I need to package up dll via that is to be used in windows 8 metro. Since there will be ARM devices as well as x86 and x64, do I need need to build a separate dll for each, or do can I just build it for "Any CPU?"
Well, you can build the dll with "Any CPU" and it should comfortably work with all the platforms, if you are still fuzzy about the bitness issues (x86 / x64), you can build seperate DLL's and package in one nuget package.
You can refer Nuget Docs for convenctions to publish the dll's for different profiles in a single package.
Cheers!
Related
In previous versions of VS2017, we were able to use nuspec to specify platform specific dlls, e.g., Test.dll and Test.Net45.dll for Net45, and TEst.dll and Test.iOS.dll for iOS. VS2017 provides a Package tab which allows specifying versions, descriptions, etc. but there does not seem to be a way to specify platform. I do see Configuration: N/A and Platform: N/A but these are probably not relevant. How can this be done?
Incidentally, multi-targeting would not work, because Test.dll has to stay PCL (netstandard13).
We use msbuild pack in TeamCity.
I'm getting a DLLNotFoundException in standalone builds on some windows machines, others work perfectly. Dll file is definitely in the plugins folder, copied it to the projectName_Data folder too but no difference.
Also attempted to add dll to streaming assets folder and set new path (Environment.SetEnvironmentVariable) as above but that didn't work either.
Using Unity 4.5.5 btw
Any help at all would be greatly appreciated!!!
What I found is that the error DllNotFoundException is, in some circumstances, very misleading. Unity is not to blame for this because when something goes wrong with dll loading, Unity simply doesn't have that dll in memory and tells you so.
As Keysosaurus says, Visual C++ Redistributable must be installed for your standalone version to work and in most cases this solves the trouble but there can be other reasons like third party dependencies.
In case you are using third party libraries then you must also copy all the needed DLLs or SOs to your executable's folder.
For example I am working with OpenNI 2 and when I build I immediately copy all files from C:\Program Files (x86)\OpenNI2\Redist folder to the folder that contains the .exe. Not doing this results in DllNotFoundException.
Also don't forget that DLLs (and SOs) must match the architecture you are targeting so if you are targeting x64 (64 bit) then your DLL must be x64 too and if you try to use a x86 (32 bit) DLL Unity will be confused and will not load that giving you the same error.
As a side note bear in mind that Unity 5 comes both in 32 and 64 bit versions. In order to run your game in Unity Editor, all third party libraries must be present in both x86 and x64 (in Unity's conventional folders) or at least the one that matches you Unity Editor's architecture.
I discovered that the problem was that players needed Visual C++ redistributable installed, which can be downloaded here:
https://www.microsoft.com/en-gb/download/details.aspx?id=40784
I have a solution with a core library that is portable, targeted at Windows Store, .NET 4.5 and Windows Phone 8.0
This project will not build via TeamCity.
[12:31:36][GetReferenceAssemblyPaths] C:\Windows\Microsoft.NET\Framework\v4.0.30319\Microsoft.Common.targets(983, 5): warning MSB3644: The reference assemblies for framework ".NETPortable,Version=v4.5,Profile=Profile78" were not found. To resolve this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of the framework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Global Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly targeted for the framework you intend.
Is this a known problem or do I have to install something?
Install the Windows Phone SDK. Although the portable library offer's a bunch of platforms to be commonly compatible with, it still needs the relevant SDKs installed.
I have some .NET code that I am looking into porting into being a Windows Store app.
This code does a few different things and one of the things it does has a dependency on being compiled as x86 instead of AnyCPU.
Is this going to be a problem? Can a Metro app be compiled as x86 and still be distributed on the Windows Store? Is being compiled as x86 going to stop it from being able to run in Windows RT? Would I have to come up with a version without this subset of functionality to run in Windows RT? If I can get the code into its own assembly can I just have the Windows RT version not use it? (so, the main executable is AnyCPU and this one assembly is x86).
Can a Metro app be compiled as x86 and still be distributed on the Windows Store?
Yes. However, it would only be installable for x86 installations.
Is being compiled as x86 going to stop it from being able to run in Windows RT?
Since Windows RT is designed to run only on ARM CPUs, compiling for x86 will stop it from being able to run on Windows RT.
Would I have to come up with a version without this subset of functionality to run in Windows RT? If I can get the code into its own assembly can I just have the Windows RT version not use it?
You could use conditional compilation symbols to include/exclude functionality as required in your code. https://stackoverflow.com/a/6587823/61385 shows an example of how to do this.
Just compile whatever libs you need and when you upload to app store just upload the one you want to. Check your apppackages folder and look for the .appxupload files.
I'm writing merge modules for a project I'm working on.
I build two merge modules, one for 32-bit and one for 64-bit. I want to include them in a WiX installer but it tells me I can't:
error LGHT0345: 'installer\bin\x64\Release\en-us\myproject.msm' is a 64-bit merge module but the product consuming it is 32-bit. 32-bit products can consume only 32-bit merge modules.
Is there a way to make a dual CPU project so I can include both?
WiX version is 3.6.
Windows Installer doesn't support multi-platform packages. If you need to write to the 64-bit portion of the file system or registry, you need a 64-bit package.