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Question by saoirreality06 · May 28, 2019 at 06:07 PM · android buildnamespacevirtualreality

"Namespace Error" when there shouldn't be

Hi, I am new to Unity and C#. I have been working on this virtual reality game project for a while now (Oculus Quest) and I would like to get it to work. Since I switched to the Android platform I have been running into some namespace errors when I press "Build". Keep in mind that my code has worked perfectly before when clicking 'Play' both on Android and not. It is just errors when I press 'Build'.

alt text

alt text

i

Here is my code:

 using System;
 using System.Collections.Generic;
 using System.Linq;
 using UnityEngine;
 using UnityEngine.Windows.Speech;
 
 public class CommandBook : MonoBehaviour
 {
 
 
 
 
 
     private Dictionary<string, Action> keywordActions = new Dictionary<string, Action>();
     private KeywordRecognizer keyword;
 
 
     private void Start()
     {
         keywordActions.Add("Hold", Levitate);
         keywordActions.Add("Thrusters Enguaged", Thrusters);
         keywordActions.Add("Fire", Cannon);
         keywordActions.Add("Lockdown", Spirit);
 
 
         keyword = new KeywordRecognizer(keywordActions.Keys.ToArray());
         keyword.OnPhraseRecognized += OnKeywordsRecognized;
         keyword.Start();
     }
 
     private void OnKeywordsRecognized(PhraseRecognizedEventArgs args)
     {
         //Debug.Log("Keyword: " + args.text);
         keywordActions[args.text].Invoke();
     }
 
 
 
   
     public CommandActivation commands;
 
 
     public void Levitate()
     {
         print("Hovering");
     }
 
     //Launches a projectile
     public void Thrusters()
     {
 
         print("Thrusters Enguaged");
 
     }
 
     public void Cannon()
     {
         commands.cannonball();
         print("Cannon Fired");
     }
 
     public void Spirit()
     {
         print("Lockdown In Play");
     }
 
 
 }

i
i
Here is my code that is connected to my piece above:

 using UnityEngine;
 
 
 public class CommandActivation : MonoBehaviour
 {
     //Projectiles if there is any 
     public Rigidbody CannonProjectile;
 
     public Transform tip;
 
     public void cannonball()
     {
         Rigidbody cannonproj;
         cannonproj = Instantiate(CannonProjectile, tip.position, tip.rotation) as Rigidbody;
 
         cannonproj.velocity = tip.forward * 50;
     }
 
 }

i
i
Like I said it works just fine in the editor, but when I press 'Build' or 'Build and Run' it throws these errors at me. This is the core of my game and I have many many ideas orbiting this core mechanic. I had high hopes that this would work, so if anyone could help me I would be very happy.

Thank you

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capture1.png (62.9 kB)
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