Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: wheretheidivides on May 13, 2016, 11:11:37 PM
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So I have a game that exports fine to android and windows 86/64. However, when I try to export to windows 10 it gives the following error. Is this a playmaker error? I am using unity 5.3.4p6 and PM 1.8.0f43.
Any Ideas?
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Unhandled Exception: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in :0
at Mono.CSharp.RootNamespace.ComputeNamespaces (System.Reflection.Assembly assembly, System.Type extensionType) [0x00000] in :0
at Mono.CSharp.RootNamespace.ComputeNamespace (Mono.CSharp.CompilerContext ctx, System.Type extensionType) [0x00000] in :0
at Mono.CSharp.GlobalRootNamespace.ComputeNamespaces (Mono.CSharp.CompilerContext ctx) [0x00000] in :0
at Mono.CSharp.Driver.LoadReferences () [0x00000] in :0
at Mono.CSharp.Driver.Compile () [0x00000] in :0
at Mono.CSharp.Driver.Main (System.String[] args) [0x00000] in :0
Missing method .ctor in assembly C:\0-ORIGINALS\Unity3D\BLASTO-Space Bombardiers-MAIN\Assets\Plugins\PlayMaker\Metro\PlayMaker.dll, type System.Runtime.Versioning.TargetFrameworkAttribute The class System.Runtime.Versioning.TargetFrameworkAttribute could not be loaded, used in PlayMaker Can't find custom attr constructor image: C:\0-ORIGINALS\Unity3D\BLASTO-Space Bombardiers-MAIN\Assets\Plugins\PlayMaker\Metro\PlayMaker.dll mtoken: 0x0a000002
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Error building Player because scripts had compiler errors
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I just tried a test here with 5.3.4f1 and it built without errors. I don't have 5.3.4p6 yet, but sometimes patch releases can introduce errors.
Can you grab a screenshot of your Windows Store Build Settings?
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Is this what you need or do you need more? It's the same error is I just do 'local machine'.
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I don't know if this is related ,but I get these errors as well.
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Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(21,40): warning CS0618: `UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo()' is obsolete: `Use EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo'
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Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(45,78): warning CS0618: `UnityEditor.EditorApplication.currentScene' is obsolete: `Use EditorSceneManager to see which scenes are currently loaded'
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Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(55,60): warning CS0618: `UnityEditor.EditorApplication.currentScene' is obsolete: `Use EditorSceneManager to see which scenes are currently loaded'
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Yeah, those are the settings. I'm using the same settings to build... hmmm...
I don't think those warnings are related. Obsolete warnings are generally harmless.
Have you tried building with 5.3.4f1? Is there a specific fix you need in the patch release?
I'll download the patch to see if I can build with it...
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I just always get the latest patch. Unity is the most buggy software in the history of computers. I have not tried going to an older version.
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Did you ever check into this?