Closed Naphier closed 8 years ago
Fixed it. You are using preprocessor directive UNITY_WINRT in DataServices.cs you could probably just switch that to #else Cheers and thanks for the work on this!
Hi @Naphier I've just tested in a previous version and it works ok. I'm unable to reproduce it. I'll let you know when I've finished installing the latest version as I would like to understand the issue and fix it properly. ;D
Thanks for your feedback and investigation work! :smile:
Hi @Naphier, I'm unable to reproduce your issue... It just works... I'm using the latest version of Unity (5.3.1f) and Windows 10. I've kept the original code (no compilation directives modifed) and launched the app in x86 as per your attached picture.
Do you have more info on what really happened or how to reproduce it?
Strange. It has been 100% reproducible for me when the UNITY_WINRT directive is there. I change it to a simple #else and it works just fine. Unity's documentation says UNITY_WINRT == UNITY_WP8 | UNITY_WSA, that's Windows Phone 8 or Windows Store, so it would make sense that the directive is ignored in a standalone build. Seems really odd that it does work for you. At any rate, I've found what works for me. I appreciate the quick response though. Thanks!
No problem, just in case I will add and #else there and problem solved ;D
For Windows x86 and x86_64 build this plugin appears to not be working SQLiteException no such table: Person when running scene "ExistingDBScript" Works in the editor just fine. This is under Windows 10 and Unity 5.3.1f1 CreateDBFromScript scene seems to work fine in editor and build.
EDIT: I think I found the issue. File.Copy is to slow or not executing properly. I get a copy of the file in the persistentDataPath, but it is empty (0 bytes). Not exactly sure why that's happening, but I'll see if I can figure it out. If you have any ideas I'd love to hear it. Maybe there needs to be a callback for the file copy process.