#Issue with MK Edge Detection - Weaver trying to serialize something in a DLL?

14 messages · Page 1 of 1 (latest)

foggy island
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MK Edge Detection is an asset on the asset store to create outline in post-process. It has nothing to do with Network, Mirror or any serialization but it uses 2 Dlls...
Mirror shows 6x warnings about it everytime after compilation:

running Unity.Jobs.CodeGen.JobsILPostProcessor
running zzzUnity.Burst.CodeGen.BurstILPostProcessor```

Please can someone help on that so we can remove/fix these warnings on our project or tell the creator what he should do to fix his asset?

Thanks in advance. 🙂
frail bay
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Tagging @pseudo vapor and @uneven eagle in case they have an idea, but you'll probably have to get support from the creator of that paid asset because we're not going to buy it to try and figure it out (Mirror is free for them to test with).

uneven eagle
foggy island
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Thanks a lot for your quick answers.
I think nobody wants it to be networked so yes if there’s an easy way to exclude such asset from Weaver that would be great. I will try your solution but I don’t quite like to modify Mirror files to ease the updates…

FYI, here’s the developer of MK EdgeDetection Asset answer:


1) Can you somehow figure out if it’s a general problem with the mirror package or exclusively isolated to the mk edge detection dll's. I would assume other dll files will brick too (internally there is nothing special about them).
2) Do you need to link them somewhere to the assembly definitions in the mirror package? Adding them to the required assembly's should be no problem.```
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Maybe it could be interesting to have some sort of a blacklist in resources folder for weaver to ignore ? The project owner could add assets there by himself without touching/breaking Mirror files?

pseudo vapor
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Unity's Burst ILPostprocessor sometimes seems to clash with the pre-burst ILPostProcessor.
the latter being undocumented, we'll probably just need to live with that

foggy island
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And in which way this issue is marked as "Resolved"?
Aren't you a bit too fast in marking things "Resolved" while the project I'm working on still has 6 warnings from Mirror because of a random asset without a fix or a good workaround? I'm totally confused here...

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Moreover, the issue here regards a DLL which is for Editor only. In inspector it is marked as Editor only and is in a folder named "Editor" and contains an assembly definition...
So why Weaver tries anything on it?

frail bay
frail bay
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Unity's Burst ILPostprocessor is probably the culprit here, which the asset is apparently using.

foggy island
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Ok but is there not a way to exclude all assemblies for editor?
So it prevents such issue in general without manually blacklisting each asset?
I will try what you suggested of course but for me that’s not a good solution.

foggy island