为什么命名空间为"IUnityRenderPipeline"? Vuforia脚本突然丢失? [英] Why is the Namespace "IUnityRenderPipeline" Suddenly Missing from the Vuforia Script?

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问题描述

上个月左右,我一直在Unity工作.我已经完成了一些基本的AR应用程序的迭代,但是我已经更新了Unity,现在我的代码抛出了各种各样的错误.

I've been working in Unity the last month or so. I've gotten a few iterations of a basic AR application worked up but I've updated Unity and now my code is throwing all sorts of errors.

上周,我的应用在构建Pixel手机时运行良好.现在我已更新到Unity 2018.3.9,Vuforia 8.1现在缺少标题中提到的名称空间.有人对此有任何信息吗?

Last week my app was working fine when building to my Pixel phone. Now that I've updated to Unity 2018.3.9, Vuforia 8.1 is now missing the name space mentioned in the title. Does anyone have any information on this?

如果我重新启动Unity直到尝试将应用程序构建到手机上,则该应用程序将正确播放.一旦构建失败,由于编译器错误,我将无法重播该应用程序.

The app will play correctly if I restart Unity up until I try to build the application to the phone. Once I build and it fails I can't replay the application due to compiler errors.

我在Vuforia脚本中输入了不同的名称空间,并检查了我的脚本.我的脚本与我以前版本中使用的脚本相同,零问题.我在命名空间中有Vuforia,但是问题似乎是由Vuforia固有脚本引起的.

I've typed in different namespaces in the Vuforia Script and have checked my script. Mine is the same script I've used in previous versions with zero issues. I have Vuforia in the namespace but the issue appears to be coming form the Vuforia inherent script instead.

以下是Vuforia代码中出现最多错误的部分:

Here's the section of the Vuforia Code that appears to have the most bugs:

\\\\

namespace Vuforia.UnityCompiled
{
    public class RuntimeOpenSourceInitializer
    {
        static IUnityCompiledFacade sFacade;

        [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
        static void OnRuntimeMethodLoad()
        {
            InitializeFacade();
        }

        static void InitializeFacade()
        {
            if (sFacade != null) return;

            sFacade = new OpenSourceUnityCompiledFacade();
            UnityCompiledFacade.Instance = sFacade;
        }

        class OpenSourceUnityCompiledFacade : IUnityCompiledFacade
        {
            readonly IUnityRenderPipeline mUnityRenderPipeline = new UnityRenderPipeline();

            public IUnityRenderPipeline UnityRenderPipeline
            {
                get { return mUnityRenderPipeline; }
            }
        }

        class UnityRenderPipeline : IUnityRenderPipeline
        {
            public event Action<Camera[]> BeginFrameRendering;
            public event Action<Camera> BeginCameraRendering;

            public UnityRenderPipeline()

\\\\\

我对C#不够精通,不知道对代码进行QC的微调,而不是立即缺少;".在很多这些行中.

I'm not versed enough in C# to know the fine tunings of QC'ing the code other than the immediate lack of ";" in a lot of these lines.

应用程序应该在正确构建我的手机.一旦到达,它就会有一个应用程序读取我绘制的草图,并根据图像目标和Unity中放置的虚拟按钮显示空间的模型或多个渲染.

What the app should be doing is building correctly to my phone. Once there it's an application that reads a sketch I drew, and shows a model or several renderings of the space based on the image target and virtual buttons placed in Unity.

推荐答案

你好

不确定如何创建应用程序,但是如果Engine SDK版本与Vuforia示例之间存在不匹配,这些错误看起来与您将获得的错误类似.随着SDK的发展和API的创建/更改,示例也要与它们兼容.这是检查两种版本的方法(假设您使用了Vuforia示例资源):

Not sure how you created your app, but these errors look similar to ones you'd get if there was a mismatch between the Engine SDK version and the Vuforia samples. As the SDK evolves and APIs are created/changes, so do the samples to be compatible with them. Here's how you can check the versions of both (assuming you used Vuforia samples resources):

-SDK版本:Unity编辑器->窗口-> Vuforia配置. -示例版本:Unity编辑器->项目窗口:资产/Vuforia/版本. 另外,您可以删除旧版本的Vuforia,然后从Unity中的程序包管理器中重新导入.

- SDK version: Unity Editor->Window->Vuforia Configuration. - Samples version: Unity Editor->Project window: Assets/Vuforia/version. also, you can delete the old version of Vuforia and re-import from the Package Manager in Unity.

谢谢

这篇关于为什么命名空间为"IUnityRenderPipeline"? Vuforia脚本突然丢失?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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