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[ERR] Failed to load '[file path]/network.bindings.dll', expected x86 architecture, but was x64 architecture. You must recompile your plugin for x86 architecture. #19

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Bruno2907 opened this issue Oct 28, 2018 · 3 comments

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@Bruno2907
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I'm having this error every time I try to start the game. And I have no clue of how can I get this x86 version.
Here is the full log:

`0: GameDebug initialized. Logging to ./game.log

0: cmd: exec user.cfg

0: cmd: exec game.cfg

0: SoundSystem using mixer: DefaultMixer

0: Mounted soundbank: Bank with 0 sounds

0: fps.sample initialized

0: Build type: release

0: BuildID: AutoBuild

0: Cwd: C:\Users\Usuario\Documents\GitHub\FPSSample\AutoBuild

0: SimpleBundleManager initialized

0: LevelManager initialized

0: InputSystem initialized

0: Loaded game config

0: cmd: client 127.0.0.1

1: Game loop ClientGameLoop requested

2: Network client initialized

2: Switching state: null -> Connecting

2: Client initialized

[ERR] Failed to load 'C:/Users/Usuario/Documents/GitHub/FPSSample/AutoBuild/AutoBuild_Data/Plugins/network.bindings.dll', expected x86 architecture, but was x64 architecture. You must recompile your plugin for x86 architecture.

[ERR] Failed to load 'C:/Users/Usuario/Documents/GitHub/FPSSample/AutoBuild/AutoBuild_Data/Plugins/network.bindings.dll', expected x86 architecture, but was x64 architecture. You must recompile your plugin for x86 architecture.

2: EXCEPTION network.bindings
at (wrapper managed-to-native) Experimental.Multiplayer.NativeBindings.network_recvmsg(intptr,void*,int,Experimental.Multiplayer.network_address&)
at Experimental.Multiplayer.SocketExtension.ReceiveMessageEx (System.IntPtr socket, System.Void* iov, System.Int32 iov_len, Experimental.Multiplayer.network_address& remote) [0x00000] in <610aaba902b642afa58ef8aff65ef5b9>:0
at Experimental.Multiplayer.IPv4UDPSocket.ReceiveMessage (System.Void* iov, System.Int32 iov_len, Experimental.Multiplayer.network_address& address) [0x00000] in <610aaba902b642afa58ef8aff65ef5b9>:0
at Experimental.Multiplayer.BasicNetworkDriver1[T].NativeReceive (Experimental.Multiplayer.Protocols.UdpCHeader& header, System.Void* data, System.Int32 length, Experimental.Multiplayer.network_address& address) [0x00058] in <610aaba902b642afa58ef8aff65ef5b9>:0 at Experimental.Multiplayer.BasicNetworkDriver1[T].ProcessPackets (Experimental.Multiplayer.BitStream bs) [0x0004e] in <610aaba902b642afa58ef8aff65ef5b9>:0
at Experimental.Multiplayer.BasicNetworkDriver`1[T].Update () [0x000a9] in <610aaba902b642afa58ef8aff65ef5b9>:0
at SocketTransport.Update () [0x00000] in :0
at NetworkClient.Update (INetworkClientCallbacks loop) [0x00000] in :0
at ClientGameLoop.Update () [0x00000] in :0
at Game.Update () [0x0021e] in :0

2: DllNotFoundException: network.bindings
`

@Fallenleader
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This means you are running a 32 bit OS. Your PC or at minimal your OS needs an upgrade, as x64 is where support currently and in the future for computers will be at.
The devs MIGHT be able to supply an x86 build though, as I believe Unity still supports exporting to that.

@Bruno2907
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I checked here and everything is x64 already, the OS, processor, and my unity is the version mentioned on the main post (2018.3 beta 6) which I’m pretty sure is x64 too.
Maybe I messed up some settings inside Unity that made it compile the wrong plugin version?

@Bruno2907
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Oh I found out what was wrong, I did the build using the Project Tool windows, but it was set to x86 by default and I haven’t noticed. After going to Build Settings and changing the architecture to x64 the new build worked flawless.
Sorry for the false alarm.

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