When running this program I keep receiving the error: An unhandled exception of type 'System.Security.SecurityException' occured Additional Information: ECall methods must be packaged into a system module.
 class Program{
        public static void Main()
        {
            Brekel_ProBody2_TCP_Streamer s = new Brekel_ProBody2_TCP_Streamer();
            s.Start();
            s.Update();
            s.OnDisable();
        }
    }
How can I fix this?
The important part of the Brekel library is as follows:
//======================================
    // Connect to Brekel TCP network socket
    //======================================
    private bool Connect()
    {
        // try to connect to the Brekel Kinect Pro Body TCP network streaming port
        try
        {
            // instantiate new TcpClient
            client = new TcpClient(host, port);
            // Start an asynchronous read invoking DoRead to avoid lagging the user interface.
            client.GetStream().BeginRead(readBuffer, 0, READ_BUFFER_SIZE, new AsyncCallback(FetchFrame), null);
            Debug.Log("Connected to Brekel Kinect Pro Body v2");
            return true;
        }
        catch (Exception ex)
        {
            Debug.Log("Error, can't connect to Brekel Kinect Pro Body v2!" + ex.ToString());
            return false;
        }
    }
    //===========================================
    // Disconnect from Brekel TCP network socket
    //===========================================
    private void Disconnect()
    {
        if (client != null)
            client.Close();
        Debug.Log("Disconnected from Brekel Kinect Pro Body v2");
    }
 public void Update()
{
    // only update if connected and currently not updating the data
    if (isConnected && !readingFromNetwork)
    {
        // find body closest to the sensor
        closest_skeleton_ID = -1;
        closest_skeleton_distance = 9999999f;
        for (int bodyID = 0; bodyID < skeletons.GetLength(0); bodyID++)
        {
            if (!skeletons[bodyID].isTracked)
                continue;
            if (skeletons[bodyID].joints[(int)brekelJoint.waist].position_local.z < closest_skeleton_distance)
            {
                closest_skeleton_ID = bodyID;
                closest_skeleton_distance = skeletons[bodyID].joints[(int)brekelJoint.waist].position_local.z;
            }
        }
        // apply to transforms (cannot be done in FetchFrame, only in Update thread)
        for (int bodyID = 0; bodyID < skeletons.GetLength(0); bodyID++)
        {
            for (int jointID = 0; jointID < skeletons[bodyID].joints.GetLength(0); jointID++)
            {
                // only apply if transform is defined
                if (skeletons[bodyID].joints[jointID].transform != null)
                {
                    // apply position only for waist joint
                    if (jointID == (int)brekelJoint.waist)
                        skeletons[bodyID].joints[jointID].transform.localPosition = skeletons[bodyID].joints[jointID].position_local;
                    // always apply rotation
                    skeletons[bodyID].joints[jointID].transform.localRotation = skeletons[bodyID].joints[jointID].rotation_local;
                }
            }
        }
 
     
     
    

