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.