As shown, running an Intel-64 windows build produces numerous Visualscripting.Core\AOTSubs.cs build errors - something I can’t correct manually as it’s part of a libary.
Unity version: 2023.1.12F1
-All works fine in editor so this is quite a shock.
Perhaps there is a build setting or -pre-build operation required?
Advice welcomed!
What version of VisualScripting? Is there an update perhaps? If not, try removing and then reinstalling the package in case the package version does not match (*) the Unity editor version.
*= in the sense that the VS package may be too new (possible) or too old (shouldn’t occur) for the particular Unity version and is thus incompatible.
Also, what platform do you build for? AOT seems to indicate iOS, WebGL or UWP.
Thanks for the reply.
.I have the latest Update installed for visual scripting - 1.8.0 Released December 07 2022
. I’m building for Windows - Intel-64
I’ll try a rreinstall when back home later
I have resolved the problem after a painful ordeal:
It turns out our artist used some baked textures and editor-only hashtable refences of material varianets in some flows.
I have binary split files and run roughly 50+ builds to test each flow individually from a minimal project clone.
Painful as hell, but due to lack of any meaningul tracing in visual scripting, this was the only solution - NOTE: guid Id’s in the meta data of each gflow asset DOES NOT match to the stack at runtime, which would of been a least slightly helpful…
Lessons learned:
Run at least weekly builds when you’re working in a team,