[SOLVED] @(Content) build action is not supported

I tried building my sample project on android and I got this error
System.Exception: Build started.
@(Content) build action is not supported

The command ""C:\Program Files\Silicon Studio Corp\Paradox\GamePackages\Paradox.1.1.3-beta\Bin\Windows-Direct3D11\SiliconStudio.AssemblyProcessor.exe" --platform=Android --targetFramework=v2.3 --auto-notify-property --parameter-key --auto-module-initializer --serialization --serializationProjectReferencePaths="D:\Bin\Windows-Direct3D11\Debug\trololol.Game.dll" "D:\Bin\Android-OpenGLES\Debug\trololol.dll"" exited with code 1.
Build FAILED.

I am using the latest version of xamarin. and I tried it on xamarin android player and still got the same error even on my phone.

Am i missing something?

Did you add any file with Build Action “Content”?
Otherwise, it might just be a recent change with latest Xamarin, what version are you using?

any solution for this? is it a bug?

If easy for you, could you create a simple repro project for this issue so that we can check into it please?

Also, in general, Content is unfortunately not something you can expect to work similarly on all platforms (due to build system and file API differences). If I remember right, on Android you have to use AndroidAsset or something like that instead, and a specific API to read those as stream.

What kind of data are you trying to deploy?

If it’s just some binary files and you are not afraid to get your hands dirty, Paradox has a “PathSelector” that (if still working) would embed binary files as is. (we plan to rework this later so that it is easy to configure from within GameStudio).

Tried making a simple one with just a scene and a cube. Still got the same error.

EDIT:

I got it working. I have to manually set the ANDROID in DEBUG drop down on visual studio.

NOW the problem is I got a black screen. I dont know if this is from xamarin or not. I also have the same problem with monogame when I was using a basic shader(only the thing here is I am using HLSL). I have not use any shaders at all here. I just output a simple cube made from maya but I cant see anything aside from black screen

07-11 08:40:36.800 I/MonoDroid( 1404): UNHANDLED EXCEPTION:
07-11 08:40:36.816 I/MonoDroid( 1404): System.TypeInitializationException: An exception was thrown by the type initializer for SiliconStudio.Core.LZ4.LZ4Codec ---> System.NotSupportedException: No LZ4 compression service found
07-11 08:40:36.836 I/MonoDroid( 1404):   at SiliconStudio.Core.LZ4.LZ4Codec..cctor () [0x0009b] in <filename unknown>:0 
07-11 08:40:36.836 I/MonoDroid( 1404):   --- End of inner exception stack trace ---
07-11 08:40:36.840 I/MonoDroid( 1404): at SiliconStudio.Core.LZ4.LZ4Stream.AcquireNextChunk () <IL 0x000e7, 0x00413>
07-11 08:40:36.840 I/MonoDroid( 1404): at SiliconStudio.Core.LZ4.LZ4Stream.Read (byte[],int,int) <IL 0x000b8, 0x002ff>
07-11 08:40:36.844 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.VirtualFileStream.Read (byte[],int,int) <IL 0x0002e, 0x00105>
07-11 08:40:36.848 I/MonoDroid( 1404): at SiliconStudio.Core.IO.NativeStream.ReadUInt32 () <IL 0x00024, 0x000da>
07-11 08:40:36.852 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.BinarySerializationReader.Serialize (int&) <IL 0x00007, 0x0003d>
07-11 08:40:36.852 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.SerializerExtensions.ReadInt32 (SiliconStudio.Core.Serialization.SerializationStream) <IL 0x00005, 0x00040>
07-11 08:40:36.856 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.Assets.ChunkHeader.Read (SiliconStudio.Core.Serialization.SerializationStream) <IL 0x00001, 0x00033>
07-11 08:40:36.860 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.Assets.AssetManager.DeserializeObject (System.Collections.Generic.Queue`1<SiliconStudio.Core.Serialization.Assets.AssetManager/DeserializeOperation>,SiliconStudio.Core.Serialization.Assets.AssetManager/AssetReference,string,System.Type,object,SiliconStudio.Core.Serialization.Assets.AssetManagerLoaderSettings) <IL 0x0007a, 0x002df>
07-11 08:40:36.860 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.Assets.AssetManager.DeserializeObject (string,System.Type,object,SiliconStudio.Core.Serialization.Assets.AssetManagerLoaderSettings) <IL 0x00084, 0x00383>
07-11 08:40:36.860 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.Assets.AssetManager.Load (System.Type,string,SiliconStudio.Core.Serialization.Assets.AssetManagerLoaderSettings) <IL 0x0003a, 0x001b3>
07-11 08:40:36.876 I/MonoDroid( 1404): at SiliconStudio.Core.Serialization.Assets.AssetManager.Load<SiliconStudio.Paradox.Engine.Design.GameSettings> (string,SiliconStudio.Core.Serialization.Assets.AssetManagerLoaderSettings) <0x0004f>
07-11 08:40:36.888 I/MonoDroid( 1404): at SiliconStudio.Paradox.Engine.Game.PrepareContext () <IL 0x00048, 0x00117>
07-11 08:40:36.892 I/MonoDroid( 1404): at SiliconStudio.Paradox.Games.GameBase.Run (SiliconStudio.Paradox.Games.GameContext) <IL 0x00057, 0x0025f>

Still not working on emulator

We didn’t support android emulators so far as google emulator was anyway too slow to be usable. But now that there are Microsoft and Xamarin emulators, we should definitely support it. We will add the support for next release. Sorry for that.