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4.6 iOS 64-bit beta

Discussion in 'iOS and tvOS' started by jonas-echterhoff, Jan 12, 2015.

  1. play_with_wolf

    play_with_wolf

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    Socket.BeginConnect
    Socket.BeginSend(buffer.buffer, buffer.position, buffer.size, SocketFlags.None, OnSend, buffer);
    can't work at IL2CPP ~~~ at 4.6.3f1
     
    Last edited: Feb 27, 2015
  2. Kyopaul

    Kyopaul

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    Asynchronous Sockets still not wroking in 4.6.3.We use socket.BeginSend, server can't receive any request~~~~~~
     
  3. arkon

    arkon

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    I have the same problem, Can't Xcode build the project with 4.6.3P1
     
  4. arkon

    arkon

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    Guys you need to test these projects on the iPad. The latest 4.6.3P1 build just crashed my iPad and forced me to reset it, first time ever one of my builds has knocked over the target device.
     
  5. Dunmord

    Dunmord

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    We are using photon and no luck either :(
    The connection times out when trying to connect to the server.
     
  6. play_with_wolf

    play_with_wolf

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    Socket.BeginSend can't work at IL2CPP
     
  7. iGhost2015

    iGhost2015

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    Hi, @JoshPeterson

    I tried 4.6.3p1 and the bug is still there. I tried to build a simplest project with only these code:
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using System.Net;
    4.  
    5. public class Test : MonoBehaviour
    6. {
    7.  
    8.     // Use this for initialization
    9.     void Start ()
    10.     {
    11.         var req = (HttpWebRequest)WebRequest.Create ("http://www.google.com/");
    12.         HttpWebResponse response = (HttpWebResponse)req.GetResponse ();
    13.         Debug.Log (response.StatusCode);
    14.     }
    15. }
    And it throws System.NotSupportedException as same.
     
  8. AlfredL

    AlfredL

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    I just installed 4.6.3p1 and found the following linking error. I was able to compile and link my project with 4.6.2p2 and 4.6.3f1.

    I have filed 675917 for it. Is it a known issue?

    Undefined symbols for architecture arm64:

    "_AsyncExec_runWithCallback_m7706_gp_1_0_0_0", referenced from:

    GenInst_AsyncExec_runWithCallback_m7706_gp_1_0_0_0_Types in Il2CppGenericInstDefinitions.o

    (maybe you meant: _GenInst_AsyncExec_runWithCallback_m7706_gp_1_0_0_0)

    "_AsyncExec_runWithCallback_m7704_gp_0_0_0_0", referenced from:

    GenInst_AsyncExec_runWithCallback_m7704_gp_0_0_0_0_Types in Il2CppGenericInstDefinitions.o

    (maybe you meant: _GenInst_AsyncExec_runWithCallback_m7704_gp_0_0_0_0)

    ld: symbol(s) not found for architecture arm64

    clang: error: linker command failed with exit code 1 (use -v to see invocation)
     
  9. iGhost2015

    iGhost2015

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    Good to know that. I was thinking to try Photon out.
     
  10. RyuK

    RyuK

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  11. RyuK

    RyuK

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    With Unity 4.6.3 p1, this issue (http://fogbugz.unity3d.com/default.asp?674891_46g6a6srr57vh60r) about Google Play Game Services is fixed, however at runtime this error occurs:
    Code (csharp):
    1. ArgumentException: Object contains non-primitive or non-blittable data.
    2.   at System.Runtime.InteropServices.GCHandle.GetTargetHandle (System.Object obj, Int32 handle, GCHandleType type) [0x00000] in <filename unknown>:0
    3.   at System.Runtime.InteropServices.GCHandle..ctor (System.Object value, GCHandleType type) [0x00000] in <filename unknown>:0
    4.   at System.Runtime.InteropServices.GCHandle.Alloc (System.Object value, GCHandleType type) [0x00000] in <filename unknown>:0
    5.   at GooglePlayGames.Native.PInvoke.Callbacks.ToIntPtr (System.Delegate callback) [0x00000] in <filename unknown>:0
    6.   at GooglePlayGames.Native.PInvoke.GameServicesBuilder.SetOnAuthFinishedCallback (GooglePlayGames.Native.PInvoke.AuthFinishedCallback callback) [0x00000] in <filename unknown>:0
    7.   at GooglePlayGames.Native.NativeClient.InitializeGameServices () [0x00000] in <filename unknown>:0
    8.   at GooglePlayGames.Native.NativeClient.Authenticate (System.Action`1 callback, Boolean silent) [0x00000] in <filename unknown>:0
    9.   at GooglePlayGames.Native.Cwrapper.Score.Score_Metadata (HandleRef self, System.Text.StringBuilder out_arg, UIntPtr out_size) [0x00000] in <filename unknown>:0
    10.   at GooglePlayGames.PlayGamesPlatform.Authenticate (System.Action`1 callback, Boolean silent) [0x00000] in <filename unknown>:0
    11.   at GooglePlayGames.PlayGamesPlatform.Authenticate (System.Action`1 callback) [0x00000] in <filename unknown>:0
    12.   at GooglePlayGames.PlayGamesLocalUser.Authenticate (System.Action`1 callback) [0x00000] in <filename unknown>:0
    13.   at GooglePlayGames.ReportProgress.EndInvoke (IAsyncResult result) [0x00000] in <filename unknown>:0
    14.   at Game.Systems.GooglePlayManager.login () [0x00000] in <filename unknown>:0
    15.   at Game.Systems.GooglePlayManager.showAchivements () [0x00000] in <filename unknown>:0
    16.   at Game.UI.Settings.SettingsUI._click () [0x00000] in <filename unknown>:0
    17.   at Game.UI.Settings.SettingsUI.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0
    18.   at UnityEngine.UI.Scrollbar.UnityEngine.UI.ICanvasElement.get_transform () [0x00000] in <filename unknown>:0
    19.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    20.   at GooglePlayGames.ReportProgress.EndInvoke (IAsyncResult result) [0x00000] in <filename unknown>:0
    21.   at System.Array.Resize[UIVertex] () [0x00000] in <filename unknown>:0
    22.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    23.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    24.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    25.   at UnityEngine.EventSystems.TouchInputModule.Process () [0x00000] in <filename unknown>:0
    26.   at iTween.easeInOutElastic (Single start, Single end, Single value) [0x00000] in <filename unknown>:0
    27.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    28.   at Replacements.RemotingServices.CreateClientProxy (System.Type objectType, System.String url, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
    29. Replacements.RemotingServices:CreateClientProxy(Type, String, Object[])
    30. UnityEngine.Debug:Internal_LogException(Exception, Object)
    31. UnityEngine.Debug:LogException(Exception)
    32. UnityEngine.EventSystems.ExecuteEvents:Execute()
    33. UnityEngine.EventSystems.TouchInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    34. UnityEngine.EventSystems.TouchInputModule:ProcessTouchEvents()
    35. UnityEngine.EventSystems.TouchInputModule:Process()
    36. iTween:easeInOutElastic(Single, Single, Single)
    37. UnityEngine.EventSystems.EventSystem:Update()
    38. Replacements.RemotingServices:CreateClientProxy(Type, String, Object[])
    39. (Filename: currently not available on il2cpp Line: -1)
    It seems several people are reporting this issue
    http://forum.unity3d.com/threads/4-6-ios-64-bit-beta.290551/page-18#post-1985152
    I'm not sure if GooglePlayGames Unity Plugin can fix it on their own.
     
  12. BestHTTP

    BestHTTP

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    @RalphH: Using Sockets with "Api Compatibility Level" set to ".NET 2.0 Subset" stripping are producing the followind error:
    ".NET 2.0 Subset" doesn't contains this type, but Sockets are worked fine. However stripping always failed with the already quoted error. The error can be skipped with just setting the ".NET 2.0" Api Compatibility Level.
    However with IL2CPP compiling for 2 architecture, it can produce more bigger builds then healthy just becouse to avoid the stripping error of an unused type. Now, that IL2CPP will use stripping, ".NET 2.0" can't be avoided.

    If you are already seeking ways to reduce build size, can you please look around this issue? Maybe with a little workaround, or something can be avoided.

    Thank you.
     
  13. JoshPeterson

    JoshPeterson

    Unity Technologies

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    For anyone experiencing this problem:

    We now have a special patched build available with a fix. This build has all of the same code as 4.6.3p1 for IL2CPP, plus a fix for this specific bug. This build also contains a few changes unrelated to IL2CPP, and these have not yet been test by our QA team. So I would recommend this build only for users impacted by the issue above.

    If you would like this special build, please email me directly: joshuap@unity3d.com. Thanks!
     
  14. JoshPeterson

    JoshPeterson

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    @jeffsherwin

    Thanks for confirming this fix.

    For the Dictionary<string, string> issue, I'm not aware of anything specific related to that type. We do have an existing limitation with calls to Type.MakeGenericType. Any calls to that method can only construct generic types that IL2CPP had visited for AOT.

    So you could try to define an unused static field of type Dictionary<string, string> in a MonoBehavior in your project like this:

    Code (CSharp):
    1. private static Dictionary<string, string> _unused;
    That will ensure that IL2CPP sees this type during AOT, and then it can be created using Type.MakeGenericType. If this work around does not correct the problem, then we are likely seeing a different issue that will need further investigation from us.
     
  15. JoshPeterson

    JoshPeterson

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    @Nadan

    It looks like you are past the first issue. These error indicate that the UnityAds library is either missing symbols (maybe it is built for ARM64 only) or some Objective C file is not being compiled at all. Does a build with the Mono scripting backend work? If so, that should indicate that the UnityAds library is fine, and we have an IL2CPP bug.
     
  16. JoshPeterson

    JoshPeterson

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    @yuhe

    Sorry, we did improve the behavior with respect to recursive generics in 4.6.3 by limiting the depth at which we search for them, but the story is still not complete. At the moment, we are working hard on a change to allow construction of generic types are run-time which will correct this completely.

    Can you submit a bug on this issue (or let me know the number if you have done so already), and I'll see if we can work around it. Thanks.
     
  17. JoshPeterson

    JoshPeterson

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    @AGaming

    Do you know if there is a bug submitted for this issue? If so, what is the bug number? Thanks.
     
  18. JoshPeterson

    JoshPeterson

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    @play_with_wolf

    Could you please submit a bug for this issue? Our internal tests have the sockets code working, but we are likely missing a case. Thanks.
     
  19. JoshPeterson

    JoshPeterson

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  20. JoshPeterson

    JoshPeterson

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    @arkon

    We do run tests regularly on a few different iPad models, but we have not seen this behavior. Is this crash reproducible or intermittent? I would like to track down the cause if we can. Thanks.
     
  21. JoshPeterson

    JoshPeterson

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    @iGhost2015

    We have not had a chance to address this bug yet, but we will investigate it. Thanks.
     
  22. JoshPeterson

    JoshPeterson

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    @AlfredL

    We have a work around for this issue and a special build to correct it. Please see this post: http://forum.unity3d.com/threads/4-6-ios-64-bit-beta.290551/page-19#post-198667
     
  23. AGaming

    AGaming

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    http://fogbugz.unity3d.com/default.asp?674127_kg50nh4il9rsd54t 674127
    http://fogbugz.unity3d.com/default.asp?670059_qm3o0gmdlglahh0q 670059

    The answer tech support UFPS:
     
  24. Nadan

    Nadan

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    I tested this and yes, with the Mono scripting backend it works. So there is an IL2CPP bug.
     
  25. Lamosca_2014

    Lamosca_2014

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    The problem with sqlite seems to be fixed in 4.6.3p1.


    But now we're having a different problem:
    When running on iOS (using the il2cpp compiler), we always get a "pointer being freed was not allocated" error when switching scene. The scene being switched from contains a WebCamTexture, and the BaseVideoTexture.ReleaseVideoMemory seem to be causing it.

    Attached a screenshot from XCode showing the stack trace and console log.

    I also created a bug (675991) for this.

    Screen Shot 2015-02-27 at 14.57.40.png
     
    InsomniakDev, FSpark and sebm0 like this.
  26. Lamosca_2014

    Lamosca_2014

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    The error also occurs when building with the mono compiler.
     
  27. sonicviz

    sonicviz

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    I can finally build and deploy to iPad2, but it's quite slow compared to mono.

    Creating a build for testflight and archiving takes even longer, over 1/2 hour.
    Are these times going to be optimised at all for performance because these times impose some serious workflow friction?

    Also generating hundreds (397+) issues on the archive build, which is kind of scary
     
  28. Gasp

    Gasp

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    We have the same issue here, filed bug case 675795

    But I'm wondering the same thing, is this something that Unity plans to support on a later patch?
     
  29. Lars-Blaabjerg

    Lars-Blaabjerg

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    Good news. It seems SslStream is now working along with MD5 and SHA1 hashing and BinaryReader.

    A new problem though. I am using Json.NET for Unity and it seems to have problems deserializing an object that contains an array of other objects. No exception is thrown and I do get an array, but the objects in the array just have default values.

    It works with Mono.

    A relatively easy workaround for me for to change the type to be a List instead of an array. So I'm not blocked by it.

    I submitted the bug (Case 675990)
     
  30. Dustin-Horne

    Dustin-Horne

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    Lars -

    I think one of my other customers already submitted a bug report to Unity for this a long time ago (arrays were deserializing with empty values) but this may be different. Could you file a bug report? Also, could you get in touch with me and maybe give me a repro case if possible? That way I can see if there is a workaround or quick fix. My email address is in the readme.txt file or you can contact me through my blog:
    http://www.dustinhorne.com
     
  31. SunstormJared

    SunstormJared

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    @Lars Blaabjerg (Case 675990)
    Have you tried changing the Json calls to System.Activator.CreateInstance to System.Array.CreateInstance? That was what worked for me. Changing the type to List is probably fine (generic type referenced elsewhere in code probably, so it doesn't get stripped out). But for us the call that was failing was System.Activator.CreateInstance( typeof(CustomClass), 7); And that was replaced with System.Array.CreateInstance(CustomClass.GetElementType(), 7); Probably worth taking a look into @Dustin Horne
     
  32. JoshPeterson

    JoshPeterson

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    @RyuK

    Thanks for letting us know about this. It looks like the issue is the same as the one you linked to in another forum post. In IL2CPP, we are a bit more strict than Mono about calls to GCHandle.Alloc for pinned handles. According to MSDN here (https://msdn.microsoft.com/en-us/library/vstudio/a95009h1(v=vs.100).aspx), any attempt to allocate a pinned GCHandle with a non-blittable type (like System.Delegate in this case) will throw an ArgumentException.

    The Mono version in Unity did not throw this exception, so some code with happened work before with Mono is now not working with IL2CPP.

    The good news is that very few (if any) cases should need to allocate a pinned GCHandle for non-blittable types, so this issue is easy to correct.

    I've opened a PR with the Google Play Games for Unity code here: https://github.com/playgameservices/play-games-plugin-for-unity/pull/420 that should correct the issue.
     
  33. Rene-Damm

    Rene-Damm

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    As far as I can tell (that is, assuming that we've seen the same exception), this issue is fixed now.
     
  34. Dustin-Horne

    Dustin-Horne

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    I'll look into it and see if it's something I can change. What I have to be very careful of us derived types. Using CreateInstance on an array will work fine for arrays, but a type may still resolve to an array when it's really a derived type and using the wrong method of creating an instance of it may result in the wrong object being created underneath.
     
  35. Lars-Blaabjerg

    Lars-Blaabjerg

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    @Dustin Horne I'm off work now. I can send you the repro project I used in the bug report on monday if you wish.
    It was pretty simple though. My object basically looked like this (from memory).

    Code (CSharp):
    1. class ResponseObject
    2. {
    3.   public int Result;
    4.   public ResponseItem[] Items;
    5. }
    6.  
    7. class ResponseItem
    8. {
    9.   public string Name;
    10.   public DateTime? Time;
    11.   public MetaData MetaData;
    12.   public byte[] Data;
    13. }
    14.  
    15. class MetaData
    16. {
    17.   public string Description;
    18.   public int DataVersion;
    19. }
    Changing the Items field to a List<ResponseItem> was an easy workaround.

    I had a few more attributes on some of the fields and one of the ints is actually an enum, but you get the idea.
     
    Dustin-Horne likes this.
  36. Lars-Blaabjerg

    Lars-Blaabjerg

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  37. JoshPeterson

    JoshPeterson

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  38. JoshPeterson

    JoshPeterson

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    @Nadan

    Thanks for trying this with Mono. Can you submit a bug? There must be something special with this situation and UnityAds that others are not experiencing. Thanks.
     
  39. JoshPeterson

    JoshPeterson

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    @sonicviz

    Absolutely, we are working on making build times shorter. At the moment, our main non-bug focus is on better support for run-time type creation, which will allow us to emit less source code, therefore shorten build times (and binary sizes). We're also look at build times from other approaches as well.

    In short, we know builds are way to slow, and we want to fix that.
     
    drawcode likes this.
  40. JoshPeterson

    JoshPeterson

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    @Gasp

    We probably won't support the ability to allocate a pinned GCHandle for a non-blittable type. So far, we have not seen a need to support this, so we're matching the .NET behavior instead of the Mono behavior. Doing so gives us more flexibility in the GC. Note that I have submitted a pull request for the Google Play Games for Unity go to correct this, so hopefully it will be fixed soon.
     
  41. EddieCam

    EddieCam

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    Hiya, as an update. With 4.6.3p1, my parse crashes and errors have gone, thanks!

    I do still have to comment out a cpp line to get Xcode to build (#671616)
     
  42. Gasp

    Gasp

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    Thanks! I just tried the modification you posted to Google Play Games and it seems to work fine.
     
  43. jeffsherwin

    jeffsherwin

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    Aug 22, 2014
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    Case 676103
    unable to use FB.API or FB.FEED - all configurations triple checked and correct -
    can GET data from FB but not POST
    Facebook samle friendSmash app no longer posts feeds either . . .
    Code (CSharp):
    1.  
    2. Dictionary<string,string> data = new Dictionary<string, string>()
    3. {
    4.     {"app_id", FB.AppId},
    5.     {"access_token",FB.AccessToken},
    6.     {"achievement",_name}
    7. };
    8.  
    9. FB.API(FB.UserId+"/achievements
    10. Facebook.HttpMethod.POST,
    11.       delegate(FBResult r)
    12.       {
    13.            if (r.Error != null)
    14.            {
    15.                U.st.l(cS.red,"PublishAchievement ERROR: "+ r.Error);
    16.                return;
    17.            }
    18.            U.st.l(cS.lime,"PublishAchievement result: "+ r.Text);
    19.        },
    20.        data
    21.        );
    22.  
    23. ---
    24. FB.Feed(
    25.        linkCaption: fw.caption,
    26.        picture: fw.picture,
    27.        linkName: fw.linkName,
    28.        link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag=" +FB.UserId
    29.         );
    worked before 4.6.3 and FBSDK 6.2.1
    64 bit iOS and Android do not work
    32 bit iOS on iPhone 5 does.

    sorry no sample app on this one - can see by using facebook friendsmash unity app
    FB bug: https://developers.facebook.com/bugs/499734026831444/

    sev 2 blocking
     
  44. AGaming

    AGaming

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    Thank you very much.
     
  45. sonicviz

    sonicviz

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    Great! Good luck with it, that's one hard job your team is doing.
     
  46. iGhost2015

    iGhost2015

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    @Rene Damm
    Is the fix gonna be delivered in 4.6.3p2? Can't wait to test it.
     
  47. i9mobile

    i9mobile

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    I'm having a similar issue when compiling using IL2CPP, don't know how to solve this:

    "_AsyncExec_runWithCallback_m2103_gp_1_0_0_0", referenced from: GenInst_AsyncExec_runWithCallback_m2103_gp_1_0_0_0_Types in Il2CppGenericInstDefinitions.o
    (maybe you meant: _GenInst_AsyncExec_runWithCallback_m2103_gp_1_0_0_0)

    "_AsyncExec_runWithCallback_m2101_gp_0_0_0_0", referenced from:
    GenInst_AsyncExec_runWithCallback_m2101_gp_0_0_0_0_Types in Il2CppGenericInstDefinitions.o
    (maybe you meant: _GenInst_AsyncExec_runWithCallback_m2101_gp_0_0_0_0)

    ld: symbol(s) not found for architecture armv7

    clang: error: linker command failed with exit code 1 (use -v to see invocation)
     
    Last edited: Feb 28, 2015
  48. i9mobile

    i9mobile

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    This is solved by creating an "link.xml" file on the Assets folder, with the following content:

    <linker>
    <assembly fullname="UnityEngine">
    <type fullname="UnityEngine.WWW" preserve="all" />
    </assembly>
    </linker>

     
  49. tomtc123

    tomtc123

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    Aug 22, 2014
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    11
    When use webrequest :
    HttpWebRequest req = (HttpWebRequest)WebRequest.Create ("http://www.google.com");

    The Api compatibility lever is .NET2.0 subset it's work, but when api level is .NET 2.0 it's throw NotSupportedException, how strange.
    In my project, i need choose .NET2.0, because call some method not include in .NET2.0 subset.
    Need some help.Thank you.

    NotSupportedException: http://www.google.com/
    at System.Net.Sockets.Socket.SocketDefaults () [0x00000] in <filename unknown>:0
    at System.Net.WebRequest.GetCreator (System.String prefix) [0x00000] in <filename unknown>:0
    at System.Net.WebRequest.Create (System.Uri requestUri) [0x00000] in <filename unknown>:0
    at System.Net.WebRequest.Create (System.String requestUriString) [0x00000] in <filename unknown>:0
    at NewBehaviourScript.Start () [0x00000] in <filename unknown>:0
    at Replacements.RemotingServices.CreateClientProxy (System.Type objectType, System.String url, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
    Replacements.RemotingServices:CreateClientProxy(Type, String, Object[])

    (Filename: currently not available on il2cpp Line: 4294967295)
     
  50. Rurumi

    Rurumi

    Joined:
    Mar 1, 2015
    Posts:
    5
    I found an exception when calling DateTime.ToLocalTime with il2cpp enabled.
    Version: 4.6.3p1
    Architecture: Universal
    Device: iPhone4 (iPad Air 2 is fine)

    It's similar to http://fogbugz.unity3d.com/default.asp?672199_ofpebifiacdhmo6t
    but it was closed.

    Code (CSharp):
    1. System.DateTime d = new System.DateTime (2100, 10, 10);
    2. d.ToLocalTime ();
    And then:
    Code (CSharp):
    1. ArgumentOutOfRangeException: Value 3984812181249064960 is outside the valid range [0,3155378975999999999].
    2. Parameter name: ticks
    3.   at System.Text.DecoderReplacementFallback.get_DefaultString () [0x00000] in <filename unknown>:0
    4.   at System.DateTime..ctor (Int64 ticks) [0x00000] in <filename unknown>:0
    5.   at System.CurrentSystemTimeZone.GetDaylightTimeFromData (System.Int64[] data) [0x00000] in <filename unknown>:0
    6.   at System.CurrentSystemTimeZone.GetDaylightChanges (Int32 year) [0x00000] in <filename unknown>:0
    7.   at System.TimeZone.IsDaylightSavingTime (DateTime time) [0x00000] in <filename unknown>:0
    8.   at System.CurrentSystemTimeZone.GetUtcOffset (DateTime time) [0x00000] in <filename unknown>:0
    9.   at System.TimeZone.ToLocalTime (DateTime time) [0x00000] in <filename unknown>:0
    10.   at System.DateTime.ToLocalTime () [0x00000] in <filename unknown>:0
    11.   at PerformanceTest.Start () [0x00000] in <filename unknown>:0
    12.   at Replacements.RemotingServices.CreateClientProxy (System.Type objectType, System.String url, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
    13. (Filename: currently not available on il2cpp Line: -1)