stride3d / stride3d/stride

Android AssetCompiler fails to load android-arm64 assembly during build on Windows host

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bug
Dominant language
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

  1. Build GameStudio from source code with Visual Studio 2026, installing: Desktop development with C++, Desktop development with .NET, MSVC for ARM64, and .NET MAUI.
  2. Create a third-person shooter game project, and enable both Windows and Android as target platforms.
  3. Navigate to the project directory in the terminal.
  4. 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

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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