fsstudio-team/ZeroSimROSUnity

Issue with "DefaultAssets" when building for Windows

EdvardGrodem opened this issue · 1 comments

I've been trying to build a single scene to a windows executable for a demo. However, I get a compile error involving a property DefaultAssets
Packages/ZeroSimROSUnity/Runtime/Scripts/Sensors/RGBCamera/ZORGBCamera.cs(132,67): error CS1061: 'ZOROSUnityManager' does not contain a definition for 'DefaultAssets' and no accessible extension method 'DefaultAssets' accepting a first argument of type 'ZOROSUnityManager' could be found (are you missing a using directive or an assembly reference?)
I cannot find any reference to DefaultAssets on the internet, nor in the ZeroSim code base.
I tried to do a quick fix by commenting out line 127 and 129 to 131.

#if UNITY_EDITOR
_postProcessMaterial = Resources.Load<Material>("ZORGBPostProcessMaterial");
#else // UNITY_EDITOR
_postProcessMaterial = ZOROSUnityManager.Instance.DefaultAssets.LoadAsset<Material>("ZORGBPostProcessMaterial");
#endif // UNITY_EDITOR

However, this produces the error
Error while executing command: Library/PackageCache/com.unity.burst@1.2.3/.Runtime/hostlin/vswhere.exe -legacy -latest -format value -property installationPath
I know ZeroSim is not tested for Windows but I hope someone have some insight into this issue.

@EdvardGrodem turns out that issue in ZORGBCamera.cs for creating a standalone executable is also an issue under Linux so we have fixed that and have a new version v0.1.16.

As far as running under Windows, unfortunately I do not have a Windows workstation to troubleshoot with. The Burst compiler was being used for LIDAR ray casting -- if you don't need LIDAR you may be able to strip LIDAR out and the Burst compiler dependency.

You may want to checkout: https://docs.unity3d.com/Packages/com.unity.burst@1.2/manual/index.html#standalone-player-support