Hello! Trying to use the core assets/orion on VS 2017/Unity 5.5 targeting Windows Store (including Windows Holographic) UWP blows up in a couple of interesting ways. On the Unity side there's deprecated APIs which prevent compilation and when you fix those (mostly using Unity's "helpful" auto-converter) the resulting project opened in VS2017 fails to build since the AssetManager has a nervous breakdown of some sort.
Now --- I know that VS 2017 is not released yet (Using the RC) but that's coming next week and from what I can gather the problem is the Windows Store target. And Unity 5.5 has been out literally for months.
Switching the targets to Visual Studio 2015 does not help the cause, sadly. Similar (but not exactly the same) results.
**Here's my question: ** is there source or packages anywhere in any state that I could use to develop with Unity 5.5+ and VS 2017? (You can imagine that downgrading releases is a non-starter). If there's alpha, pre-alpha, or omega, that's fine. I can handle pre-release.
The other option for me is to skip unity and do D3D 11/12 but I have not been able to find a simple example for tracking for C# only (and, yes, the basic example that prints out the tracking info .... got that. I was thinking something along the lines of the sample that's available on Unity or other platforms that show a pure C# D3D LeapMotion hand operating in leap coordinate space synchronized with application coordinate space.
Anyway -- asking about this here to see if the only option left is to write what I need from scratch, or if there are resources out there that could help me with the tools I'm working with,
Thanks!!
Edit 1: I rebuilt a DLL for unity from scratch and integrated Leap support "manually" just to see where things broke. The most basic problem seems to be that the Leap NET wrapper is built incorrectly -- the .NET 3.5 wrapper contains requirements for .NET 4. This means Unity can't read the DLL since they don't support more than .NET 3.5. I've also tested all this with Unity 5.6 beta which has experimental support for .NET 4.6 but it doesn't work either.
What follows is a short description of the problems you hit when using Unity 5.5 but I imagine you guys know this already since it's so obviously broken.
When importing the core assets into unity this message appears.
Failing to select "I made a backup go ahead!" will result in unpleasantness for all involved. Selecting that (or, later, running the API updater) results. However after that attempting to build for Windows Store (Windows 10, D3D, C# targets) results in "Error building Player because scripts had compiler errors". Here's the console:
Specifically this has to do with copying arrays eg
Array.Copy(_array, _front, newArray, 0, _count);
Manually fixing those errors (minor disagreement over types after all) results in yet another set of errors that start to look a bit less minor:
"System.Threading.ThreadStart doesn't exist in target framework," for example.
Additionally, there's the warnings that remain, some of which you can see in the screeenshot above.