Assembly 39;library Scriptassemblies Assembly-csharp.dll 39; Will Not Be Loaded Due To Errors

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Mauricette Atencio

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Aug 5, 2024, 1:33:08 PM8/5/24
to mardepofor
Ihave recently tried adding In App Purchase into my Unity project. Unfortunately, it didn't show in the Components drop down menu. I could use the option to create IAP Button and perform code-less IAP configuration but it wasn't there in the menu. So I decided to configure IAP through script. But the script too throws some errors. The error goes like this:

And then this one:"Assembly 'Assets/Plugins/UnityPurchasing/Bin/Stores.dll' will not be loaded due to errors:Unable to resolve reference 'UnityEngine.UI'. Is the assembly missing or incompatible with the current platform?Reference validation can be disabled in the Plugin Inspector."


The worst part is that I am unable to use my scripts after writing the ConfigurationBuilder initialization code. Unity asks me to fix any compiler errors and assign a valid script. I have searched for the answer for so long. I am really stuck in here. Please help.


Avateering is the most exciting part of Kinect development and one of the most complex features to implement. Vitruvius encapsulates all of the hard work and avateering algorithms and exposes an easy-to-use API.


You only need a few rigid 3D models. Vitruvius comes with 9 models, which you can use for free in your personal or commercial applications. Also, Vitruvius includes numerous textures to choose from, so each model can appear with different clothing!


If you need a different model and have a 3D artist, just provide them with the rigid skeleton and let them create a new 3D model on top of it. If you need different models and do not have a 3D artist, give us a shot and we can create a 3D model tailored to your needs.


In this tutorial, I am going to show you how you can integrate Vitruvius within your Unity project and animate the bundled male and female 3D models. Vitruvius allows a single player control a single avatar or multiple avatars. The videos below demonstrate the difference:


Vitruvius is bundled with nine 3D models you can use in your commercial projects. We are adding new 3D models all the time. Our models are perfectly rigged and work with Kinect just fine. Each model is coming in multiple textures. to modify a texture, simply open the Samples/Models/FBX folder and pick the 3D models and textures of your choice.


Vangos Pterneas is a Microsoft Most Valuable Professional in the Kinect technology. He helps companies from all over the world grow their revenue by creating profitable software products. Vangos is the owner of LightBuzz Software agency and author of The Dark Art Of Freelancing.Read more


dear

thank you for help but could you send to me how to control FBX model that i add it to FittingRoom sample because i still have problem with code

is the code below correct

using UnityEngine;

using Windows.Kinect;

using LightBuzz.Vitruvius;

using LightBuzz.Vitruvius.Avateering;


Hello Amin. You can add the 3D model of the hair as a child element of the Head of the avatar. This way, the hair will follow the position and rotation of the head. You can also set your own offset. Please, use our support page, so we can send you more details and screenshots.


Hi Vangos, our company offers Body tracking SDK for Android computer Orbbec Persee (with 3D sensor) -sdk-for-persee and our clients ask -can your solution be ported to Orbbec Persee Android sensor? Looking forward for your reply. Thanks


Hi Vangos, actually I wanna know do you have any tutorial (in your toturial seris) or any component (in any of your versions of Vitruvius) to use cloth physics for avatar in Unity3D?, For example, for avatar clothing, the cloths affected by joint movements and the appearance of the cloths changed.


Hello Rim. Thanks for your message. Cloth animations are strongly related to the 3D model of the character and may be way different from one model to another. You need to edit the 3D models using 3D design software and Unity3D (or Unreal Engine or DirectX).


Is it possible to use Vitruvius to record & save Avatar data as animations? And then to apply the animations to a pre-created rig. Basically, I would like to use the Kinect as a MoCap device!

Any tips on how to do that would be appreciated!


Hello Prateek. Using Vitruvius, you can record the Body objects and store the joint positions and orientations in a custom binary files. You can then read the binary files and apply animations to a 3D humanoid model. Our Unity samples include a demo that does exactly that ?


Hi Vangos, thank you for the quick reply! We got it running with your samples, however, got stuck with using our own avatar. Is there is step by step demo on how to make our own avatar moving from Kinect input (analogue to your avatars)? At the moment, it is a time-consuming trial-and-error process for us (the tutorial you provided above is kinda hard for beginners, e.g. where are the source code files located exactly?).


Hi Vangos, I am on the Face Mesh Sample right now and trying to replace your default face with our own fbx face. Do you have a tutorial that elaborates on the steps that are to be taken to get it up and running?


Your 3D artist can use the Face model to see the vertices and then decorate it with the desired visual elements. Other than that, all you need to do is call Avateering.Update() and provide the new model as a parameter.


Hello Alex and thank you for using Vitruvius! You can definitely scale a 3D model to match the dimensions of a person. However, you will need to design an adjustable 3D model. Using Vitruvius, you can easily detect the length of the human bones. For example, the following code will give you the length of the forearm:


You can apply that measurement to your 3D model. Your 3D model should be designed with specific blendshapes in the proper bones. The blendshapes will let you modify a portion of the model (e.g. its forearm) in real-time.


Assembly 'Assets/Plugins/x86_64/LightBuzz.Vitruvius.dll' will not be loaded due to errors:

Unable to resolve reference 'LightBuzz.Vitruvius.Unity'. Is the assembly missing or incompatible with the current platform?


I want to limit certain joint rotations, is it possible to integrate custom constraints or add filtering? Is the source dode included or is there any API or possiblility to further control the avateering process?


In this article I will guide you to adopt asmdef and (internal) Unity Package Manager in your existing project. It will be harder than if you do it from the beginning, but that's why I have written this guide. Also it is so that in the future, your new part of code could be in UPM properly for more orderly one-way reference.


This article assume you know basic benefits of it and how it works with folder structure to group your scripts. This article will start by going over some benefits that may not be obvious to you, so that you are motivated to do it.


For those who didn't catch up yet, we used to read Unity version release change log. Now they do it NPM style, each internal team that work on a feature could push an update on their own, each with its own CHANGELOG.md. This is a great initiative! All these fun stuff available to play with. (And more bugs to report!!)


Since my demo scenes has some debug scripts to show how things work. When my customer wants to use the plugin, if they adopted asmdef already, they could include only non-demo part to their game. (If they don't, all non-editor asmdef will be referenced like usual) Also it helps sanity check me that I don't use something in the demo from my main part.


Your game completely devoid of asmdef was perfectly fine. But your game with just one asmdef became quite troublesome. (Maybe you just want that test assembly, maybe you want to do it only a little at first)


You only want to pack up your play mode test code in an asmdef and not touch anything else in the project. But obviously your test code should at least check on something in your game, like if start at this scene and wait 10 seconds it should show this and that.


Sure, you can start a scene with string, and wait, and then use magic method like GameObject.Find to try to blindly auditing the environment without actually what they are. But these tests are brittle and break when you change the scene's content.


you see some folder that looks self-contained and would be nice to place asmdef on. (For example "TitleScreen") By placing the asmdef on just this folder and let everything else go to Assembly-CSharp.dll, if any of the other scripts has a reference to things inside this TitleScreen folder, you are now out of luck unless you move it to the same asmdef.


What could be these "bridge" things? The most common is something that interconnect scenes. You may have SceneTransitionManager for example, which is like a static hub that was designed that everyone could call and move to the other scene, along with passing some data to the destination scene + clean up. The everyone-could-call part is fine, but if you have something like TitleScreen.options.noIntro = true in your scene transition, you are now shooting yourself with circular dependency.


Then you may think let's just move that into the TitleScreen's asmdef. Now the other screen's asmdef have to link to TitleScreen's asmdef for strange reason that they just want to access the utility. This is what I call "the bridge problem" since the bridge needs to know everyone, and everyone must call the bridge somehow, therefore the dependency is not one way and it prevents us from remodeling into asmdef.


This approach make it easy to update these plugins by coming to this "plugin galore" project and press update in Asset Store tab, so it overwrite files in their intended location, then the change will be reflected in ALL your games that use these UPM.


You should not get any errors even if no other part of your game became asmdef yet, since all your things should be in Assembly-CSharp.dll, and this dll knows all asmdef (including one that came from UPM) and all other dlls. This is why this is a step 1. Go make sure your game compiles now.

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