Error Loading Pipeline Assembly Icsharpcode.sharpziplib.dll
Page 1 of 1 New Topic/Question Reply 13 Replies - 6943 Views - Last Post: 20 March 2012 - 07:01 PM #1 Ntwiles D.I.C Addict Reputation: 148 Posts: 831 Joined: 26-May 10 Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:02 AM I recently attempted to restructure my solution by dividing it into two projects. After doing so I've started getting the compile error: Error loading pipeline assembly "C:\Users\Nathan\Documents\Visual Studio 2010\Projects\Shooter\SharedContent\bin\x86\Debug\SharedContent.dll". The file it's looking for in fact does not exist, but the path does seem to be correct (SharedContent being the name of one of my projects). I have no idea if it was missing before or if it was somehow deleted. I've researched this issue but nobody seems to be getting this error for quite the same reasons as me. At any rate none of the solutions I've found have had any effect. Can someone tell me what is causing this and how I can fix it? This post has been edited by Ntwiles: 19 March 2012 - 07:02 AM Is This A Good Question/Topic? 0 Back to top MultiQuote Quote + Reply Replies To: Error Loading Pipeline Assembly? #2 Kilorn XNArchitect Reputation: 1359 Posts: 3,528 Joined: 03-May 10 Re: Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:12 AM Have you put references to these projects in the appropriate places? When you have multiple projects, if you want them to interact in any way, you'll need to make sure you've added references. Was This Post Helpful? 0 Back to top MultiQuote Quote + Reply #3 Ntwiles D.I.C Addict Reputation: 148 Posts: 831 Joined: 26-May 10 Re: Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:43 AM Yes the secondary project is referenced by the primary one, and by my content project. It worked from the beginning, but at some point as I was moving all my classes over it stopped working. I've tried moving all the classes back to where they originally were, and it still won't compile. I had to manually edit my .csproj file in notepad to fix some other assembly references, which may or may not be related, but I don't think I messed anything up. Was This Post Helpful? 0 Back to top MultiQuote Quote + Reply #4 Kilorn XNArchitect Reputation: 1359 Posts: 3,528 Joined: 03-May 10 Re: Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:46 AM It might be a good idea to try and re-create the entire solution from scratch, create the two projects, add the appropriate references, and then add the classes back to the proper projects by using "Add Existing Item...". I've seen a few bugs from time to time where things work perfectly fine, then a small change will render the solution unusable. Was This
SQL Server 2014 Express resources Windows Server 2012 resources Programs MSDN subscriptions Overview Benefits Administrators Students Microsoft Imagine Microsoft Student Partners ISV Startups TechRewards Events Community Magazine Forums Blogs Channel 9 Documentation APIs and reference Dev centers Retired content Samples We’re sorry. The content you requested has been removed. You’ll be auto redirected in 1 second. Ask a question Quick access Forums home Browse forums users FAQ Search related threads Remove From My Forums Asked by: Error Loading Pipeline assembly DirectInputSupport.dll!! Archived Forums X-Z > XNA Game Studio Express Question 0 Sign in to vote Error Loading Pipeline assembly "c:\......XNA Game Studio http://www.dreamincode.net/forums/topic/271555-error-loading-pipeline-assembly/ Expres\v1.0\referemces\windows\x86\DirectInputSupport.dll" XNA dont compile :( Monday, December 11, 2006 4:24 PM All replies 0 Sign in to vote What exactly are you trying to compile here, and with what version of XNA? There is no DirectInputSupport.dll file in XNA at least as far as I'm aware! Monday, December 11, 2006 8:49 PM 0 Sign in to vote Were you able to solve this problem, https://social.msdn.microsoft.com/Forums/en-US/8db649d3-9177-4f70-8bec-0dae76a7438e/error-loading-pipeline-assembly-directinputsupportdll?forum=xnagamestudioexpress please let us know! Thursday, December 28, 2006 4:55 AM 0 Sign in to vote If you want to use the assembly, please check that it exists on your computer. If you don't want to use that assembly, remove it from the XNA Framework Content Pipeline assemblies. You can check the XNA Framework Content pipeline asseblies by right-clicking on you project in the Solution Explorer and choose Properties. On the properties page, select the Content Pipeline tab. Hope that'll sort it out for you. Wednesday, May 02, 2007 5:32 PM Microsoft is conducting an online survey to understand your opinion of the Msdn Web site. If you choose to participate, the online survey will be presented to you when you leave the Msdn Web site.Would you like to participate? Privacy statement Help us improve MSDN. Visit our UserVoice Page to submit and vote on ideas! Make a suggestion Dev centers Windows Office Visual Studio Microsoft Azure More... Learning resources Microsoft Virtual Academy Channel 9 MSDN Magazine Community Forums Blogs Codeplex Support Self support Programs BizSpark (for startups) Microsoft Imagine (for students) United States (English) Newsletter Privacy & cookies Terms of use Trademarks © 2
HTTPS SSH Need help cloning? Learn how to clone a repository. Clone in SourceTree Atlassian SourceTree is a free Git and Mercurial client for Windows. Atlassian SourceTree https://bitbucket.org/coldacid/rainault.xna.pdnimporter is a free Git and Mercurial client for Mac. Chris Charabaruk Rainault.XNA.PdnImporter Overview Clone in SourceTree Clone in SourceTree Atlassian SourceTree is a free Git and Mercurial client http://answers.unity3d.com/questions/915777/il2cpp-stranger-compile-errors.html for Windows. Atlassian SourceTree is a free Git and Mercurial client for Mac. HTTPS HTTPS SSH Last updated 2016-02-25 Language — Access level Read 1 Branch 0 error loading Tags 0 Forks 1 Watcher Rainault.Xna.PdnImporter XNA Paint.NET Importer and Content Processor. Originally written for XNA 3.1 by Daniel F. "Rainault" Hanson, updated to XNA 4.0 by Chris "coldacid" Charabaruk. Original site: https://pdnimporter.codeplex.com/ This content processor allows you to use Paint.NET .pdn images as textures or sprite sheets in your XNA 4.0 project. Simply add error loading pipeline a reference to Rainault.Xna.PdnImporter to your content project, and you will be able to use .pdn files -- no more exporting to PNG or JPG first! How to Use PdnImporter PdnImporter requires that Paint.NET is installed on your computer before it can be used to process .pdn files. You will need to copy certain files from your Paint.NET install directory to the folder containing Rainault.Xna. PdnImporter.dll. (If you are building PdnImporter yourself, Visual Studio should handle copying these files for you.) Copy these files from the Paint.NET directory to PdnImporter: ICSharpCode.SharpZipLib.dll Interop.WIA.dll PaintDotNet.Base.dll PaintDotNet.Core.dll PaintDotNet.Data.dll PaintDotNet.Resources.dll PaintDotNet.SystemLayer.dll PaintDotNet.SystemLayer.Native.x86.dll In addition, you need to copy the Native.x86/ folder from Paint.NET to the PdnImporter folder. Unfortunately Visual Studio does not copy this one, so if you are building PdnImporter yourself, remember to copy it! After you have PdnImporter all set up, add it as a reference to your content project. You should be able to add .pdn files to your project now, as you would othe
Answers Feedback Issue Tracker Blog Evangelists User Groups Navigation Home Unity Industries Showcase Learn Community Forums Answers Feedback Issue Tracker Blog Evangelists User Groups Get Unity Asset Store Unity account You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account Language Chinese Spanish Japanese Korean Portuguese Ask a question Spaces Default Help Room META Moderators Topics Questions Users Badges Home / 0 Question by greyhoundgames · Mar 04, 2015 at 10:34 PM · il2cpp il2cpp stranger compile errors I just installed Unity 5 and tried to build for IOS for the first time using IL2CPP. I am getting strange errors that don't make much sense and hopefully somebody can shed some light on this. IL2CPP error for type 'TrainingCard' in Character.cs:385 Additional information: Object reference not set to an instance of an object First off, this sounds like a runtime issue, but it happens when I try to build Second TrainingCard is a class that is not mentioned whatsoever in Character.cs, especially not on line 385 There is this checkbox about il2cpp headers. I tried with and without that. Not sure whats it for but it didn't help the problem. Thoughts? There is a 2nd error after this about the same thing, in case anyone needs to see it: Failed running C:\Program Files\Unity\Editor\Data\il2cpp/il2cpp.exe --copy-level=None --enable-generic-sharing --enable-unity-event-support --emit-null-checks --enable-array-bounds-check --enable-symbol-loading "C:\Users\slugger\Documents\code\UnityRPG\RPGEngine\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" "C:\Users\slugger\Documents\code\UnityRPG\RPGEngine\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" "C:\Users\slugger\Documents\code\UnityRPG\RPGEngine\Temp\StagingArea\Data\Managed\Assembly-UnityScript.dll" "C:\Users\slugger\Documents\code\UnityRPG\RPGEngine\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" "C:\Users\slugger\Documents\code\UnityRPG\RPGEngine\Temp\StagingArea\Data\Managed\TexturePacker.dll" "C:\Users\slugger\Documents\code\UnityRPG\RPG