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"Bee" Library build fail Windows.Foundation Android #11778
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@SashelI we recommend you move to MRTK3. Magic Leap is supporting MRTK3, and can assist with issues related to that platform. |
Hi, We currently can't afford to move to MRTK 3 as it is a full product and not a new project |
Hey @SashelI! Did you find an answer to this? |
Hey, this was a while ago, but I think this was one of these :
Sorry I can't remember the exact solution, but after creating a new project from scratch and fighting with dll problems I managed to solve this. |
Hey for anyone else struggling with this I also seemed to fix it by deleting the Library folder and restarting Unity :) I've had to do it a few times since then but it always seems to work. I've been having battles with low ram usage while building in Unity despite having 32gb of ram. Closing Chrome, Steam, etc. while building has fixed this for me and resulted in less of this issue. |
Describe the bug
Hi,
I recently tried to switch a MRTK 2.8 HoloLens project to Android for a MagicLeap build, meaning switching build config from UWP to Android.
Thing is, whenever I try to build, I get this error :
I know this means someting somewhere is referencing a WinRT or WinMD namespace, but everything in my code that does is conditionned by
"#if WINDOWS_UWP ; #if ENABLE_WINMD_SUPPORT ; #if !UNITY_EDITOR && UNITY_WSA_10_0 ; #if NETFX_CORE ; #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN ; #if (UNITY_WSA && !UNITY_EDITOR)..."
I tried to check into the .rsp file to see if Windows.Foundation is referenced but it isn't, and the only topic I can find on internet that is close is talking about the Burst package that fixed it above v1.7.x -> I have Burst (used by gltFast), but the 1.8.3 version that does not have the issue any more....
Anyone came across this problem before ?
Thanks
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