I will try to summarize my problem the best as I can ^^ So, I did a project in Unity and Vuforia (pretty new to this) and it worked just fine, I saved in on an external drive and changed my Windows and reinstalled Unity, now when I opened the project I get this error.
Severity Code Description Project File Line Suppression State
Error CS0246 The type or namespace name 'IUnityCompiledFacade' could not be found (are you missing a using directive or an assembly reference?)
This is the scrip where I have this error.
/*===============================================================================
Copyright (c) 2019 PTC Inc. All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
===============================================================================*/
using System;
using UnityEngine;
using UnityEditor.Compilation;
namespace Vuforia.UnityCompiled
{
public class RuntimeOpenSourceInitializer
{
static IUnityCompiledFacade sFacade;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void OnRuntimeMethodLoad()
{
InitializeFacade();
}
static void InitializeFacade()
{
if (sFacade != null) return;
sFacade = new OpenSourceUnityCompiledFacade();
UnityCompiledFacade.Instance = sFacade;
}
class OpenSourceUnityCompiledFacade : IUnityCompiledFacade
{
readonly IUnityRenderPipeline mUnityRenderPipeline = new UnityRenderPipeline();
public IUnityRenderPipeline UnityRenderPipeline
{
get { return mUnityRenderPipeline; }
}
}
class UnityRenderPipeline : IUnityRenderPipeline
{
public event Action<Camera[]> BeginFrameRendering;
public event Action<Camera> BeginCameraRendering;
public UnityRenderPipeline()
{
#if UNITY_2018_3
UnityEngine.Experimental.Rendering.RenderPipeline.beginFrameRendering += OnBeginFrameRendering;
UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering += OnBeginCameraRendering;
#else
UnityEngine.Rendering.RenderPipelineManager.beginFrameRendering += OnBeginFrameRendering;
UnityEngine.Rendering.RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
#endif
}
#if UNITY_2018_3
void OnBeginCameraRendering(Camera camera)
#else
void OnBeginCameraRendering(UnityEngine.Rendering.ScriptableRenderContext context, Camera camera)
#endif
{
if (BeginCameraRendering != null)
BeginCameraRendering(camera);
}
#if UNITY_2018_3
void OnBeginFrameRendering(Camera[] cameras)
#else
void OnBeginFrameRendering(UnityEngine.Rendering.ScriptableRenderContext context, Camera[] cameras)
#endif
{
if (BeginFrameRendering != null)
BeginFrameRendering(cameras);
}
}
}
}