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引入插件com.unity.render-pipelines.lightweight导致的Gen code报错 #828
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错误发一半怎么定位呢? |
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选中其中一条报错,把错误信息复制下 |
Assets/3rdParty/XLua/Gen/UnityEngine_Rendering_ColorUtilsWrap.cs(167,187): error CS1615: Argument 1 may not be passed with the 'ref' keyword Assets/3rdParty/XLua/Gen/UnityEngine_Rendering_Universal_Internal_ColorGradingLutPassWrap.cs(94,50): error CS1615: Argument 1 may not be passed with the 'ref' keyword 基本都是这个 |
那你直接放报错的cs文件吧 |
#if USE_UNI_LUA using XLua; namespace XLua.CSObjectWrap
} 这是其中一个文件。 |
把这个插件打包放到issue?我这里安装不了这插件 |
是package manager 里的Lightweight RP。 这是打包好的插件。 昨天我忘了把代码文件打成压缩包上传,这是打包好的报错代码文件。 上传也太慢了 = = |
修正了 |
* upstream/master: luajit的32位在另外的环境单独编译 make_android_luajit_arm64.sh的x86输出目录修改 actions自动编译,window下先启动vc-cmd再编译luajit,更正luajit android x86的路径 更新注意事项 处理in关键字生成代码错误的问题,fix Tencent#828
* my_master: (56 commits) 适配rapidjson/cmsgpack/protobuf support valuetype for delegate in XLUA_GENERAL Mode fix: (ExampleCongig.typeHasEditorRef) stackoverflow error (Tencent#895) 2020.2的兼容 unity2017兼容 一些告警的解决 add LuaImporter and util/Xxtea (Tencent#876) 发布脚本的名字修改 添加自动发布脚本 Update faq.md (Tencent#881) 2020的兼容 luajit的32位在另外的环境单独编译 make_android_luajit_arm64.sh的x86输出目录修改 actions自动编译,window下先启动vc-cmd再编译luajit,更正luajit android x86的路径 更新注意事项 处理in关键字生成代码错误的问题,fix Tencent#828 封装部分api level和luajit编译的api level保持一致 完善faq linux还是不编译32位了 apt install 要sudo ...
Unity版本:2019.4.11f1
xLua版本:2.1.15
当项目里引用插件lightweight时,版本7.3.1,Gen Code会有:
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