AssetBundle buildTarget for UWP

Hi,

I’m generating assetBundles for a multiplatform app: android, ios and uwp. No problems in the editor, android or ios but not working on uwp devices. I don’ know which one is the buildTarget for UWP platform. I have tried:

  • BuildTarget - StandaloneWindows. Error:

The file can not be loaded because it was created for another build target that is no compatible with this platform.
Please make sure to build AssetBundles using the build tagrget platform that is used by.
File’s Build target is: 5

Error while getting assetbundle: xxxxxxxxxxxx can’t be loaded because it was not built with the right version or build target.

  • BuildTarget - StandaloneWindows64. Error:

The file can not be loaded because it was created for another build target that is no compatible with this platform.
Please make sure to build AssetBundles using the build tagrget platform that is used by.
File’s Build target is: 19

Error while getting assetbundle: xxxxxxxxxxxx can’t be loaded because it was not built with the right version or build target.

  • BuildTarget - WSAPlayer. Error:

Serialized file contains typetrees but the target can’t use them. Will ignore typetrees.
SEHException: external component has thrown an exception

Could you help me please?
Thanks

1 Like

I’m using Unity 2017.4.6

Thanks!

The Platform is Universal Windows Platform,
The Build Type can be D3D or Xaml.

Hi, thank you very much but that doesn’t answer my question at all… I know that UWP is Universal Windows Platform…

What I need to know is the BuildTarget for building AssetBundles for UWP,

https://docs.unity3d.com/ScriptReference/BuildTarget.html

thanks!

Hi,

I found the solution!!

The build target is WSAPlayer with BuildAssetBundleOptions.DisableWriteTypeTree,

thanks

2 Likes

When you build asset bundle, you need to make sure that the scripting backend for UWP is set to whatever you will build your game as. IL2CPP and .NET scripting backends produce different asset bundles.