I’m trying to publish my application in the windows store but the tests fail:
Seems like the wininet.dll is callin an unsopprted dll advapi32.dll.
Also it tells me to add linker options in Visual Studio whereI just can’t find how to set. So my questions:
- How can I set the linker options properly?
- Any solution for the wininet.dll problem?
Where did you get wininet.dll from? It seems to be compiled against windows desktop. I also seem to have one in my C:\Windows\system32\ folder - surely you didn’t copy it from there?
I actually did not copy anything. I just exported my app from Unity for “Windows Store” with universal 10. Should I use different settings?
There is a “wininet.dll” inside your project somewhere, and it’s causing issues. I’m asking where you got it from :).
I’m exporting for Windows Store from Unity. In the created folder the is the wininet.dll. So Unity is getting or creating it from somewhere 
Are you sure it’s not somewhere in your project? Can you post your editor log after building the Windows Store player from Unity?
So I got those two errors in the console:
Reference Rewriter found some errors while running with command --target=“Temp\StagingArea\Vuforia.UnityExtensions.dll” --additionalreferences=“Temp\StagingArea”,“Temp\StagingArea\Plugins\x86”,“Temp\StagingArea\Plugins\x64”,“Temp\StagingArea\Plugins\x64”,“Temp\StagingArea\Plugins\x86”,“C:\Program Files (x86)\Windows Kits\10\UnionMetadata\Facade”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.ApplicationModel.Calls.CallsVoipContract\1.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.ApplicationModel.SocialInfo.SocialInfoContract\1.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.Devices.DevicesLowLevelContract\2.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.Devices.Printers.PrintersContract\1.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.Foundation.FoundationContract\2.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.Foundation.UniversalApiContract\3.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.Graphics.Printing3D.Printing3DContract\3.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.Networking.Connectivity.WwanContract\1.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.Services.Store.StoreContract\1.0.0.0”,“C:\Program Files (x86)\Windows Kits\10\References\Windows.System.Profile.ProfileHardwareTokenContract\1.0.0.0”,"C:\Program Files (x86)\Windows
Reference rewriter: Error: method System.Void UnityEngine.RenderTexture::set_generateMips(System.Boolean)
doesn’t exist in target framework. It is referenced from Vuforia.UnityExtensions.dll at System.Void Vuforia.DistortionRenderingBehaviour::CreateRenderTexture().
UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:560)
PostProcessWinRT:Process() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:127)
UnityEditor.HostView:OnGUI()
and the editor.log is attached.
3121955–236329–Editor.txt (320 KB)
Well as far as I can tell, that method does not exist. It might cause issues at runtime. That doesn’t seem related to your wininet.dll issue. I would try figuring out where that DLL comes from, because it’s definitely not produced by Unity.