I can not even instantiate a prefab in VS - WSA 8.1

When running locally the project in VS targeting Win Store 8.1 from a solution bilt in 4.7.2 I get this messages in console after them simple cole like instantiating menu camera trows an exception. Project works perfectly on editor and is already running on steam. I’m totally lost. Would any of the below msgs avoid prefabs instantiating?

[3.376997 / 7.501747] - Initialize
Initialize engine version: 4.7.2f1 (a7fe7b7f3d1f)
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\Windows.Media.Devices.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\Windows.Media.Devices.dll’ descargado
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\Windows.Media.Devices.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\DevDispItemProvider.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\DDORes.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\DDORes.dll’ descargado
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\DDORes.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\DefaultDeviceManager.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\DefaultDeviceManager.dll’ descargado
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\DefaultDeviceManager.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\AudioSes.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\avrt.dll’ cargado. Símbolos cargados.
[3.709793 / 7.756980] - MonoManager::ctor
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityEngineProxy.dll’ cargado.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityEngineProxy.dll’ cargado.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityEngineProxy.dll’ descargado
‘Template.exe’ (CLR v4.0.30319: DefaultDomain): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityEngineProxy.DLL’ cargado. No se encuentra el archivo PDB o no se puede abrir.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\AmplifyMotion.dll’ cargado.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\AmplifyMotion.dll’ cargado.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\AmplifyMotion.dll’ descargado
‘Template.exe’ (CLR v4.0.30319: DefaultDomain): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\AmplifyMotion.DLL’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityScript.Lang.dll’ cargado. El módulo se compiló sin símbolos.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityScript.Lang.dll’ cargado. El módulo se compiló sin símbolos.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityScript.Lang.dll’ descargado
‘Template.exe’ (CLR v4.0.30319: DefaultDomain): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityScript.Lang.DLL’ cargado. El módulo se compiló sin símbolos.
‘Template.exe’ (Win32): ‘C:\Windows\assembly\NativeImages_v4.0.30319_32\System.Linq\cd8bd0a12e124a32695c1f65f983b8b6\System.Linq.ni.dll’ cargado.
‘Template.exe’ (Win32): ‘C:\Windows\assembly\NativeImages_v4.0.30319_32\System.Linq\cd8bd0a12e124a32695c1f65f983b8b6\System.Linq.ni.dll’ descargado
‘Template.exe’ (Win32): ‘C:\Windows\assembly\NativeImages_v4.0.30319_32\System.Linq\cd8bd0a12e124a32695c1f65f983b8b6\System.Linq.ni.dll’ cargado.
‘Template.exe’ (CLR v4.0.30319: DefaultDomain): ‘C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\System.Linq\v4.0_4.0.0.0__b03f5f7f11d50a3a\System.Linq.dll’ cargado. Se omitió la carga de símbolos. El módulo está optimizado y la opción del depurador ‘Solo mi código’ está habilitada.
[1.138217 / 8.895197] - MonoManager::FillCommonScriptingClasses begin…
[0.059744 / 8.954941] - MonoManager::FillCommonScriptingClasses end…
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityEngineDelegates.dll’ cargado. No se encuentra el archivo PDB o no se puede abrir.
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityEngineDelegates.dll’ descargado
‘Template.exe’ (Win32): ‘G:\Builds\WinStore_Build\TokyoWarfare\bin\x86\Debug\AppX\UnityEngineDelegates.dll’ cargado. No se encuentra el archivo PDB o no se puede abrir.
Disabling independent input source.
Logical Screen DPI is 96.00.
[0.000059 / 19.294584] - AppCallbacks::SetupInputEvents
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\Windows.Devices.Sensors.dll’ cargado. Símbolos cargados.
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\Windows.Devices.Sensors.dll’ descargado
‘Template.exe’ (Win32): ‘C:\Windows\SysWOW64\Windows.Devices.Sensors.dll’ cargado. Símbolos cargados.
onecoreuap\drivers\mobilepc\sensors\convergence\api\winrt\lib\simpleorientationsensor.cpp(125)\Windows.Devices.Sensors.dll!21D317AA: (caller: 21D2F1B7) ReturnHr(1) tid(3970) 80070490 No se ha encontrado el elemento.
[0.043943 / 19.338917] - AppCallbacks::SetupOrientationSensorEvents
[10.384276 / 19.339217] - Starting to load first level
GlobalManager ‘NetworkManager’ is not included.
GlobalManager ‘MasterServerInterface’ is not included.
The referenced script on this Behaviour is missing!

(Filename: C:/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp Line: 1773)

Here the error:

desktop_mode

(Filename: C:/buildslave/unity/build/artifacts/MetroSupportGenerated/UnityEngineDebug.cpp Line: 62)

Primera excepción del tipo ‘System.ArgumentException’ en UnityEngine.DLL
Se produjo una excepción de tipo ‘System.ArgumentException’ en UnityEngine.DLL pero no se controló en el código del usuario
Información adicional: The prefab you want to instantiate is null.
[12.988111 / 26.578047] - OnWindowActivated event - Deactivated.
Exception: The prefab you want to instantiate is null.
Type: System.ArgumentException
Module: UnityEngine
InnerException:
AdditionalInfo:
at UnityEngine.Object.CheckNullArgument(Object arg, String message)
at UnityEngine.Object.Instantiate(Object original, Vector3 position, Quaternion rotation)
at ui_MenuCam_Manager.Awake()
at ui_MenuCam_Manager.$Invoke0(Int64 instance, Int64* args)
at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)

(Filename: Line: 0)

Is the thing you pass to Instantiate from ui_MenuCam_Manager null by any chance?

I mean the console says:

Exception: The prefab you want to instantiate is null.
But in editor it does instantiate and I checked the prefab to exist in resources folder. In the first place I believe it would have failed already in editor if it was not placed in there.

After that I manage to get to next menu screen and I get consolo FLOODED in a very massive way due to photon errors. Photon is suposed to work in WSA8.1 but I’m ready to remove support for online as no many are playing already so I’ll make backup cleanup networking and see if that is the cause of this mess.

Targeting windows store can I use.

Resources.load (“myWhateverString”) when performing instantiate?

I’ve striped all the photon networking code and I still get the isntantiation issue but after moving further it has to instantiate because menu camera is rendering. Same stuff on each menu scene.

I’d suggest you use a C# debugger to figure out exactly what step is failing. Guessing won’t work.

Thank you will try, I’m new to VS and all this process is quite confusing. Will report if I manage to fix.

Ok “all” console flood error gones. Instantitation works nicelye, menu issues are gone, Ic an serialize, read write files…
90% is up and running. I still have a memory allocation issue when reading player prefs. Will check this tomorrow.

The thing is that I’m not totally sure what has happened for this to be fixed all of a sudden.

The things I did when trying to fix.

Installed VS 2017 Community.–> To notice I can target WSA8.1 from there.
Installed VS 2013 tools for unity.
I re built WS project from unity including all the maps.

Also, noticed that when editing an script mono develop does not launch but VS2013, for whatever reason. First time I saw loading a bunch of dlls, may that have fixed the issues dunno.

EDIT: OK unityplayer.pdb was in the debug folder on the build directory… now I’ve a super long callstack