Unity and Windows 10 Universal Apps

Hey there,

I just tried to build an Universal App in Unity3D 5.2 f3. But I get some errors like this:

Reference Rewriter found some errors while running with command --target=“Temp\StagingArea\UnityEngine.CrashLog.dll” --additionalreferences=“Temp\StagingArea” --platform=“C:\Program Files (x86)\Windows Kits\10\UnionMetadata\Windows.winmd” --support=“Temp\StagingArea\WinRTLegacy.dll” --supportpartialns=Unity.Partial --system=System --dbg=pdb --lock=project.lock.json --alt=System.Xml.Serialization;System.Collections,System.Collections.NonGeneric;System.Reflection,System.Reflection.TypeExtensions --ignore=System.IConvertible,mscorlib.
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at UnityEngine.CrashLog.Util.Rest/d__4.
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: method System.Void UnityEngine.Ping::.ctor(System.String) doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: method System.Boolean UnityEngine.Ping::get_isDone() doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().

UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:556)
PostProcessWinRT:Process() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
UnityEditor.HostView:OnGUI()


What does it mean “Error: type UnityEngine.Ping doesn’t exist in target framework.”?

I installed Visual Studio 2015 Community Edition with Windows 8 and 10 SDK. (installed with VS)

Do I missed something?

Thanks

no one?

If I try to build a empty win 10 project in Unity3D. Then I get this errors:

Exception: Failed to build Visual Studio project using arguments ‘C:\Program Files (x86)\MSBuild\14.0\Bin\MSBuild.exe “E:\Unity\Projects\Win10test\Build\Win10\Win10test.sln” /nologo /maxcpucount /p:Configuration=Master /p:Platform=x86 /p:SolutionDir=“E:\Unity\Projects\Win10test\Build\Win10\” /t:Build /clp:Verbosity=minimal’.
Output: UnityInstallationDir “C:\Program Files\Unity\Editor”.
UnityWSAPlayerDir “C:\Program Files\Unity\Editor\Data\PlaybackEngines\metrosupport”.
UnityProjectDir “E:\Unity\Projects\Win10test”.
Copying unprocessed assemblies…
Running AssemblyConverter…
AssemblyConverter done.
Win10test → E:\Unity\Projects\Win10test\Build\Win10\Win10test\bin\x86\Master\Win10test.exe
Starting .NET Native compilation
Processing application code
Computing application closure and generating interop code
Generating serialization code
Compiling interop code
Cleaning up unreferenced code
Generating native code
Generating fixups for native code
Package.appxmanifest(18,93): error APPX1619: App manifest references the small logo image ‘Assets\SmallLogo.scale-100.png’ which does not have valid dimensions. It must be 44x44 pixels. [E:\Unity\Projects\Win10test\Build\Win10\Win10test\Win10test.csproj]

ApplicationLauncherImpl.RunMSBuild (System.String args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:290)
ApplicationLauncherImpl.Build () (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:174)
ApplicationLauncher.BuildAndRun (BuildLaunchPlayerArgs args, WSASDK wsaSDK) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:56)
ApplicationLauncher.BuildAndRun (BuildLaunchPlayerArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:46)
UnityEditor.Metro.BuildPostprocessor.LaunchPlayer (BuildLaunchPlayerArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:72)
UnityEditor.PostprocessBuildPlayer.Launch (BuildTarget target, System.String path, System.String productName, BuildOptions options) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:282)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

Exception: Failed to build Visual Studio project using arguments ‘C:\Program Files (x86)\MSBuild\14.0\Bin\MSBuild.exe “E:\Unity\Projects\Win10test\Build\Win10\Win10test.sln” /nologo /maxcpucount /p:Configuration=Master /p:Platform=x86 /p:SolutionDir=“E:\Unity\Projects\Win10test\Build\Win10\” /t:Build /clp:Verbosity=minimal’.
Output: UnityInstallationDir “C:\Program Files\Unity\Editor”.
UnityWSAPlayerDir “C:\Program Files\Unity\Editor\Data\PlaybackEngines\metrosupport”.
UnityProjectDir “E:\Unity\Projects\Win10test”.
Copying unprocessed assemblies…
Running AssemblyConverter…
AssemblyConverter done.
Win10test → E:\Unity\Projects\Win10test\Build\Win10\Win10test\bin\x86\Master\Win10test.exe
Starting .NET Native compilation
Processing application code
Computing application closure and generating interop code
Generating serialization code
Compiling interop code
Cleaning up unreferenced code
Generating native code
Generating fixups for native code
Package.appxmanifest(18,93): error APPX1619: App manifest references the small logo image ‘Assets\SmallLogo.scale-100.png’ which does not have valid dimensions. It must be 44x44 pixels. [E:\Unity\Projects\Win10test\Build\Win10\Win10test\Win10test.csproj]

Any tips? What I’m doing wrong?

SDK installed, VS 2015 installed.

Now I found out why my empty project can’t build with Unity3D. Unity3D ist creating a logo with a wrong dimension by default.

But my other problem in the first topic is not fixed. It seems to be a Unity framework issue.

Visual Studio Error:
Severity Code Description Project File Line
Error The command ““E:\Unity\Projects\RaceDriver2D\Build\Win10\Unity\Tools\AssemblyConverter.exe” -platform=uap -lock=“E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\project.lock.json” -bits=64 -path=”." -path=“…\Players\UAP\x64\Debug” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\Assembly-CSharp-firstpass.dll” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\Assembly-CSharp.dll” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.dll” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.UI.dll” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.CrashLog.dll” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.Networking.dll”" exited with code 1. RaceDriver2D E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\RaceDriver2D.csproj 235

Unity Errors:
Reference Rewriter found some errors while running with command --target=“Temp\StagingArea\UnityEngine.CrashLog.dll” --additionalreferences="Temp

\StagingArea" --platform=“C:\Program Files (x86)\Windows Kits\10\UnionMetadata\Windows.winmd” --support=“Temp\StagingArea\WinRTLegacy.dll” –

supportpartialns=Unity.Partial --system=System --dbg=pdb --lock=project.lock.json –

alt=System.Xml.Serialization;System.Collections,System.Collections.NonGeneric;System.Reflection,System.Reflection.TypeExtensions –

ignore=System.IConvertible,mscorlib.
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at

UnityEngine.CrashLog.Util.Rest/d__4.
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean

UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: method System.Void UnityEngine.Ping::.ctor(System.String) doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at

System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean

UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean

UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean

UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
Error: method System.Boolean UnityEngine.Ping::get_isDone() doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at

System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().

UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:556)
PostProcessWinRT:Process() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
UnityEditor.HostView:OnGUI()


Reference rewriter: Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at

UnityEngine.CrashLog.Util.Rest/d__4.
UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:558)
PostProcessWinRT:Process() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
UnityEditor.HostView:OnGUI()


Reference rewriter: Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean

UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:558)
PostProcessWinRT:Process() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
UnityEditor.HostView:OnGUI()


Reference rewriter: Error: method System.Void UnityEngine.Ping::.ctor(System.String) doesn’t exist in target framework. It is referenced from

UnityEngine.CrashLog.dll at System.Boolean UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:558)
PostProcessWinRT:Process() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
UnityEditor.HostView:OnGUI()


Reference rewriter: Error: type UnityEngine.Ping doesn’t exist in target framework. It is referenced from UnityEngine.CrashLog.dll at System.Boolean

UnityEngine.CrashLog.Util.Rest/d__4::MoveNext().
UnityEngine.Debug:LogError(Object)
PostProcessWinRT:RunReferenceRewriter() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:558)
PostProcessWinRT:Process() (at

C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
UnityEditor.HostView:OnGUI()



Exception: Failed to build Visual Studio project using arguments 'C:\Program Files (x86)\MSBuild\14.0\Bin\MSBuild.exe "E:\Unity\Projects\RaceDriver2D\Build

\Win10\RaceDriver2D.sln" /nologo /maxcpucount /p:Configuration=Master /p:Platform=x86 /p:SolutionDir=“E:\Unity\Projects\RaceDriver2D\Build\Win10\”

/t:Build /clp:Verbosity=minimal’.
Output: UnityInstallationDir “C:\Program Files\Unity\Editor”.
UnityWSAPlayerDir “C:\Program Files\Unity\Editor\Data\PlaybackEngines\metrosupport”.
UnityProjectDir “E:\Unity\Projects\RaceDriver2D”.
Copying unprocessed assemblies…
Running AssemblyConverter…
System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: type
bei Mono.Cecil.ModuleDefinition.ImportReference(TypeReference type, IGenericParameterProvider context)
bei Mono.Cecil.ModuleDefinition.ImportReference(TypeReference type)
bei Unity.ModuleContext.Retarget(TypeReference type, GenericContext context)
bei Unity.FixReferencesStep.Visit(TypeDefinition type)
bei Unity.TypeDefinitionDispatcher.DispatchType(TypeDefinition type)
bei Unity.TypeDefinitionDispatcher.DispatchType(TypeDefinition type)
bei Unity.TypeDefinitionDispatcher…ctor(ModuleDefinition module, ITypeDefinitionVisitor visitor)
bei Unity.FixReferencesStep.ProcessModule()
bei Unity.ModuleStep.Execute()
bei Unity.FixReferencesStep.Execute()
bei Unity.Step.Execute(OperationContext operationContext, IStepContext previousStepContext)
bei Unity.Operation.Execute()
bei Unity.Program.Main(String[ ] args)
E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\RaceDriver2D.csproj(235,5): error MSB3073: Der Befehl ""E:\Unity\Projects\RaceDriver2D\Build\

\Win10\Unity\Tools\AssemblyConverter.exe" -platform=uap -lock=“E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\project.lock.json” -bits=32 -path=“.”

-path=“…\Players\UAP\x86\Master” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\Assembly-CSharp-firstpass.dll” "E:\Unity\Projects\RaceDriver2D

\Build\Win10\RaceDriver2D\Assembly-CSharp.dll" “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.dll” "E:\Unity\Projects\RaceDriver2D

\Build\Win10\RaceDriver2D\UnityEngine.UI.dll" “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.CrashLog.dll” "E:\Unity\Projects

\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.Networking.dll"" wurde mit dem Code 1 beendet.

ApplicationLauncherImpl.RunMSBuild (System.String args) (at

C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:290)
ApplicationLauncherImpl.Build () (at

C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:174)
ApplicationLauncher.BuildAndRun (BuildLaunchPlayerArgs

args, WSASDK wsaSDK) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:56)
ApplicationLauncher.BuildAndRun (BuildLaunchPlayerArgs args) (at

C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ApplicationLauncher.cs:46)
UnityEditor.Metro.BuildPostprocessor.LaunchPlayer

(BuildLaunchPlayerArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:72)
UnityEditor.PostprocessBuildPlayer.Launch (BuildTarget target, System.String path, System.String productName, BuildOptions options) (at

C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:282)
UnityEditor.HostView:OnGUI()


Exception: Failed to build Visual Studio project using arguments 'C:\Program Files (x86)\MSBuild\14.0\Bin\MSBuild.exe "E:\Unity\Projects\RaceDriver2D\Build

\Win10\RaceDriver2D.sln" /nologo /maxcpucount /p:Configuration=Master /p:Platform=x86 /p:SolutionDir=“E:\Unity\Projects\RaceDriver2D\Build\Win10\”

/t:Build /clp:Verbosity=minimal’.
Output: UnityInstallationDir “C:\Program Files\Unity\Editor”.
UnityWSAPlayerDir “C:\Program Files\Unity\Editor\Data\PlaybackEngines\metrosupport”.
UnityProjectDir “E:\Unity\Projects\RaceDriver2D”.
Copying unprocessed assemblies…
Running AssemblyConverter…
System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: type
bei Mono.Cecil.ModuleDefinition.ImportReference(TypeReference type, IGenericParameterProvider context)
bei Mono.Cecil.ModuleDefinition.ImportReference(TypeReference type)
bei Unity.ModuleContext.Retarget(TypeReference type, GenericContext context)
bei Unity.FixReferencesStep.Visit(TypeDefinition type)
bei Unity.TypeDefinitionDispatcher.DispatchType(TypeDefinition type)
bei Unity.TypeDefinitionDispatcher.DispatchType(TypeDefinition type)
bei Unity.TypeDefinitionDispatcher…ctor(ModuleDefinition module, ITypeDefinitionVisitor visitor)
bei Unity.FixReferencesStep.ProcessModule()
bei Unity.ModuleStep.Execute()
bei Unity.FixReferencesStep.Execute()
bei Unity.Step.Execute(OperationContext operationContext, IStepContext previousStepContext)
bei Unity.Operation.Execute()
bei Unity.Program.Main(String[ ] args)
E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\RaceDriver2D.csproj(235,5): error MSB3073: Der Befehl ""E:\Unity\Projects\RaceDriver2D\Build\

\Win10\Unity\Tools\AssemblyConverter.exe" -platform=uap -lock=“E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\project.lock.json” -bits=32 -path=“.”

-path=“…\Players\UAP\x86\Master” “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\Assembly-CSharp-firstpass.dll” "E:\Unity\Projects\RaceDriver2D

\Build\Win10\RaceDriver2D\Assembly-CSharp.dll" “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.dll” "E:\Unity\Projects\RaceDriver2D

\Build\Win10\RaceDriver2D\UnityEngine.UI.dll" “E:\Unity\Projects\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.CrashLog.dll” "E:\Unity\Projects

\RaceDriver2D\Build\Win10\RaceDriver2D\UnityEngine.Networking.dll"" wurde mit dem Code 1 beendet.

I found the error.

Unity ADS and Unity Analytics was the problem. Just deleted it from my project.

I used a previous version.

I have the same problem. How did you solve it?

Before I updated Unity I uses Unity ADS and Analytics and these are incompatible with the newest version of Unity. I just removed any code which contained ADS and Analytics and that’s it.
After that you’re able to use the new build in ADS and Analytics.

But if u have this error:
Package.appxmanifest(18,93): error APPX1619: App manifest references the small logo image ‘Assets\SmallLogo.scale-100.png’ which does not have valid dimensions. It must be 44x44 pixels.

Then go into your Assets folder and edit “SmallLogo.scale-100.png” and resize it to 44x44. Unity create a wrong standard size for this icon.

I hope I could helped you.

Yes changing the icon size fixed that problem. My second problem is now when I try to run the project for windows 10, deploying takes like 1 or 2 minutes. And then Unity gets stuck in saying:
Deploying Player: Running

Do you have a similar problem ?

Edit: Oh after 3 minutes it ran my application. Though deploying process is too slow.

I don’t know why it takes so long. But if you deploy in Visual Studio the process is much faster.

But I switched back to standalone. I don’t really need to deploy in UAX at the moment.

But good to know that I could fix your problem :wink: