This is probably the most annoying error because it does not show until you are finally uploading your game to the windows store, and it seems that no one has thought of a fix.
When going through the certification stage for the windows store I always fail because of this:
The Debug Configuration Test
The binary Assembly-UnityScript.dll is built in debug mode.
Note that I have never selected development build in the build settings.
Yes I do in visual basic run in Release - ARM
When I try to run the certification in Master - ARM or x86 I get this error:
“In order to run the Windows App Certification Kit, your project build configuration must be released and the platform must be ARM or Neutral”
Any help on this would be greatly appropriated as I know other people are having the same problem
That is the only way to inform Unity about issues, such that they can reproduce them. You may post here that you submitted a bug report and don’t forget to write the bug number in the case that someone from Unity wants to check it.
I strongly agree with Mr_love_Gloves, this error is really frustrating me. I’m participating the contest hold by Unity and Microsoft. The dead line is July 20, but now I find no way to submit my app to the store.
What kind of contest that people can’t submit the game built from Unity to Windows store?
I really piss off because I spent half of year and a lot of budget to build the game and now I can’t submit it at the dead line.
No, absolutely not! It is not necessary to annoy others. You reported the bug, if more people find it useful they can post here and the thread will be more visible because many are posting!
we really need help from somebody has experience in submitting game from unity to window phone store gives us some advices. Are there any work around for this problem?
Thanks Aurimas for your response, I tried your workaround but it doesn’t work though. I replaced “Release” with “Profile” and “Master” with “Release” in .csproj file. As a result, the project run with “Replace” configuration, but actually “Master” configuration. However, the WACK still fails me at Debug configuration test:
The binary Assembly-UnityScript-firstpass.dll is built in debug mode.
The binary Assembly-UnityScript.dll is built in debug mode.
I suppose that the problem is not about the fact that WACK only accepts “Release” configuration, because even I use “Master” configuration, I still can make WACK validate my .xap file by launching WACK from Start menu (not from Visual studio).
So, in my opinion, the main source of this pain comes from 2 dll files: Assembly-UnityScript-firstpass.dll and Assembly-UnityScript.dll which always generate in Bin\ARM\Release or Bin\ARM\Master folder when I build. And until now, I still can’t find which functions in my code invoke these dll files.
Assembly-UnityScript-* assembles are generated from .js scripts, sadly there’s indeed a bug, at least when compiling for Windows Phone 8, the compiler code adds -debug flag for Assembly-UnityScript-, thus it compiles with debugging information, that’s why you get that failure.
But when compiling for Windows Store Apps, everything should be compiled correctly, and Assembly-UnityScript-* should be without debugging information.
The fix is already on the way…
As for quick workarounds:
If your project is written in C# and you don’t use .js, simply remove Assembly-UnityScript assemblies
You could technically copy-paste Assembly-UnityScript assemblies from Windows Store Apps generated solution, but that would be safe only, if you don’t have WIndows Store Apps or Windows Phone 8 specific code wrapped with #if UNITY_WP8 or UNITY_METRO… because otherwise you might run incorrect code piece.
Thanks Tomas1856. It’s great to hear that there are some workarounds, I tried to delete these assembly files or replace them with the other assembly files or delete the references of 2 files in Visual studio solution, but it doesn’t work.
I think the reason is each time I build, these dll files are generated automatically in bin folder and included in .xap file (and I only need .xap file to deploy), so that deleting them in bin folder is no use.
Sorry for my limited knowledge, but if I don’t understand your guide correctly, could you show me more clearly?
You should put Assembly-UnityScript-* fails to Unprocessed directory in the generated solution. From there they are processed further and copied around.
To be on a safe side, delete all others files with the same name anywhere in the solution (do it all the time or make sure the one Unprocessed folder has the latest timestamp of them all before building in VS).