Android AssetCompiler fails to load android-arm64 assembly during build on Windows host
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- C#
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Description
Release Type: GitHub (dev build from NuGet)
Version: 4.4.0-dev
Platform(s): Windows 11 (x64) build host → Android (android-arm64) target
Describe the bug
When building a Stride Android project for android-arm64 on a Windows x64 host, the build fails at the StrideCompileAsset MSBuild target. The AssetCompiler is unable to load the target assembly FirstPersonShooter.Android.dll . Maybe it is compiled for the android-arm64 architecture, but AssetCompiler runs on the Windows x64 host via dotnet Stride.AssetCompiler.dll. The host .NET runtime cannot load an ARM64-targeted managed assembly, causing the asset compilation step to fail with exit code 1.
Complete build log attached for reference: build.zip
To Reproduce
- Build GameStudio from source code with Visual Studio 2026, installing: Desktop development with C++, Desktop development with .NET, MSVC for ARM64, and .NET MAUI.
- Create a third-person shooter game project, and enable both Windows and Android as target platforms.
- Navigate to the project directory in the terminal.
- Run the following command to publish for Android:
dotnet publish FirstPersonShooter.Android -r android-arm64 -c Release -o android-arm64
Expected behavior
AssetCompiler should successfully process the assembly and compile game assets. Alternatively, it should use a host-compatible (e.g., win-x64) version of the assembly for reflection/metadata extraction during the build phase, rather than attempting to load the cross-compiled ARM64 assembly directly on the Windows host.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the StrideCompileAsset MSBuild target and the AssetCompiler invocation described in the report. Reproduce with dotnet publish FirstPersonShooter.Android -r android-arm64 -c Release -o android-arm64 on a Windows x64 host, and inspect the attached build log. Done means the Android asset compilation succeeds without attempting to load an incompatible target assembly.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- build-system
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100