I’m running through the steps on publishing my own version of the package as I want to see if I can address the issues here:
LOD - Disable Distance Checks + Ensure Highest LOD - #5 by Mark_Grossnickle (any support on that post would also be greatly appreciated)
When I do the dotnet run using dotnet 6 (according to the documentation) or dotnet 7 (according to a change made 10 months ago) I get the following error.
Any ideas?
Is that the entire log? It’s probably helpful to see what’s above it. Most likely the cmake-driven compilation has failed, and there will be a message indicating the name of the log file, which will contain the actual output of the attempted compilation.
Attached the log.
The only other error I am seeing is “Error building player because build target was unsupported”
I’ll add iOS and UWP to the version of Unity I am using and will try again. Any other platform modules I should have installed?
(Attachment cesiumLog.txt is missing)
After adding iOS and UWP I got a bit further but it was erroring out in UWP. Since I don’t need that I removed it from Package.cs.
It now builds Android and Standalone. They aren’t zipped and placed in the root as the doc says and I do get an error, but it must be happening outside of what is shown on PowerShell. Perhaps scrolled too far up and cut off.
Unloading 57 Unused Serialized files (Serialized files now loaded: 0)
Unloading 1473 unused Assets / (2.6 MB). Loaded Objects now: 2793.
Memory consumption went from 123.1 MB to 120.5 MB.
Total: 5.362000 ms (FindLiveObjects: 0.246300 ms CreateObjectMapping: 0.070400 ms MarkObjects: 3.711800 ms DeleteObjects: 1.332600 ms)
DisplayProgressNotification: Build Successful
Build Finished, Result: Success.
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene ‘Temp/__Backupscenes/0.backup’
Deserialize: 0.479 ms
Integration: 4.337 ms
Integration of assets: 0.001 ms
Thread Wait Time: 0.005 ms
Total Operation Time: 4.822 ms
Aborting batchmode due to failure:
executeMethod method CesiumForUnity.BuildCesiumForUnity.CompileForAndroidAndExit threw exception.
Aborting batchmode due to failure:
executeMethod method CesiumForUnity.BuildCesiumForUnity.CompileForAndroidAndExit threw exception.
Unloading 0 unused Assets / (9.6 KB). Loaded Objects now: 2786.
The problem in your log was definitely that UWP support wasn’t installed. If you don’t need UWP, you also could have fixed it by removing the part of the build script that builds for UWP.
(Update: just re-read your message and realized you said you removed UWP from the script. Great!)
Now that that is fixed, though, we need to see the new log to see what the new problem is.
I’ve been diligently working on addressing issues related to LOD (Level of Detail) and distance checks in my Cesium project, particularly inspired by the concerns raised in a post by Mark_Grossnickle (#5) on the community forum. Following the recommended steps in the documentation, I attempted to run my Cesium project using both dotnet 6 (as per the documentation) and dotnet 7 (as suggested in a change made 10 months ago).
@Alfredoesti are you having an issue? I did end up get it to package at least for Android and PC which were the only two I needed.
I made some changes so that I could pass in whatever camera I wanted and also exposed another property to the Unity SDK. Forget which one. Something about culling. Don’t think I actually used the new property I exposed.