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windows 10 universal SDK and il2cpp

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Hi I have a windows 8.1 machine with unity 5.3.0f4. I am trying to port my app to Universal 10 SDK. I faced a lot of problems due to missing classes in .NET, so I switched to il2cpp I get the following error. > Failed running E:\Program Files\Unity5.3.0f4\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "D:\path\Temp\StagingArea\Data\Managed\tempStrip" -l none -c link -b False -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Core.xml" -f "E:\Program Files\Unity5.3.0f4\Editor\Data\il2cpp\LinkerDescriptors" -x "D:\path/Temp\StagingArea\Data/methods_pointedto_by_uievents.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\AI.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Animation.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Audio.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\CloudWebServices.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Core.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\IMGUI.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\JSONSerialize.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\ParticlesLegacy.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\ParticleSystem.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Physics.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Physics2D.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Terrain.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\TerrainPhysics.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\TextRendering.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UI.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UNET.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityAds.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityAnalytics.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityConnect.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\UnityWebRequest.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\VR.xml" -x "E:\Program Files\Unity5.3.0f4\Editor\Data\PlaybackEngines\MetroSupport\Whitelists\Web.xml" -x "path\Assets\link.xml" -d "path\Temp\StagingArea\Data\Managed" -a "path\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "path\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "path\Temp\StagingArea\Data\Managed\Assembly-UnityScript.dll" -a "path\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a "path\Temp\StagingArea\Data\Managed\Tapjoy.dll" stdout: Fatal error in Mono CIL Linker Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Microsoft.Phone, Version=8.0.0.0, Culture=neutral, PublicKeyToken=24eec0d8c86cda1e' at Mono.Linker.LinkContext.Resolve(IMetadataScope scope) at Mono.Linker.Steps.LoadReferencesStep.ProcessReferences(AssemblyDefinition assembly) at Mono.Linker.Steps.LoadReferencesStep.ProcessReferences(AssemblyDefinition assembly) at Mono.Linker.Steps.BaseStep.Process(LinkContext context) at Mono.Linker.Pipeline.Process(LinkContext context) at Mono.Linker.Driver.RunDriver(Driver driver) stderr: UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:94) UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:107) UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:100) UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:201) UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:131) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:201) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:128) PostProcessUAPIl2Cpp:RunIL2CPP() (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessUAPIl2Cpp.cs:92) PostProcessWinRT:Process() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:131) UnityEditor.HostView:OnGUI() The projects just compiles fine on iOS, which I guess uses the same il2cpp. Any helps is greatly appreciated.

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