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4.6 iOS 64-bit beta

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

  1. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @catacomber

    I've not seen any reports about this yet. You may want to have a look on the other parts of the iOS forum if you have not already though. Do you know what changed to cause this? Is it the Xcode version or the Unity version?
     
  2. MrEsquire

    MrEsquire

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    Nov 5, 2013
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    2,712
  3. Sebrofjr

    Sebrofjr

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    I've been trying to build il2cpp for that few patch releases and just tried again today with 4.6.4 and it seems to just hand on postprocessor still and eventually errors out with this exception. I've tried searching for similar issues but have turned up null. Building on OSX 10.10.1 with XCode 6.2, Unity 4.6.4. Has anyone run into this yet?


    OutOfMemoryException: Out of memory
    System.Collections.ArrayList.EnsureCapacity (Int32 count) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections/ArrayList.cs:2793)
    System.Collections.ArrayList.Add (System.Object value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections/ArrayList.cs:2854)
    UnityEditor.XCodeEditor.PBXParser.ParseArray () (at Assets/Editor/XUPorter/PBX Editor/PBXParser.cs:440)
    UnityEditor.XCodeEditor.PBXParser.ParseValue () (at Assets/Editor/XUPorter/PBX Editor/PBXParser.cs:372)
    UnityEditor.XCodeEditor.PBXParser.ParseDictionary () (at Assets/Editor/XUPorter/PBX Editor/PBXParser.cs:408)
    UnityEditor.XCodeEditor.PBXParser.ParseValue () (at Assets/Editor/XUPorter/PBX Editor/PBXParser.cs:370)
    UnityEditor.XCodeEditor.PBXParser.ParseDictionary () (at Assets/Editor/XUPorter/PBX Editor/PBXParser.cs:408)
    UnityEditor.XCodeEditor.PBXParser.ParseValue () (at Assets/Editor/XUPorter/PBX Editor/PBXParser.cs:370)
    UnityEditor.XCodeEditor.PBXParser.ParseDictionary () (at Assets/Editor/XUPorter/PBX Editor/PBXParser.cs:408)
     
  4. Catacomber

    Catacomber

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    Thanks. I'll check around in the forum and the Apple Developer forum. The only thing that changed is that I just installed Yosemite. Maybe reinstalling XCode will help. Thanks.
     
  5. AlkisFortuneFish

    AlkisFortuneFish

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    Thanks Josh. I've added some extra information to my bug report, this has now been verified to crash on 4.6.4f1, with Xcode 6.2 and on three different test devices with iOS8.0, 8.1 and 8.2.

    Also, by stepping through the code when built with the Mono backend, the offending branch is meant to be a call to AnimationState::DidModifyAnimationClip(AnimationClip*, List<ListNode<AnimationState> >&).
     
    Last edited: Mar 27, 2015
  6. Catacomber

    Catacomber

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  7. Catacomber

    Catacomber

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    So testing my game on iPad after updating to Yosemite, I got a big shock--no sound. And a lot of the pleasure a gamer gets is in sounds.

    It wasn't Unity or XCode as it turns out that caused the lack is sound. It was updating to iOS 8.2 on my iPad at the same time as updating to Yosemite. My iPad has a new slider menu for sound and other things that is hidden unless you swipe up at the bottom of the screen. Googling my problem I found lots of people had this problem kick in--the lack of sound on an iPad. It can just happen. And then there are ways people found to fix it. Thanks for Google and forums, I fixed it.

    Unity and XCode are blameless here. :)

    My game now plays all its sounds faithfully on my iPad.

    I didn't try any of my other apps for sound --just mine that I was testing. If I had I would have realized it was a device problem.

    I should have had more faith in Unity. And in XCode.
     
    Last edited: Mar 28, 2015
  8. Mons1999

    Mons1999

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    Hi everybody !
    I am experiencing a weird bug : when I use 'Mono 2.x' scripting backend, it still works on my iPhone (5S), but when I switch to IL2CPP and whatever the architecture is (ARMv7, ARMv64 or Universal), it crashs.

    The error shown is really weird (see the picture below) : even if my game uses the same reasonable memory amount (250-300mb) and even if I close all the other applications, the amount of memory used by "Other Processes" is 2,8GB ! How is it only possible on a 1GB RAM device ? Even if the free memory is negative, it only crashes at the second scene loaded (after 30sec), and the message shown by xcode is "Terminated due to memory error".

    How can I solve this ? Thank you for your answer I'm a bit stuck...
    PS : I tried with Unity 4.6.2, 4.6.3 and 4.6.4, same result.
    Wierd RAM STATS.png
     
  9. play_with_wolf

    play_with_wolf

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    IL2CPP need more memory。。。。 my project crash sometime by IL2CPP but no crash by Mono 2.x. when i reduce my Texture size (save 8M memory),project run batter than before,but still crash。 so i believe IL2CPP need reduce 20M-50M memory, so This is a tricky one
     
  10. YujiSakata

    YujiSakata

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    May 29, 2014
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    Hi Unity developers.

    I have problem with il2cpp. Something like seg fault. Error message is below.

    This error happens from 4.6.3p1. I can't use 4.6.3f1, because this project use SAH-1. This ver has SAH-1 problem.
    Please give me any help!
     
  11. Saki-Masuzawa

    Saki-Masuzawa

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    Jun 10, 2014
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    Hello,Unity team.

    When I build my project on both ver.4.6.4 and ver4.6.3p4, I get this link error.

    --------------------------------------------------------------------------------------------------------------------------
    final section layout:
    __TEXT/__text addr=0x000091A0, size=0x0293D158, fileOffset=0x000051A0, type=1
    __TEXT/__picsymbolstub4 addr=0x029462F8, size=0x00002B60, fileOffset=0x029422F8, type=28
    __TEXT/__stub_helper addr=0x02948E58, size=0x000020AC, fileOffset=0x02944E58, type=32
    __TEXT/__cstring addr=0x0294AF10, size=0x00167C9C, fileOffset=0x02946F10, type=13
    __TEXT/__objc_methname addr=0x02AB2BAC, size=0x0000CF56, fileOffset=0x02AAEBAC, type=14
    __TEXT/__const addr=0x02ABFB10, size=0x0008D018, fileOffset=0x02ABBB10, type=0
    __TEXT/__objc_methtype addr=0x02B4CB28, size=0x0000399D, fileOffset=0x02B48B28, type=14
    __TEXT/__objc_classname addr=0x02B504C5, size=0x00000DCD, fileOffset=0x02B4C4C5, type=14
    __TEXT/__gcc_except_tab addr=0x02B51294, size=0x00042B94, fileOffset=0x02B4D294, type=0
    __TEXT/__ustring addr=0x02B93E28, size=0x000001D4, fileOffset=0x02B8FE28, type=16
    __DATA/__program_vars addr=0x02B94000, size=0x00000014, fileOffset=0x02B90000, type=30
    __DATA/__nl_symbol_ptr addr=0x02B94014, size=0x0002115C, fileOffset=0x02B90014, type=29
    __DATA/__la_symbol_ptr addr=0x02BB5170, size=0x00000AD8, fileOffset=0x02BB1170, type=27
    __DATA/__mod_init_func addr=0x02BB5C48, size=0x00000AAC, fileOffset=0x02BB1C48, type=33
    __DATA/__const addr=0x02BB6700, size=0x0009EA28, fileOffset=0x02BB2700, type=0
    __DATA/__cfstring addr=0x02C55128, size=0x00003B70, fileOffset=0x02C51128, type=17
    __DATA/__objc_classlist addr=0x02C58C98, size=0x000001D4, fileOffset=0x02C54C98, type=0
    __DATA/__objc_nlclslist addr=0x02C58E6C, size=0x00000004, fileOffset=0x02C54E6C, type=0
    __DATA/__objc_catlist addr=0x02C58E70, size=0x00000010, fileOffset=0x02C54E70, type=24
    __DATA/__objc_nlcatlist addr=0x02C58E80, size=0x00000004, fileOffset=0x02C54E80, type=0
    __DATA/__objc_protolist addr=0x02C58E84, size=0x00000090, fileOffset=0x02C54E84, type=0
    __DATA/__objc_imageinfo addr=0x02C58F14, size=0x00000008, fileOffset=0x02C54F14, type=0
    __DATA/__objc_const addr=0x02C58F20, size=0x0000E718, fileOffset=0x02C54F20, type=0
    __DATA/__objc_selrefs addr=0x02C67638, size=0x00001DBC, fileOffset=0x02C63638, type=15
    __DATA/__objc_protorefs addr=0x02C693F4, size=0x00000010, fileOffset=0x02C653F4, type=0
    __DATA/__objc_classrefs addr=0x02C69404, size=0x00000354, fileOffset=0x02C65404, type=23
    __DATA/__objc_superrefs addr=0x02C69758, size=0x0000013C, fileOffset=0x02C65758, type=0
    __DATA/__objc_ivar addr=0x02C69894, size=0x00000590, fileOffset=0x02C65894, type=0
    __DATA/__objc_data addr=0x02C69E24, size=0x00001270, fileOffset=0x02C65E24, type=0
    __DATA/__data addr=0x02C6B0A0, size=0x01B95518, fileOffset=0x02C670A0, type=0
    __DATA/__common addr=0x048005C0, size=0x0004076C, fileOffset=0x00000000, type=25
    __DATA/__bss addr=0x04840D30, size=0x00065C98, fileOffset=0x00000000, type=25
    ld: b/bl/blx ARM branch out of range (-33554432 max is +/-32MB): from __Z65Dictionary_2_Do_ICollectionCopyTo_TisKeyValuePair_2_t9904_m125085P18Dictionary_2_t1458P7Array_tiP17Transform_1_t9914P10MethodInfo (0x020610E0) to __Z19InitializedTypeInfoP8TypeInfo.island.2 (0x01C0F70C) in '__Z65Dictionary_2_Do_ICollectionCopyTo_TisKeyValuePair_2_t9904_m125085P18Dictionary_2_t1458P7Array_tiP17Transform_1_t9914P10MethodInfo' from /Users/user/Library/Developer/Xcode/DerivedData/Unity-iPhone-eehsmdffuhiunocsonutulpbpjij/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/armv7/GenericMethods8.o for architecture armv7
    clang: error: linker command failed with exit code 1 (use -v to see invocation)
    ----------------------------------------------------------------------------------------------------------------------------------------

    This error only happen debug build, and this doesn't happen on ver.4.6.3p3.

    Release Note of ver.4.6.2 says this error was fixed.
    But, this error happen again after ver.4.6.3p4.

    How can I do to avoid this error?
     
  12. Dantus

    Dantus

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    You have to submit a bug report. If you already did it, you can open it again.
     
  13. big_march

    big_march

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    Mar 2, 2015
    Posts:
    38
    I just tried to run my game with IL2CPP in unity4.6.4f1.
    This error still exists when downloading asset bundle from server:http://fogbugz.unity3d.com/default.asp?683635_9fhdr56s
    According to JoshPeterson's advice, I input these command when crash happened:
    Code (CSharp):
    1. (lldb) pro hand -p true -s false SIGUSR1
    2. NAME        PASS   STOP   NOTIFY
    3. ==========  =====  =====  ======
    4. SIGUSR1     true   false  true
    5. (lldb) continue
    Then Xcode ignored these SIGUSR1 exception and continue.
    But after a few second, downloading was stopped again and this exception was throwed:
    Code (CSharp):
    1. E/Unity 03-30 16:27:50.650:   at System.Net.FileWebResponse..ctor (System.Runtime.Serialization.SerializationInfo serializationInfo, StreamingContext streamingContext) [0x00000] in <filename unknown>:0
    2.   at System.Net.WebConnectionStream.Read (System.Byte[] buffer, Int32 offset, Int32 size) [0x00000] in <filename unknown>:0
    3.   at osLevelBriefingParametersAsset..ctor () [0x00000] in <filename unknown>:0
    4.   at osAssetBundleDownloader.DownloadResponseCallback (IAsyncResult asynchronousResult) [0x00000] in <filename unknown>:0
    5.   at System.AsyncCallback.Invoke (IAsyncResult ar) [0x00000] in <filename unknown>:0
    6.   at Mono.Globalization.Unicode.MSCompatUnicodeTable.FillCJKCore (System.String culture, Mono.Globalization.Unicode.CodePointIndexer& cjkIndexer, System.Byte*& catTable, System.Byte*& lv1Table, Mono.Globalization.Unicode.CodePointIndexer& cjkLv2Indexer, System.Byte*& lv2Table) [0x00000] in <filename unknown>:0
    7.   at System.Net.WebAsyncResult.DoCallback () [0x00000] in <filename unknown>:0
    8.   at System.Net.HttpWebRequest.SetResponseData (System.Net.WebConnectionData data) [0x00000] in <filename unknown>:0
    9.   at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    10.   at System.AsyncCallback.Invoke (IAsyncResult ar) [0x00000] in <filename unknown>:0
    11.   at Mono.Globalization.Unicode.MSCompatUnicodeTable.FillCJKCore (System.String culture, Mono.Globalization.Unicode.CodePointIndexer& cjkIndexer, System.Byte*& catTable, System.Byte*& lv1Table, Mono.Globalization.Unicode.CodePointIndexer& cjkLv2Indexer, System.Byte*& lv2Table) [0x00000] in <filename unknown>:0
    12.   at System.Net.Sockets.Socket+SocketAsyncResult.Complete () [0x00000] in <filename unknown>:0
    13.   at System.Net.Sockets.Socket+Worker.Receive () [0x00000] in <filename unknown>:0
    14.   at USTimelineProperty.Process (Single sequencerTime, Single playbackRate) [0x00000] in <filename unknown>:0
    15. (Filename: /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineDebug.cpp Line: 56)
    I'm sorry it's really hard and time consuming to attach a project to reproduce this error at this time, since the size is really big and I've not located the code.
    Is this issue already known in unity4.6.4f1? When will it be fixed?
     
  14. AlkisFortuneFish

    AlkisFortuneFish

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    @JoshPeterson

    A bit of extra information that I managed to extract, the crash is caused by kDidModifyClipCallback being null.

    On Windows and the iOS Mono build, a call to AnimationState::InitializeClass()->AnimationClip::SetDidModifyClipCallback() sets this.

    On the IL2CPP version, that never seems to be called, which would explain why the callback remains null. Some sort of initialisation order issue?
     
  15. big_march

    big_march

    Joined:
    Mar 2, 2015
    Posts:
    38
    In unity4.6.4f1,
    I use simple json for deserializing.
    It looks the same problem as @United Unity met.
    Here's the log:
    Code (CSharp):
    1. NullReferenceException: A null value was found where an object instance was required.
    2.   at Mono.Globalization.Unicode.MSCompatUnicodeTable.FillCJKCore (System.String culture, Mono.Globalization.Unicode.CodePointIndexer& cjkIndexer, System.Byte*& catTable, System.Byte*& lv1Table, Mono.Globalization.Unicode.CodePointIndexer& cjkLv2Indexer, System.Byte*& lv2Table) [0x00000] in <filename unknown>:0
    3.   at SimpleJson.PocoJsonSerializerStrategy.DeserializeObject (System.Object value, System.Type type) [0x00000] in <filename unknown>:0
    4.   at UTVPSoundBuffer_SaveData..ctor () [0x00000] in <filename unknown>:0
    5.   at SimpleJson.PocoJsonSerializerStrategy.DeserializeObject (System.Object value, System.Type type) [0x00000] in <filename unknown>:0
    6.   at UTVPSoundBuffer_SaveData..ctor () [0x00000] in <filename unknown>:0
    7.   at SimpleJson.SimpleJson.DeserializeObject (System.String json, System.Type type, IJsonSerializerStrategy jsonSerializerStrategy) [0x00000] in <filename unknown>:0
    8.   at SimpleJson.SimpleJson.DeserializeObject[osPvpBattleResultRewardData] (System.String json) [0x00000] in <filename unknown>:0
    9.   at osPlayerDataSerializer.RpcShowBattleResult (Int32 playTime, Int32 winnerFaction, Int32 winningReason, System.String selfBattleResultStr, System.String selfRewardDataStr, System.String scoreListStr, Int32 bonusType, Int32 bonusCount, Int32 bonusOwnerIdx) [0x00000] in <filename unknown>:0
    10.   at USTimelineProperty.Process (Single sequencerTime, Single playbackRate) [0x00000] in <filename unknown>:0
    11. USTimelineProperty:Process(Single, Single)
    12. (Filename: currently not available on il2cpp Line: -1)
     
  16. Tyhja

    Tyhja

    Joined:
    Jun 21, 2013
    Posts:
    19
    Hi,
    It seems Unity is giving me a different error now on 4.6.3p4/4.6.4. I was getting an untraceable null reference exception on IL2CPP. After spending a lot of time I finally decided to try out mono version and get this:

    Is this a known issue?

    If needed, I can submit my project as a bug report and tell you about the null reference exception on the IL2CPP build. At this point, and do not know how to proceed.
     
  17. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @AlkisFortuneFish

    Thanks, we will investigate this issue further.
     
  18. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,930
    @Mons1999

    It is possible for you to submit a bug with this project? We've not seen memory usage like this with IL2CPP in other cases, so we would really like to investigate this. Thanks.
     
  19. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    6,930
    @Sebrofjr

    This is not an issue we have seen yet, so I can't provide too much help. If you have not done so, please try using the option to replace the project instead of append when you build for iOS. It seems this is caused by a corrupt or incorrect Xcode project, so re-writing it entirely might help.

    Is that does not help, please submit a bug with this project so that we can investigate it. Thanks.
     
  20. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Takuya Narita

    We have not had reports of this issue for a number of releases, so we did believe it was corrected. Note that you can make one change to the source code that can expose this as a problem though. Could you please look for the il2cpp-config.h file in the Unity installation? Check for this exception of the file:

    #if IL2CPP_TARGET_DARWIN
    #define IL2CPP_METHOD_ATTR
    // the following gives more accurate managed stack traces, but may cause linker errors on ARMv7 builds
    // #define IL2CPP_METHOD_ATTR __attribute__((section ("__TEXT,__managed,regular,pure_instructions")))
    #else
    #define IL2CPP_METHOD_ATTR
    #endif


    If the #define IL2CPP_METHOD_ATTR line that is commented-out here is not commented-out in your code, then the problem you are seeing can occur. We ship the release with the code as is shown above here, but you can modify it locally. That might be the source of this problem.
     
  21. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @big_march

    We have a few known problems with WebRequest and asynchronous I/O that we are working on now. I suspect that this problem is one of those, although I cannot see that we know about this call stack specifically.

    Note that we made no new changes between 4.6.3p4 and 4.6.4f1 though, so I would not expect any bugs to be newly corrected with 4.6.4f1. We do have a few more WebRequest fixes scheduled for 4.6.4p1 (which should be out this week). It might be worth trying that release.
     
  22. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @Tyhja

    Yes, please submit a bug report with this project. That will be the best course of action, and will allow us to investigate this. Thanks.
     
  23. Saki-Masuzawa

    Saki-Masuzawa

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    Jun 10, 2014
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    @JoshPeterson

    Thanks reply.

    I checkd l2cpp-config.h file in the Unity installation.
    #define IL2CPP_METHOD_ATTR line that is commented-out.
    And I've never modified this file.

    I reported this error http://fogbugz.unity3d.com/default.asp?685087_7rv31mt835fa5pqh.
     
  24. JoshPeterson

    JoshPeterson

    Unity Technologies

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  25. BestHTTP

    BestHTTP

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    @JoshPeterson just wanted to thank you and the others at Unity who worked on my reported issues. With the latest releases my plugin fully functional now.
     
  26. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @BestHTTP

    I'm glad to hear that, thanks! Please report any problems that occur in future releases, as we are working hard to keep regressions in behavior to a minimum.
     
  27. oddurmagg

    oddurmagg

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    Mar 20, 2013
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    @JoshPeterson

    in 4.6.4f1 I am still seeing all sorts of malloc crashes. This is not the case when running with mono, but of course we cannot release with mono. This mostly happens when changing scenes.

    This is a EXC_BAD_ACCESS

    #0 0x0230e9ac in il2cpp::icalls::mscorlib::System::Object::MemberwiseClone(Il2CppObject*) at /Users/builduser/buildslave/unity/build/Tools/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System/Object.cpp:31
    #1 0x022c1120 in GC_malloc_atomic at /Users/builduser/buildslave/unity/build/External/bdwgc/extra/../malloc.c:251
    #2 0x022ffb58 in il2cpp::icalls::mscorlib::System::Array::Clone(Il2CppArray*) at /Users/builduser/buildslave/unity/build/Tools/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System/Array.cpp:34
    #3 0x0044ac14 in SZArrayNew(TypeInfo*, unsigned int) at /Users/oddur/perforce/projects/twodee/trunk/ios-build/Libraries/libil2cpp/include/codegen/il2cpp-codegen.h:350


    I already reported a defect on this issue (683386) but I´m not sure whether work on it has been started


    Here is another EXC_BAD_ACCESS

    #0 0x01b9f68c in AllocationHeader::GetHeader(void const*) [inlined] at /Users/builduser/buildslave/unity/build/./Runtime/Allocator/AllocationHeader.h:40
    #1 0x01b9f680 in UnityDefaultAllocator<LowLevelAllocator>::GetPtrSize(void const*) const at /Users/builduser/buildslave/unity/build/Runtime/Allocator/UnityDefaultAllocator.cpp:266
    #2 0x01dd9df8 in MemoryProfiler::RegisterAllocation(void*, BaseAllocator*, MemLabelId const&, char const*, int, unsigned long) at /Users/builduser/buildslave/unity/build/Runtime/Profiler/MemoryProfiler.cpp:195
    #3 0x01dd9db8 in MemoryProfiler::RegisterAllocation(void*, MemLabelId const&, char const*, int, unsigned long) at /Users/builduser/buildslave/unity/build/Runtime/Profiler/MemoryProfiler.cpp:190
    #4 0x01b9c954 in MemoryManager::RegisterAllocation(void*, unsigned long, BaseAllocator*, MemLabelId const&, char const*, char const*, int) at /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp:1395
    #5 0x01b9b04c in MemoryManager::Allocate(unsigned long, int, MemLabelId const&, int, char const*, int) at /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp:981
    #6 0x01b9abfc in malloc_internal(unsigned long, int, MemLabelId const&, int, char const*, int) [inlined] at /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp:256
    #7 0x01b9abd4 in operator new(unsigned long, MemLabelId const&, bool, int, char const*, int) at /Users/builduser/buildslave/unity/build/Runtime/Allocator/MemoryManager.cpp:87
    #8 0x01f75ba0 in AudioSource::pRODUCE(MemLabelId, ObjectCreationMode) at /Users/builduser/buildslave/unity/build/Runtime/Audio/AudioSource.h:22
    #9 0x01ba37c4 in Object::produce(int, int, MemLabelId, ObjectCreationMode) at /Users/builduser/buildslave/unity/build/Runtime/BaseClasses/BaseObject.cpp:589
    #10 0x01c967a0 in ProduceClone(Object&) at /Users/builduser/buildslave/unity/build/Runtime/GameCode/CloneObject.cpp:19
    #11 0x01c96a1c in CollectAndProduceGameObjectHierarchy(Unity::GameObject&, Transform*, vector_map<int, int, std::less<int>, stl_allocator<std::pair<int, int>, (MemLabelIdentifier)78, 16> >*) at /Users/builduser/buildslave/unity/build/Runtime/GameCode/CloneObject.cpp:51
    #12 0x01c96c9c in CollectAndProduceClonedIsland(Object&, vector_map<int, int, std::less<int>, stl_allocator<std::pair<int, int>, (MemLabelIdentifier)78, 16> >*) at /Users/builduser/buildslave/unity/build/Runtime/GameCode/CloneObject.cpp:110
    #13 0x01c973a4 in CloneObjectImpl(Object*, vector_map<int, int, std::less<int>, stl_allocator<std::pair<int, int>, (MemLabelIdentifier)78, 16> >&) at /Users/builduser/buildslave/unity/build/Runtime/GameCode/CloneObject.cpp:167
    #14 0x01c979b4 in InstantiateObject(Object&, Vector3f const&, Quaternionf const&, vector_map<int, int, std::less<int>, stl_allocator<std::pair<int, int>, (MemLabelIdentifier)78, 16> >&) at /Users/builduser/buildslave/unity/build/Runtime/GameCode/CloneObject.cpp:263
    #15 0x01c97d34 in InstantiateObject(Object&, Vector3f const&, Quaternionf const&) at /Users/builduser/buildslave/unity/build/Runtime/GameCode/CloneObject.cpp:305
    #16 0x0203b1c4 in Object_CUSTOM_INTERNAL_CALL_Internal_InstantiateSingle(ReadOnlyScriptingObjectOfType<Object>, Vector3f const&, Quaternionf const&) at /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineObject.cpp:42
    #17 0x00e4ee70 in Object_INTERNAL_CALL_Internal_InstantiateSingle_m31748(Object_t*, Object_t215*, Vector3_t2*, Quaternion_t58*, MethodInfo*) at /Users/oddur/perforce/projects/twodee/trunk/ios-build/Classes/Native/Bulk_UnityEngine_3.cpp:5681
    #18 0x00e4edc8 in Object_Internal_InstantiateSingle_m31747(Object_t*, Object_t215*, Vector3_t2, Quaternion_t58, MethodInfo*) at /Users/oddur/perforce/projects/twodee/trunk/ios-build/Classes/Native/Bulk_UnityEngine_3.cpp:5670
    #19 0x00e4ef64 in Object_Instantiate_m1186(Object_t*, Object_t215*, Vector3_t2, Quaternion_t58, MethodInfo*) at /Users/oddur/perforce/projects/twodee/trunk/ios-build/Classes/Native/Bulk_UnityEngine_3.cpp:5688


    - Oddur
     
  28. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @oddurmagg

    We have not yet started to investigate case 683386, but we will try to have a look soon.
     
  29. Tyhja

    Tyhja

    Joined:
    Jun 21, 2013
    Posts:
    19
    I have since submitted the bug report like you suggested and have shared the file with you since the filesize is too large. Please tell me if there is any other issue.
    The bug report is here : (685316)

    Thank you. I hope we can finally build it for the first time since IL2CPP has been introduced. This has been a blocking issue for us since launch. Thanks again.
     
  30. Saki-Masuzawa

    Saki-Masuzawa

    Joined:
    Jun 10, 2014
    Posts:
    3
    @JoshPeterson

    Hi, JoshPeterson.

    Today, I try to uninstall Unity from my PC and reinstall Unity 4.6.4.
    Then, posted link error(685087) doesn't happen.

    I have no idea why this fixed, but it seems that my update process may be something wrong.

    Thank you your support.
     
  31. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @Takuya Narita

    Thanks for letting me know. I'll close the bug report. Please keep us informed if you see this again though, as we would like to know if we missed a case where it can occur.
     
  32. bfb

    bfb

    Joined:
    Mar 17, 2015
    Posts:
    6
    Does anyone here contact with Prime31 about the crash on Twitter login?

    I've found out it's not an IL2CPP issue but libP31Twitter, and reported in following thread.

    TwitterBinding.showLoginDialog() crashes game on 64-bit devices

    But the thread looks like "closed" and I'm afraid they don't notice it.
    Would you let them know it?
     
  33. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    543
    @bfb Prime31 mentioned that they will continue their support on their own page.
     
  34. fishg

    fishg

    Joined:
    Jul 25, 2014
    Posts:
    90
    @oddurmagg Hi,did you use UniWeb plugin? I found my memory out problem is relate to UniWeb Plugin,When I change to UnityLib(open source) plugin everything is ok.But I can't point out what's the problem really is.
     
  35. Deleted User

    Deleted User

    Guest

    It seems Mike from prime31 just posted a fix for the problem.
     
  36. karthiksaligram

    karthiksaligram

    Joined:
    Feb 13, 2015
    Posts:
    2
    I'm getting this weird error where the sorted dictionary fails to sort via the keys in IL2CPP. Seems to be working fine on mono. 4.6.3p4
     
  37. bfb

    bfb

    Joined:
    Mar 17, 2015
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    6
    Thanks for the replies.
    His fix solved the crash and the Twitter plugin now works fine on a IL2CPP app.
     
    Deleted User likes this.
  38. lastlevel

    lastlevel

    Joined:
    Mar 26, 2013
    Posts:
    9
    Hi there. We're currently having a disparity between the IL2CPP and Mono implementations with web requests as well. Do not know if they has been reported yet but could not find anything upon searching. We originally have a problem getting callbacks with UniWeb, this appears to have been sorted as of 4.3.4, but now this problem cropped up. Thought I'd post before trying to isolate in case anyone has already hit it.

    Thanks for all the hard work guys.

    NullReferenceException: A null value was found where an object instance was required.
    at Mono.Globalization.Unicode.Level2MapComparer.Compare (System.Object o1, System.Object o2) [0x00000] in <filename unknown>:0
    at NotificationService.UpdateAllNotifications () [0x00000] in <filename unknown>:0
    at UISignInViewController.OnLoginComplete (.CreateObjectRequest requestObject) [0x00000] in <filename unknown>:0
    at System.Action`1[System.Object].Invoke (System.Object obj) [0x00000] in <filename unknown>:0
    at <PrivateImplementationDetails>..ctor () [0x00000] in <filename unknown>:0
    at UserLoginService.HandleDataUpdatedEvent () [0x00000] in <filename unknown>:0
    at BasicDelegate.Invoke () [0x00000] in <filename unknown>:0
    at System.UnauthorizedAccessException..ctor (System.Runtime.Serialization.SerializationInfo info, StreamingContext context) [0x00000] in <filename unknown>:0
    at DataModel.OnGetChangeLogComplete (.CreateObjectRequest request) [0x00000] in <filename unknown>:0
    at System.Action`1[System.Object].Invoke (System.Object obj) [0x00000] in <filename unknown>:0
    at <PrivateImplementationDetails>..ctor () [0x00000] in <filename unknown>:0
    at CoreDataService.OnCreateObjectRequestComplete (HTTP.Request request) [0x00000] in <filename unknown>:0
    at System.Action`1[System.Object].Invoke (System.Object obj) [0x00000] in <filename unknown>:0
    at C_EasyTouchTemplate.On_SwipeEnd2Fingers (.Gesture gesture) [0x00000] in <filename unknown>:0
    at HTTP.Request+<_Wait>c__Iterator8.MoveNext () [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[])
     
  39. Deleted User

    Deleted User

    Guest

    Great to hear that! This means that Case 680638 can be closed.
     
  40. lastlevel

    lastlevel

    Joined:
    Mar 26, 2013
    Posts:
    9
    Hi there. Here's another one we just got to do with Socket I/O and threads.
     

    Attached Files:

  41. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @karthiksaligram

    Can you please pass along the error here? I'm not aware of any specific issues like this, but I would like to learn more. Thanks.
     
  42. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @lastlevel

    I have a vague recollection that we have seen this before and corrected it. However, I cannot find it in our bug tracking system at the moment. We're preparing the 4.6.4p1 release now, with some more WebRequest fixes. It should be available in the next day or so. If you can wait, I would recommend that you try again with that version, then report a bug if the error still occurs. Thanks.
     
  43. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @lastlevel

    For this one, I'll give the same advice. Please try 4.6.4p1 first. Thanks.
     
  44. AlkisFortuneFish

    AlkisFortuneFish

    Joined:
    Apr 26, 2013
    Posts:
    972
    After much disassembling and stepping to figure out how on earth that whole bit works, I found that for some reason the Animation class is not registered.

    I have two projects, one of them with a working animation clip and the other with a crashing one.

    On the working one, the code generated for RegisterAllClasses() in UnityClassRegistration.cpp calls RegisterAllClassesGranular(). Stepping through there, RegisterAnimationClasses(ClassRegistrationContext&) is called, which calls
    RegisterClass_Animation() and all is well.

    On the crashing repro project, as well as our game itself, RegisterAllClasses() directly calls a list of class registration functions, not including RegisterClass_Animation().

    If I manually add that RegisterClass_Animation() to RegisterAllClasses(), the crash is fixed, so that makes a reasonable temporary workaround. The question is, why is this happening and is it likely to be happening with any other important classes?

    I have updated the bug report with all this information, hopefully it will be looked at by someone before next week's patch!
     
  45. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,930
    We have released 4.6.4p1 today. Please download it here: http://unity3d.com/unity/qa/patch-releases

    I wanted to make special note of this release, as it brings the first improvements for binary size reduction that we have been promising. Specifically, we are no longer writing metadata for generic types into the binary. Instead, the metadata is constructed lazily at runtime (as it is for the Mono scripting backend). This has allowed the size of the IL2CPP binary to be only about 10% larger than the Mono binary + assembly size for the ARMv7 build in the projects we have tested.

    The size decrease will vary depending on the project, but projects that use more generic types should be a greater decrease.

    This is only our first step in binary size improvements. We have more changes in progress now, and our eventual goal to have binary sizes on par with or even smaller than the Mono scripting backend does now.

    In addition, this release brings more fixes for WebRequest and asynchronous I/O. It also brings IL2CPP support for Type.MakeGenericType up to par with the support that the Mono scripting backend provides for AOT builds. This means that Type.MakeGeneric type should work for any generic types type arguments which are references types. We're working on improving Type.MakeGenericType as well, so that future releases will provide better support than Mono AOT does now.

    Although I would like to see everyone try this release due to the significant improvements we have made, I also want to exercise caution with it. This patch release has required a number of code changes in IL2CPP to make the improvements happen, so we are wary of regressing for some projects. Our QA team has done a tremendous job of verifying many previous fixes and known good cases, but the possibility that we have broken something does exist.

    If you find a regression for your project, please let us know, as will work to fix it as quickly as we can.

    Finally, this is a serious post, not an April Fool's joke!
     
    Rajmahal and Moonjump like this.
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,930
    @AlkisFortuneFish

    Thanks for tracking this down. I suspect the problem occurs because of a bug in the stripping code which is not correctly adding the RegisterClass_Animation call. I have not yet had a chance to try out the project you submitted with the bug. However, you can likely work around the problem by changing the "Stripping Level" in the iOS Player Settings to a value of "Disabled". I suspect the project which works correctly has stripping disabled.

    The IL2CPP scripting backend is always doing byte code stripping, so setting "Stripping Level" to "Disabled" should not have a significant impact on binary size.

    Meanwhile, we will correct this bug.
     
  47. cwaspfst

    cwaspfst

    Joined:
    Feb 5, 2014
    Posts:
    11

    4.6.4p1 seems that Parse SDK again broken, but the .ipa size is smaller (4.6.3p4 ~ 99mb vs 4.6.4p1 ~ 73mb)

    Code (CSharp):
    1. parselb`il2cpp::icalls::mscorlib::Mono::Runtime::mono_runtime_install_handlers() at Runtime.cpp:22:
    2. 0x1e93ca8:  push   {r7, lr}
    3. 0x1e93cac:  movw   r0, #0xe57c
    4. 0x1e93cb0:  mov    r7, sp
    5. 0x1e93cb4:  movt   r0, #0x10
    6. 0x1e93cb8:  add    r0, pc, r0
    7. 0x1e93cbc:  bl     0x1ecfc04                 ; il2cpp::vm::Exception::GetNotSupportedException(char const*) at Exception.cpp:140
    8. 0x1e93cc0:  pop    {r7, lr}
    9. 0x1e93cc4:  b      0x1ecf6cc                 ; il2cpp::vm::Exception::Raise(Il2CppException*) at Exception.cpp:22
     
    Last edited: Apr 1, 2015
  48. cojo71

    cojo71

    Joined:
    Aug 19, 2014
    Posts:
    26
    Hi,
    Thanks for this update. Unfortunately in addition to the parse breakage there is another breakage with MonoType::get_DeclaringType called from MonoType_get_MemberType called from
    Attribute::GetCustomAttributes(System.Reflection.MemberInfo,System.Type,System.Boolean) -
    This is a blocker for us as it breaks the UnitySerializer project.

    Any ideas / thoughts on what might be causing this? Will a repro project be necessary?
     
  49. iguana_02

    iguana_02

    Joined:
    Apr 22, 2011
    Posts:
    211
    Hi, I waited a bit before posting my issue as i thought better wait a few patch releases before asking for help. Unfortunately my deadline is really close now and the panic started.
    The app is for a Major moving picture company and we are under a very "strong" contract with many many small prints that will literally kill us if we delay the release.

    My app uses Tnet by Tasharen and it works great if exported in 32bit (both iOS and Android)but if I export 64bit IL2CPP, it crashes just on the part that uses Tnet (which is the main features in my app).
    I already contacted Apple asking if is possible to export 32 bit anyway just for this app and just for a few weeks and they clearly told me...FORGET IT. So..here I am asking for help.
    I'm using Unity 4.6.4p1 and Xcode 6.2 with 8.2 SDK.

    Unfortunately the debug log is so big and complex that I have no idea what to post.
    So, may real question here is: Does anybody managed to make Tnet work with IL2CPP?

    If needed I'm happy to send a private link to someone of the unity team, the crash is really easy to reproduce...

    Thanks!
    Ale.
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,930
    @cwaspfst

    Thanks for trying this. Can you submit a bug with a repro project for the Parse SDK issue? If not, do you know what part of the Parse SDK you are calling? I might be able to put together a project to reproduce it here. Thanks.