Creating UWP app with Unity older versions - visual-studio

We built an iPad app few years ago using Unity 5.2.1 where it loads 3d models using asset bundles and user can perform different actions on the model.
Now the client wants to build the same app to support Windows 10 tabs/desktops.
Since we have to use the same assetbundles already build, I will have to use the same Unity version. So I tried to build a Unity 5.2.1 sample to Windows store (Universal 10- xaml). But sometimes I am getting errors in Unity when trying to build that and sometimes it get build but when I try to run it in visual studio 2017 I get errors.
So I wasn't sure whether there is any limitation on building an app from Unity 5.2.1 for Visual studio 2017 for Uwp.
Does Unity 5.2.1 support creating a UWP app to run with Visual studio 2017 or are there any limitations on the Unity versions?
Should I be able to do that work if I get the errors resolved?

Related

Cannot deploy .sln to Hololens 2

What I have done
I looked up a few tutorials and did all their steps. MRTK is successfully installed. I created a simple world in Unity 3D (latest version), with 2 moveable (using the hand interface) objects. In game mode, everything works fine.
Now I wanted to deploy it to my Hololens 2.
So I build the project with the following settings:
After that I connected my Hololense to the PC and want to deploy it via Visual Studio 2022.
It is set to "Release" "ARM 64" "Device".
After pressing on "start without debugging" i will get the following error Codes (as an image because it is better structured):
I already tried installing different SDK packages and creating 5 new Unity projects but it doesnt work. Hope you can help me!
Greetings!
Apart from the suggestions from derHugo, you may also check the following configurations of your project.
Make sure Unity is 2020.3 LTS, and you have used Mixed Reality Feature tools to import/update to the latest package.
Select a specific “Target SDK Version” and “Visual Studio Version” instead of “Latest installed”
In visual studio, make sure the Platform Toolset consists with Unity selection (v143 for vs 2022)
Reinstall “Universal Windows Platform development” component in VS installer and ensure any related to v143 ARM64 build tools are installed (because you are using vs 2022)
LNK1136 error is caused by corrupt or invalid files. Because to deploy a unity project to HoloLens, you need to build a Unity project first. If cleaning VS build then rebuilding is not working, try to remove Unity build then rebuild.
VS installer Screenshot added:

Xamarin SDK was not found for JetBrains Rider

I am hoping to work with Xamarin for a project, primarily to learn a little about cross-platform app development, and would prefer to stick to developing on Linux. This led me to attempt to work with the JetBrains Rider IDE, something that I believed to be fairly well documented, as per these resources:
Xamarin.Android on Linux (in coordination with its Ubuntu 19.04 update post)
Failed to load Xamarin Forms project with .NET Standard 2.0 Lib in Rider
0xFireball's Xamarin.Android on Linux guide with associated Rider/IDE setup
I've been able to install everything just fine, Android Studio and Rider were installed via JetBrains Toolbox (I also tried installing Rider manually, but it made no change), and I am able to create the project and configure the Android settings for the Xamarin project.
This is where my luck ends, since despite trying the various resources I've linked above, including reinstalling mono and dotnet-sdk multiple times, I get this error no matter what I try:
Xamarin SDK was not found: Rider was unable to find Xamarin SDK on
this machine. Xamarin-based projects will not be loaded. Please
install Xamarin SDK or change toolset.
I've tried following the instructions both on a manually installed Rider 2019.1.3 (Build #RD-191.7141.460) and Rider 2019.2 EAP (Build #RD-192.5895.291).
I'm fairly new to the world of Xamarin, so I'm not sure where to begin looking. What exactly is the Xamarin SDK (is it just Xamarin.Android?), and what should I be checking my setup for in order for Rider to detect the Xamarin SDK?
It appears that what Rider installs via its Environment page, is only the Xamarin Android package. Not the actually Android Studio SDK, which is needed to develop any android apps. You have to download that separately.

Xamarin android hangs on start

Using visual studio 15.7.4
Xamarin 4.10.10.2
Xamarin forms project
compile version api level 26
target android version api level 26
release mode
sdk link assemblies only
using Xamarin forms 3.1.0
Issue:
app starts fine (although long startup time) in debug mode. After installed to 2 different real phones the app splash screen shows on launch but hangs indefinitely
The solution for me was to enable "Zipalign" on the "Signing and aligning APK file(s)" task in my Xamarin Android build definition on Azure Devops (previously VSTS). I got the answer from here
This turned out to be something with the build definition in VSTS, as it worked when built right from Visual Studio

Xamarin Visual Studio 15.6.2 creating a mobile app missing UI technology option

I Recently upgraded to the latest Visual Studio first 15.6.1 and then 15.6.2 from 15.4.2 as 15.4.2 was failing to build a release build for me of the app and builds in general were very unstable. I am working on as a proof of concept app.
An upgrade to the latest versions did not help, so I decided to create a smaller app that hopefully built and slowly add functionality to attempt to discover when the process fails. Creating a cross=platform, mobile app, now failed to show the option for UI technology and is then missing all the required references for Xamarin.Forms. I do not see, anywhere that this is a new Feature, so I assume this is a bug.

Xamarin Studio 5 Unity Add-in Repository

I was trying to get Xamarin Studio 5 setup on OS X since it's a much better IDE than the one Unity ships with and I successfully got it working as an editor with Unity. However, I have read that it is possible to get the debugger working with it.
Apparently in Xamarin Studio 4, there was an add-in in the alpha channel (from here http://www.cliffordroche.ca/monodevelop-4-xamarin-studio-debugging-in-unity/ and other sources) and there was a Unity section in the Gallery tab of the add-in manager that included a Unity Utilities add-in.
In Xamarin Studio 5, I don't see this. Does anyone know if it's possible to get Unity debugging support working in Xamarin Studio 5 even if you have to add a manual add-in repository? I can't seem to find any information on this.
It is in the beta channel http://www.cliffordroche.ca/unity-debugger-for-monodevelop-5-xamarin-2-updated/
Currently it doesn't support unity 4.5 debugger features like ios usb debugging and is some what unstable sometimes with unity 4.5. But is stable for versions till unity 4.3.x
You have to attach the process while the Unity player is not running. You also have to stop the debugger in Xamarin studio before you stop the player in Unity3D, otherwise Unity will crash.
It's not ideal, but it works.

Resources