WMR platform fails to build
SimonDarksideJ opened this issue · comments
XRTK - Mixed Reality Toolkit Bug Report
Describe the bug
There seems to be an API update on the WMR platform Spatial Awareness API's that is preventing the UWP platform from building in UWP
Reference rewriter: Error: method `System.Numerics.Vector3[] Windows.Perception.Spatial.SpatialStageFrameOfReference::TryGetMovementBounds(Windows.Perception.Spatial.SpatialCoordinateSystem)` doesn't exist in target framework. It is referenced from XRTK.WindowsMixedReality.dll at System.Boolean XRTK.WindowsMixedReality.Providers.BoundarySystem.WindowsMixedRealityBoundaryDataProvider::TryGetBoundaryGeometry(System.Collections.Generic.List`1<UnityEngine.Vector3>&).
UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessWinRT.cs:1219)
PostProcessWinRT:Process() (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessWinRT.cs:209)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
It can still run in the editor with spatial awareness turned off but has limited functionality.
To Reproduce
Create a project, target UWP, Build
It's not failing. It's also a known unity bug fixed in 2020+ that hasn't been backported yet.
Tested and works even with error
Except this is preventing a build completing successfully in 2019.4
I don't believe it actually is. The builds have been passing in CI/CD with this error for quite some time
I didn't think we were doing uwp builds on our server, only windows standalone, which won't show up as the classes are bound by uwp directives.
We're doing uwp builds on the server.
@SimonDarksideJ you could reply in that Unity forum thread I linked above, but @TautvydasZilys said it was cosmetic, and not really high on the priority list for 2019 LTS. When 2020 goes LTS and we transition this will go away anyway
Tested on Preview Core-171 / WMR -27 and builds fine