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Pipeline crashes when adding references #6942
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Are you building MonoGame from source or are you downloading the installer? The installer is currently lagging behind a bunch of updates because the repository is currently being refactored and the continuous integration is turned off. |
Its not turned off, its still working normally. |
I missed that entirely. |
I've been using the releases and dev builds from the installer found on the official website. Would these not be the same as the latest .exe on github? If there's issues with the installers I feel like this should be indicated somewhere. Should I try installing from the source? The installers show the correct version when ran and they are created from the source code so I feel the installer isn't the problem but I could be wrong. |
Nah, you can ignore my comment. The release page on github is the same as the download page on the website. If you had this issue with the nightly installer, then it's legit. |
With the develop pipeline tool I get: With the bog standard 3.7.1 i get I was able to use 3.7.1 previously (I think). Perhaps this came with mono upgrade? edit: Looks like develop also broke OggImporter and WavImporter. |
Set the reference on Windows. Perhaps the cause of the problem is that the "directory separator" is different for each OS. |
@QuinnBast I was having the same issue with referencing MonoGame.Extended.Content.Pipeline.dll, and resolved it by adding MonoGame.Extended.dll and MonoGame.Extended.Tiled.dll to the same folder as the .Pipeline.dll I was trying to reference. I pulled down the Pipeline code, and it was failing at PipelineTypes.cs @ 436. The LoaderExceptions had a bunch of unresolved dependencies on .Extended and .ExtendedTiled. It would be nice if we were able to see these unresolved dependencies, instead of a generic message killing process. |
it's because nuget downloads each dependency on separate directories, but .net requires the dependencies to be on the same folder. You can try adding all depending assemblies in the .mgcb references in the right order, but the best solution is to copy all .dlls in the same folder. |
What if we don’t know all the .dll’s for a particular library or reference we are using? Haven’t had a chance to try Mystiick’s suggestion but this definitely used to work without needing all .dlls to be in the same folder. |
Any news on this? Did anyone test with building from source? Spent the whole evening trying to add reference dll for monogame extended. Can't get it to work. I get a similar error to this. Edit, i put the DLL files dependent on eachother in one folder, and error message disappeared afterwards. Not the cleanest solution, but hey it works |
Sadly still broken. I've also been wanting to use monogame extended but haven't been able to. Might switch to unity or unreal... |
This should probably be a priority along with getting a project setup / installation guide for Visual Studio 2019. |
This seems really odd for the content pipeline to be managing it's own references. Why not have the pipeline use the references from the project file? There's already really great API's that allow you to get all the references needed using the Roslyn API. Then the content pipeline would support nuget and be future proofed (#6879). Currently this is how references for the pipeline are setup:
What if we could do something like this?
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I've been trying to run this from source, and it doesn't work either. I think there are two separate problems:
I was hoping that #2 would have been solved by running the develop branch from source, but no. Furthermore, the new versions on OSX have broken path handling. At least when I tried it, it generated the files in completely unexpected place. |
This issue is very important to us as well. We want to reference our assembly with content importers that in turn references a couple of nugets, but they reside in the nuget store on the machine and I really really don't want to start copy them over just to build content. Surprisingly, adding all references in order doesn't work either. Another solution is to point to the references in the bin directory of the final executable, since all nugets get copied there, but it's not very pretty and it requires the project to be built before the MGCB build happens and I'm not quite sure how to do that. |
Still getting this issue two years later, did anyone find a solution / has this been resolved? |
@abodactyl |
See if the authors provide a .zip file with the processor library. Otherwish you have to either build it ourself or install the nuget manually from the command line and copy the dll from your local nuget store. |
Creating new issue because nobody is re-opening #6676.
Adding any reference to the monogame pipeline tool will cause the Monogame pipeline to crash with the following error:
Steps to reproduce
Related issues with the exact same error:
I think these are all related to PR #6566?
What version of MonoGame does the bug occur on:
What operating system are you using:
What MonoGame platform are you using:
Android & iOS. Don't think it matters though. Effects all platforms.
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