Closed maconbot closed 12 years ago
I have narrowed this down a little more...I now see that the Framework actually dynamically builds the DLLs. However for some reason it does not build the bin>Xbox 360>Debug DLL's at all. However all the other DLL's are being generated. Currently I am copying these missing DLL's from the XNA template.
Still having the FluentAssertions issue. I do notice that DLL's for it are being made in other folders for it...looking at the error it may be missing a directive or assembly reference.
In problem solving why the xbox DLL's are not being dynamically generated, I also noticed that Elideb had the same problem except none of his are being generated and I had to copy them all from another project. I issued it here https://github.com/Elideb/FFWD/issues/2
Now to add controller input to allow switching the scenes like the mouse button click does on windows deployment. Also to find where the scene order is decided. [Edit] Found it. I am playing in the FFWD.Unity.Tests XNA project, and would like to modify the load order and add xbox controller functionality into the Game1.cs.
Note: xbox does deploy now FYI...it may have been deploying the whole time, I had my monitor off and forgot I had left it on XNA mode.
I found this link here, https://github.com/fehaar/FFWD/issues/19 so starting tomorrow I will start looking through that...I suppose the big question is do we have a way to build Game1.cs from unity?
You are right about the FluentAssertions issue on 360. I had forgotten all about that. I will see what I can do to fix it.
When compiling for XBox, make sure that your Build Configuration in Visual Studio is set to either "Multiple Targets" or "XBox 360" - otherwise those projects will not be compiled. Maybe that is your problem?
Game1.cs should not be present in Unity. It has nothing to do there as it is an XNA file. The only thing that should be in Unity are the scripts that you use for your game. Everything else should be in a separate XNA project that Unity does not touch. Consequently, your Game1.cs should contain as little code as possible. Only use it for loading the first scene and for altering FFWD settings before it kicks in.
I believe Build Config is correct: https://skydrive.live.com/redir.aspx?cid=e5f1df0c92bd05c4&resid=E5F1DF0C92BD05C4!253&parid=E5F1DF0C92BD05C4!239
In addition to checking there Right clicking on FFWD.Unity.Tests.X360 and choosing properties and then Build -> ...revealed the Conditional compilation symbol as being XBOX-XBOX360 rather than the format used in WP7 which is WINDOWSPHONE, I noticed the - rather than the not sure if this was a type issue?
I also checked that the dependencies were listed and build order seemed to be fine. Just listing here in attempt to discover why the XBOX DLL's are not being generated.
Not sure why the Build Configuration route didn't work, however I did find a work around...which will get annoying I'm sure before too long but at least it is progress...
Generate xbox DLL's by setting up xbox for debug mode...this is done by Left Clicking on the Solution at the top of the project and Changing "Active Config" to Debug|Xbox 360 and the startup project to FFWD.Unity.Tests.X360 in the Solution Properties box at the bottom right.
there is probably a similar way to do this in the builk build config, however I am happy with this solution for now, I will post again when I figure out what the build configs needed to be to create those DLL's. I think the problem had something to do with the fact that it was not set to Debug mode between the xbox and visual studio. Even though the box was checked it would just cycle through the xbox after deploying it rather than opening up in XNA and feeding any Debug issues there.
Now that this is solved it lead to another issue lol, so I will create a new issue for it.
Cheers!
not sure if perhaps the FluentAssertions error is just related to a typo...I just noticed this when trying to export the test project:
Could not find scene UnityTests UnityEngine.Debug:LogError(Object) ExportCommands:ExportAllScenes() (at Assets/Editor/FFWD/ExportSceneWizard.cs:341) ExportSceneWizard:ExportAllScenes() (at Assets/Editor/FFWD/ExportSceneWizard.cs:599) ExportSceneWizard:FullExport() (at Assets/Editor/FFWD/ExportSceneWizard.cs:619)
...the scene is named, UnitTests in the project.
That was a typo in the Demos FFWD config. I have fixed that. I have also added conditional compilation to the script that uses FluentAssertions so it only runs in Unity and XNA on windows.
Does anyone else get this error when trying to compile the test XNA project straight from the branch?
Error 57 Metadata file 'C:\Unity PC Projects\fehaar\FFWD\Tests\FFWD.Unity.Tests\FFWD.Unity.Tests.Scripts\bin\Xbox 360\Debug\FFWD.Unity.Tests.Scripts.dll' could not be found FFWD.Unity.Tests.X360
It looks like we are missing the bin folder here: https://github.com/fehaar/FFWD/tree/master/Tests/FFWD.Unity.Tests/FFWD.Unity.Tests.Scripts
I'm also getting a: Error 56 The type or namespace name 'FluentAssertions' could not be found (are you missing a using directive or an assembly reference?) C:\Unity PC Projects\fehaar\FFWD\Tests\FFWD.Unity.Tests\FFWD.Unity.Tests.Scripts\GameObjects\CloningAGameObject.cs 6 7 FFWD.Unity.Tests.Scripts.X360
...on the UnitTest.unity xml, I usually just go in and remove the UnitTest references, and then go grab the .dll from the template XNA project and after changing the name to match I can compile on phone and win stand alone, but no xbox.
The above error refers to: ... using FluentAssertions;
public class CloningAGameObject : MonoBehaviour {...