

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

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.

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!

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()

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?

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?".

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!

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

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?

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