Hey Ali,
I've answered your thread. Let me know if it works for you!
Cheers!
Nick
Hey Ali,
I've answered your thread. Let me know if it works for you!
Cheers!
Nick
Hey Ali,
actually, you can just comment these out in your case. These are part of the generic spine-csharp framework, and are not used by the Unity plugin. The AtlasAsset script uses the Atlas(TextReader reader, String dir, TextureLoader textureLoader) constructor instead, for instance, passing the text from the Unity text asset file.
I've just verified that commenting out the methods
Atlas.Atlas(String path, TextureLoader textureLoader)
SkeletonBinary.ReadSkeletonData(String path)
SkeletonJson.ReadSkeletonData(String path)
makes the Dragon.unity test scene still work fine in Unity 5.0.0f4, and allows you to build Windows Store Universal 8.1 apps.
Cheers!
Nick
Hey Ali,
I'd love to provide you with a solution! However, it's been quite some time I've been working on that project.
Why don't you answer the thread or create a new one, describing your actual problem in detail? Send me the link and I'll help you, but this way, everybody else gets the solution as well
Cheers!
Nick
I think it's basically because Unity doesn't define the compilation symbols you are using for multi-platform development:
Assets\Spine\spine-csharp\Atlas.cs(74,42): error CS1502: The best overloaded method match for 'System.IO.StreamReader.StreamReader(System.IO.Stream)' has some invalid arguments
This line shouldn't be even compiled for Windows Store apps, because of which you already wrapped it with an "#if WINDOWS_STOREAPP".
I chose the above approach with building the whole project into .dlls because I didn't want to figure out all affected parts of the code, but instead rely on your work and use your compilation symbols
Hey everybody,
I just tried to add Spine to our Unity Windows Store app with the instructions provided at https://github.com/EsotericSoftware/spi ... pine-unity, and while the game was running fine in the editor, building the player failed. The reason for this is that Unity doesn’t provide the correct compilation symbols for the imported C# scripts.
For me, the following workaround helped successfully building a Windows Store player that passes WACK:
Hope that helps others who are as eager to use Spine on their Windows Store game as we are.
Cheers!