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4.6 iOS 64-bit beta

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

  1. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @bluescrn: I've been working on fixing this. The problem is that many of the cryptoproviders are being stripped away. You can force the ones you want to not be stripped by somewhere in your code adding:

    new DESCryptoServiceProvider ();
     
    TeorikDeli likes this.
  2. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @Waqqas Meraj : I've been working on fixing this. The problem is that many of the cryptoproviders are being stripped away. You can force the ones you want to not be stripped by somewhere in your code adding:

    new SHA256Managed ();
     
    Waqqas Meraj and TeorikDeli like this.
  3. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @tscossairt: I have been looking into that case, but have not had much lucking reproducing the issue. If you have a project that reproduces the bug for you, I would love to take a look at it. If you could send that in a new bugreport, it would denfinitely expidite a bugfix.
     
  4. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    That's really good news. Many thanks to you and lukaszunity!
     
  5. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    Hey Banderous, we've been having some trouble with ThreadPool, and are working to land support for it in one of the upcoming patch releases (not this weeks though). as a temp workaround, normal threads and thread api should work fine. we'll update this forum thread once we ship a patch release with proper threadpool support. Lucas
     
  6. tcossairt

    tcossairt

    Joined:
    Dec 5, 2013
    Posts:
    129
    I just submitted a bug for it (Case 669414), but just included our serializer file as I can't include the entire project at this time. However, I'll try to repro in a clean project today for you. Thanks for the update!
     
  7. drawcode

    drawcode

    Joined:
    Jul 21, 2008
    Posts:
    72
    Throwing 668269 back in to hopefully get it addressed in the next build if it isn't already, no updates to it and it was reported back on 4.6.1.p5, happens in 4.6.2 as well. Serialization/reflection issue on linking, IL2CPP only. We have tried a bunch of things to get past it, removing namespacing, link/xml etc. It works in Mono with stripping on and always has it is just IL2CPP doesn't like LitJson or it is not able to translate ToObject calls correctly for some types.

    Show stopper for us as this is a new game and since Unity has released a build with 64bit (4.6.2) in it the clients are starting to get anxious asking why their game isn't working since it has been released. The heat is being put on Unity developers external as well as internal.

    I know you guys are working as hard as possible and thank you for that.

    Also, any word on when Unity.Networking will be added? It has been asked a few times, I know you may not know but clients will want to have some idea. We have a game going out in March that uses it and currently a tad worried.
     
    Last edited: Feb 3, 2015
  8. Nadan

    Nadan

    Joined:
    Jan 20, 2013
    Posts:
    341
    Hi,

    I'm using SimpleSQL plugin to have SQLite database for my game. Xcode gives me following errors with IL2CPP.

    Code (csharp):
    1. NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/os/Posix/LibraryLoader.cpp(16) : Unsupported internal call for IL2CPP:LibraryLoader::LoadDynamicLibrary - "PInvoke is not yet supported on Posix platforms."
    2.  
    3.   at SimpleSQL.SQLite3.Open (System.String filename, IntPtr& db) [0x00000] in <filename unknown>:0
    4.  
    5.   at SimpleSQL.SQLiteConnection..ctor (System.String databasePath) [0x00000] in <filename unknown>:0
    6.  
    7.   at SimpleSQL.SimpleSQLManager.CreateConnection (System.String documentsPath) [0x00000] in <filename unknown>:0
    8.  
    9.   at SimpleSQL.SimpleSQLManager.Initialize (Boolean forceReinitialization) [0x00000] in <filename unknown>:0
    10.  
    11.   at SimpleSQL.SimpleSQLManager.CreateCommand (System.String cmdText, System.Object[] ps) [0x00000] in <filename unknown>:0
    12.  
    13.   at SimpleSQL.SimpleSQLManager.QueryGeneric (System.String query, System.Object[] args) [0x00000] in <filename unknown>:0
    14.  
    15.   at gameOS.Words () [0x00000] in <filename unknown>:0
    16.  
    17.   at gameOS.PlayerName () [0x00000] in <filename unknown>:0
    18.  
    19.   at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
    20.  
    21.   at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
    22.  
    23.   at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
    24.  
    25.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    26.  
    27.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    28.  
    29.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    30.  
    31.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    32.  
    33.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    34.  
    35.   at Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType) [0x00000] in <filename unknown>:0
    36.  
    37. UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    38.  
    39. UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    40.  
    41. UnityEngine.EventSystems.EventSystem:Update()
    42.  
    43. Replacements.Attribute:CheckParameters(Object, Type)
    44.  
    45.  
    46. (Filename: currently not available on il2cpp Line: -1)
    47.  
    48.  
    49. NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/os/Posix/LibraryLoader.cpp(16) : Unsupported internal call for IL2CPP:LibraryLoader::LoadDynamicLibrary - "PInvoke is not yet supported on Posix platforms."
    50.  
    51.   at SimpleSQL.SQLite3.Open (System.String filename, IntPtr& db) [0x00000] in <filename unknown>:0
    52.  
    53.   at SimpleSQL.SQLiteConnection..ctor (System.String databasePath) [0x00000] in <filename unknown>:0
    54.  
    55.   at SimpleSQL.SimpleSQLManager.CreateConnection (System.String documentsPath) [0x00000] in <filename unknown>:0
    56.  
    57.   at SimpleSQL.SimpleSQLManager.Initialize (Boolean forceReinitialization) [0x00000] in <filename unknown>:0
    58.  
    59.   at SimpleSQL.SimpleSQLManager.CreateCommand (System.String cmdText, System.Object[] ps) [0x00000] in <filename unknown>:0
    60.  
    61.   at SimpleSQL.SimpleSQLManager.QueryGeneric (System.String query, System.Object[] args) [0x00000] in <filename unknown>:0
    62.  
    63.   at gameOS.Words () [0x00000] in <filename unknown>:0
    64.  
    65.   at gameOS.PlayerName () [0x00000] in <filename unknown>:0
    66.  
    67.   at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
    68.  
    69.   at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
    70.  
    71.   at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
    72.  
    73.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    74.  
    75.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    76.  
    77.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    78.  
    79.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    80.  
    81.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    82.  
    83.   at Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType) [0x00000] in <filename unknown>:0
    84.  
    85. UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    86.  
    87. UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    88.  
    89. UnityEngine.EventSystems.EventSystem:Update()
    90.  
    91. Replacements.Attribute:CheckParameters(Object, Type)
    92.  
    93.  
    94. (Filename: currently not available on il2cpp Line: -1)
    95.  
    96.  
    97. NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/os/Posix/LibraryLoader.cpp(16) : Unsupported internal call for IL2CPP:LibraryLoader::LoadDynamicLibrary - "PInvoke is not yet supported on Posix platforms."
    98.  
    99.   at SimpleSQL.SQLite3.Open (System.String filename, IntPtr& db) [0x00000] in <filename unknown>:0
    100.  
    101.   at SimpleSQL.SQLiteConnection..ctor (System.String databasePath) [0x00000] in <filename unknown>:0
    102.  
    103.   at SimpleSQL.SimpleSQLManager.CreateConnection (System.String documentsPath) [0x00000] in <filename unknown>:0
    104.  
    105.   at SimpleSQL.SimpleSQLManager.Initialize (Boolean forceReinitialization) [0x00000] in <filename unknown>:0
    106.  
    107.   at SimpleSQL.SimpleSQLManager.CreateCommand (System.String cmdText, System.Object[] ps) [0x00000] in <filename unknown>:0
    108.  
    109.   at SimpleSQL.SimpleSQLManager.QueryGeneric (System.String query, System.Object[] args) [0x00000] in <filename unknown>:0
    110.  
    111.   at gameOS.Words () [0x00000] in <filename unknown>:0
    112.  
    113.   at gameOS.PlayerName () [0x00000] in <filename unknown>:0
    114.  
    115.   at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
    116.  
    117.   at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
    118.  
    119.   at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
    120.  
    121.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    122.  
    123.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    124.  
    125.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    126.  
    127.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    128.  
    129.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    130.  
    131.   at Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType) [0x00000] in <filename unknown>:0
    132.  
    133. UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    134.  
    135. UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    136.  
    137. UnityEngine.EventSystems.EventSystem:Update()
    138.  
    139. Replacements.Attribute:CheckParameters(Object, Type)
    140.  
    141.  
    142. (Filename: currently not available on il2cpp Line: -1)
    143.  
    144.  
    145. NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/os/Posix/LibraryLoader.cpp(16) : Unsupported internal call for IL2CPP:LibraryLoader::LoadDynamicLibrary - "PInvoke is not yet supported on Posix platforms."
    146.  
    147.   at SimpleSQL.SQLite3.Open (System.String filename, IntPtr& db) [0x00000] in <filename unknown>:0
    148.  
    149.   at SimpleSQL.SQLiteConnection..ctor (System.String databasePath) [0x00000] in <filename unknown>:0
    150.  
    151.   at SimpleSQL.SimpleSQLManager.CreateConnection (System.String documentsPath) [0x00000] in <filename unknown>:0
    152.  
    153.   at SimpleSQL.SimpleSQLManager.Initialize (Boolean forceReinitialization) [0x00000] in <filename unknown>:0
    154.  
    155.   at SimpleSQL.SimpleSQLManager.CreateCommand (System.String cmdText, System.Object[] ps) [0x00000] in <filename unknown>:0
    156.  
    157.   at SimpleSQL.SimpleSQLManager.QueryGeneric (System.String query, System.Object[] args) [0x00000] in <filename unknown>:0
    158.  
    159.   at gameOS.Words () [0x00000] in <filename unknown>:0
    160.  
    161.   at gameOS.PlayerName () [0x00000] in <filename unknown>:0
    162.  
    163.   at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
    164.  
    165.   at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
    166.  
    167.   at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
    168.  
    169.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    170.  
    171.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    172.  
    173.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    174.  
    175.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    176.  
    177.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    178.  
    179.   at Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType) [0x00000] in <filename unknown>:0
    180.  
    181. UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    182.  
    183. UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    184.  
    185. UnityEngine.EventSystems.EventSystem:Update()
    186.  
    187. Replacements.Attribute:CheckParameters(Object, Type)
    188.  
    189.  
    190. (Filename: currently not available on il2cpp Line: -1)
    191.  
    192.  
    193. NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/os/Posix/LibraryLoader.cpp(16) : Unsupported internal call for IL2CPP:LibraryLoader::LoadDynamicLibrary - "PInvoke is not yet supported on Posix platforms."
    194.  
    195.   at SimpleSQL.SQLite3.Open (System.String filename, IntPtr& db) [0x00000] in <filename unknown>:0
    196.  
    197.   at SimpleSQL.SQLiteConnection..ctor (System.String databasePath) [0x00000] in <filename unknown>:0
    198.  
    199.   at SimpleSQL.SimpleSQLManager.CreateConnection (System.String documentsPath) [0x00000] in <filename unknown>:0
    200.  
    201.   at SimpleSQL.SimpleSQLManager.Initialize (Boolean forceReinitialization) [0x00000] in <filename unknown>:0
    202.  
    203.   at SimpleSQL.SimpleSQLManager.CreateCommand (System.String cmdText, System.Object[] ps) [0x00000] in <filename unknown>:0
    204.  
    205.   at SimpleSQL.SimpleSQLManager.QueryGeneric (System.String query, System.Object[] args) [0x00000] in <filename unknown>:0
    206.  
    207.   at gameOS.Words () [0x00000] in <filename unknown>:0
    208.  
    209.   at gameOS.PlayerName () [0x00000] in <filename unknown>:0
    210.  
    211.   at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
    212.  
    213.   at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
    214.  
    215.   at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
    216.  
    217.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    218.  
    219.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    220.  
    221.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    222.  
    223.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    224.  
    225.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    226.  
    227.   at Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType) [0x00000] in <filename unknown>:0
    228.  
    229. UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    230.  
    231. UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    232.  
    233. UnityEngine.EventSystems.EventSystem:Update()
    234.  
    235. Replacements.Attribute:CheckParameters(Object, Type)
    236.  
    237.  
    238. (Filename: currently not available on il2cpp Line: -1)
    239.  
    240.  
    241. NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/os/Posix/LibraryLoader.cpp(16) : Unsupported internal call for IL2CPP:LibraryLoader::LoadDynamicLibrary - "PInvoke is not yet supported on Posix platforms."
    242.  
    243.   at SimpleSQL.SQLite3.Open (System.String filename, IntPtr& db) [0x00000] in <filename unknown>:0
    244.  
    245.   at SimpleSQL.SQLiteConnection..ctor (System.String databasePath) [0x00000] in <filename unknown>:0
    246.  
    247.   at SimpleSQL.SimpleSQLManager.CreateConnection (System.String documentsPath) [0x00000] in <filename unknown>:0
    248.  
    249.   at SimpleSQL.SimpleSQLManager.Initialize (Boolean forceReinitialization) [0x00000] in <filename unknown>:0
    250.  
    251.   at SimpleSQL.SimpleSQLManager.CreateCommand (System.String cmdText, System.Object[] ps) [0x00000] in <filename unknown>:0
    252.  
    253.   at SimpleSQL.SimpleSQLManager.QueryGeneric (System.String query, System.Object[] args) [0x00000] in <filename unknown>:0
    254.  
    255.   at gameOS.Words () [0x00000] in <filename unknown>:0
    256.  
    257.   at gameOS.PlayerName () [0x00000] in <filename unknown>:0
    258.  
    259.   at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
    260.  
    261.   at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
    262.  
    263.   at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
    264.  
    265.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    266.  
    267.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    268.  
    269.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    270.  
    271.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    272.  
    273.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    274.  
    275.   at Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType) [0x00000] in <filename unknown>:0
    276.  
    277. UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    278.  
    279. UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    280.  
    281. UnityEngine.EventSystems.EventSystem:Update()
    282.  
    283. Replacements.Attribute:CheckParameters(Object, Type)
    284.  
    285.  
    286. (Filename: currently not available on il2cpp Line: -1)
    287.  
    288.  
    289. NotSupportedException: Tools/il2cpp/il2cpp/libil2cpp/os/Posix/LibraryLoader.cpp(16) : Unsupported internal call for IL2CPP:LibraryLoader::LoadDynamicLibrary - "PInvoke is not yet supported on Posix platforms."
    290.  
    291.   at SimpleSQL.SQLite3.Open (System.String filename, IntPtr& db) [0x00000] in <filename unknown>:0
    292.  
    293.   at SimpleSQL.SQLiteConnection..ctor (System.String databasePath) [0x00000] in <filename unknown>:0
    294.  
    295.   at SimpleSQL.SimpleSQLManager.CreateConnection (System.String documentsPath) [0x00000] in <filename unknown>:0
    296.  
    297.   at SimpleSQL.SimpleSQLManager.Initialize (Boolean forceReinitialization) [0x00000] in <filename unknown>:0
    298.  
    299.   at SimpleSQL.SimpleSQLManager.CreateCommand (System.String cmdText, System.Object[] ps) [0x00000] in <filename unknown>:0
    300.  
    301.   at SimpleSQL.SimpleSQLManager.QueryGeneric (System.String query, System.Object[] args) [0x00000] in <filename unknown>:0
    302.  
    303.   at gameOS.Words () [0x00000] in <filename unknown>:0
    304.  
    305.   at gameOS.PlayerName () [0x00000] in <filename unknown>:0
    306.  
    307.   at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
    308.  
    309.   at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
    310.  
    311.   at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
    312.  
    313.   at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
    314.  
    315.   at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] () [0x00000] in <filename unknown>:0
    316.  
    317.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, Boolean pressed, Boolean released) [0x00000] in <filename unknown>:0
    318.  
    319.   at UnityEngine.EventSystems.TouchInputModule.ProcessTouchEvents () [0x00000] in <filename unknown>:0
    320.  
    321.   at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <filename unknown>:0
    322.  
    323.   at Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType) [0x00000] in <filename unknown>:0
    324.  
    325. UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    326.  
    327. UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    328.  
    329. UnityEngine.EventSystems.EventSystem:Update()
    330.  
    331. Replacements.Attribute:CheckParameters(Object, Type)
    332.  
    333.  
    334. (Filename: currently not available on il2cpp Line: -1)
     
    Last edited: Feb 4, 2015
  9. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    I have a same issue on my project, but the problem is more insidious.
    I'm using PlayerIO Client (and i don't know if their iOS implementation is ARM64 ready), however i can't compile their Unity dll at all because because i'm having this error:

    This only happen in IL2CPP of course, and i can't change the source code to remove any ExternalEval reference in their dll.

    It would be nice if Unity can provide a dummy implementation of theses call in order to let compiled dll to not throw an exception at compile time for iOS 64 ? What do you think ?

    Thanks !
     
  10. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @drawcode: that case has not fallen through the cracks, I've been working on it most of today. I'm still working on a proper fix.
     
    drawcode likes this.
  11. larku

    larku

    Joined:
    Mar 14, 2013
    Posts:
    1,422
    Is anyone else having this issue with 4.6.2 on OSX? Are team Unity aware of this issue? Any chance of a workaround?

    Bug reported: 668511 - but there doesn't seem to be any action on the bug in fogbugz.

    This is killing me as it causing so much work for each build:

    Two distinct issues:

    1. I am finding that the generation of the 'Player' and the Xcode project
      fails with the error:

      Error building Player: NullReferenceException: Object reference not set to
      an instance of an object

      When doing a 'Build and Run' using 'Append' the project building often
      fails with this error although I've changed nothing in the Unity project
      between builds. Nothing in the Editor log to indicate why. I've tried
      deleting the Temp and Library folders but this does not help. I need to do
      a 'Replace' build to correct the issue (which requires a lot of work to
      setup the new replaced project due to third party SDKs etc that require
      manual configuration).

      I understand this is vague but I have no other information to provide, the
      Editor log shows nothing of interest other than that some error message -
      the proceeding lines indicates success:

      Platform assembly:
      /Applications/Unity-4.6.2/Unity-4.6.2.app/Contents/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll
      (this message is harmless)
      Error building Player: NullReferenceException: Object reference not set to
      an instance of an object

      Note, doing a 'Replace' build seems to always succeed so it is unlikely due
      to something in our project that is the cause. I have been using the same
      codebase with 4.5.5f1, 4.5.5p5 without issue. This appears to be new around
      the 4.6.1p5 / 4.6.2 releases.

    2. On the rare occasion (which seems like never now), each time I Build and Run from Unity for an iOS project and use the "Append" to XCode option my existing "Run Scripts" are deleted. The "Run Script" items still exist under the "Build Phases" section in XCode but the script content is empty. I've been using these build scripts for years and it was fine with 4.5.5p5 but I've been experiencing this with bot 4.6.1p5 and 4.6.2.

      Note, no other environmental changes - same Xcode, Same Unity Projects, etc

      I'm using Xcode 6.1.1

      I have verified that at least one other user is also experiencing this same issue.

      How can we reproduce it

      - Build a Unity project to Xcode
      - Add a "Run Script" item to the "Build Phases" section in the Xcode project
      - Add some script content to the created "Run Script" item
      - Build and verify it works
      - Rebuild the project again from Unity using the "Append" option
      - Inspect the "Run Script" in the Xcode project (it will now be empty)

    I'd really like to get some way to be able to append to my Xcode projects again :(

    Regards,
    Larku
     
    Last edited: Feb 4, 2015
  12. tcossairt

    tcossairt

    Joined:
    Dec 5, 2013
    Posts:
    129
    @ljmeijer @ArjunN Discovered the cause of our exception when doing XML Serialization using Il2CPP. In one our serialized data files we have a nullable type field: e.g. public bool? thisWontWorkInIL2CPP;

    Its still a bug in IL2CPP build of Unity, but at least we can work around that by not using nullabel type fields like this.
     
  13. cojo71

    cojo71

    Joined:
    Aug 19, 2014
    Posts:
    26
    Can you offer an update on the status of Facebook / Parse SDK support in this week's coming 4.6.2p1 patch?

    I heard back from Facebook's side of things today, but they say it's a Unity-side issue and that they filed a bug with you all to fix: https://developers.facebook.com/bugs/1413897332236082
    This is a critical issue for us (and, I can only imagine, plenty of other iOS- / FB-using customers as well). It would be nice to know if / when we can expect fixes for these major plugin SDKs.

    Thanks!
     
    Penya and jeffsherwin like this.
  14. hkxcb

    hkxcb

    Joined:
    Feb 4, 2015
    Posts:
    1
    Environment:
    - Unity3D 4.6.2
    - Xcode 6.1.1
    - iOS 6.1.3
    - iPad 2
    - No any plugin

    I got these error when it launch:

    dyld: lazy symbol binding failed: Symbol not found: ___sincosf_stret
    Referenced from: /var/mobile/Applications/AD08500A-BCCC-4DE7-AF5E-9FCFFECEAE16/airportsim2014.app/airportsim2014
    Expected in: /usr/lib/libSystem.B.dylib

    dyld: Symbol not found: ___sincosf_stret
    Referenced from: /var/mobile/Applications/AD08500A-BCCC-4DE7-AF5E-9FCFFECEAE16/airportsim2014.app/airportsim2014
    Expected in: /usr/lib/libSystem.B.dylib
     
  15. huiyu

    huiyu

    Joined:
    Jan 15, 2015
    Posts:
    19
    I'm running Unity 5.0.0b21 to build for arm64 iphone app.

    Using Unity GUI I know how to build iphone app for arm64 using il2cpp.

    My question is, I want to automate the build process using script. How should I specify the build option "scripting backend" to be "IL2CPP", which I can do from GUI at Player Settings? Also how do set "Architecture" to one of "Universal", "ARM64", "ARMv7" from command line.

    my current command line looks like following:
    unity -batchmode -quit -projectPath `pwd` -logfile $logfile -executeMethod MyUnityBuilder.iOSBuild

    Thanks in advance.
     
  16. joncham

    joncham

    Unity Technologies

    Joined:
    Dec 1, 2011
    Posts:
    276
    We have recently improved our Nullable support. We'll be sure to review whether the changes fixed your issue.
     
  17. joncham

    joncham

    Unity Technologies

    Joined:
    Dec 1, 2011
    Posts:
    276
    It seems this error may be due to targeting a newer iOS (7+) than you are running on (6.1.3). Can you verify if this is maybe the case?

    http://stackoverflow.com/questions/19134132/sincosf-stret-crash-on-ios-5-1
     
  18. joncham

    joncham

    Unity Technologies

    Joined:
    Dec 1, 2011
    Posts:
    276
    Are you looking for something like the following script calls?

    For Unity 5:
    PlayerSettings.SetPropertyInt("ScriptingBackend",
    (int)ScriptingImplementation.IL2CPP, BuildTargetGroup.iOS);
    PlayerSettings.SetPropertyInt("Architecture",
    architectureValue, BuildTargetGroup.iOS);

    For Unity 4.6:
    PlayerSettings.SetPropertyInt("ScriptingBackend",
    (int)ScriptingImplementation.IL2CPP, BuildTargetGroup.iPhone);
    PlayerSettings.SetPropertyInt("Architecture",
    architectureValue, BuildTargetGroup.iPhone);

    Where 'architectureValue' is as follows (the enum for architecture seems to be internal currently):
    0 - ARMv7
    1 - ARM64
    2 - Universal
     
    Last edited: Feb 4, 2015
  19. sonluong1987

    sonluong1987

    Joined:
    May 10, 2014
    Posts:
    8
    Hi! I'm getting these errors when trying to build my Xcode project with il2cpp:

    Do you have some ideas what might have caused this, and how I can go around it? We've got to get our game approved in 2 weeks so any help will be appreciated!
     
  20. ArjunN

    ArjunN

    Joined:
    Jan 18, 2013
    Posts:
    21
    Thanks for the heads-up tcossairt! We suspected as much and have been trying to workaround this by rolling out our own Nullable implementation. Frustratingly, we use nullable quite liberally and it's a chore going around fixing these. I'll let you know if we ever manage to get this working! ;)

    Btw, did Unity tech tell you that nullables aren't supported at all or whether it only fails in certain cases?
     
  21. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,676
    Nullable fixes are included in tomorrow's patch release. I wouldn't start rewriting all your code if there's much of it :).

    Nullable<T> variables were behaving incorrectly when you boxed them (that is, cast them to System.Object), and Nullable that was cast to System.Object would not correctly cast back to T again. That is:

    Code (csharp):
    1. int? a = 5;
    2. object b = a;
    3. int c = (int)b; // This currently throws invalid cast exception
     
  22. ArjunN

    ArjunN

    Joined:
    Jan 18, 2013
    Posts:
    21
    Thanks for the update Tautvydas! I'll hold off on the fixes at my end then. :)
     
  23. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @drawcode: Thanks a lot for your bugreport! found the bug your project hits. I'm still working on a fix, and the fix will not make tomorrow's build, however I do have a very simple workaround you can do that makes the problem go away for you.

    replace your DataObjects<T> constructor with this:

    Code (csharp):
    1.  
    2. public DataObjects(){
    3.  Reset();
    4.  
    5. if(_never) //we need to do this trick to make sure the c# compiler doesn't optimize away the LoadItem call.
    6.  LoadItem<int>("a","b");
    7. }
    8.  
    9. public static bool _never = false;
    10.  
     
    drawcode likes this.
  24. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,664
    Hi.

    Any news on Socket support? Already submitted a bugreport, #669394.
    My plugin depends on Socket, and now it's plain useless. My customers want my cold dead body. :)
     
  25. Joskym

    Joskym

    Joined:
    Oct 2, 2013
    Posts:
    39
    If you have access to the code of the plugin, where the plugin calls the functions of SQLITE (looking at your debug i'd say in SQLite3 class), you have to change the DLLImport by this: [DllImport("__Internal", CallingConvention = CallingConvention.Cdecl)]
    But be carefull, functions are named correctly
     
  26. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @BestHTTP: no news yet, other than that sockets and webrequest are the number one item on our list, and we have two devs on it fulltime. It's hard to get a solid ETA on it, as we're battling some deadlocks in the multithreaded code that have proven to be very hard to reliably reproduce. we'll get this in your hands as soon as we possibly can.
     
    jeffsherwin likes this.
  27. C2tP

    C2tP

    Joined:
    Jan 22, 2013
    Posts:
    4
    Thanks for the update about sockets. I'm battling with them myself. I've managed to some what get UniWeb working but I'm plagued with SynchronizationLockExceptions. Basically anywhere that uses a lock seems to be able to error. Here are 3 examples.

    -------------------------------------------------------------

    SynchronizationLockException: Object has not been locked by this thread.
    System.Theading.Monitor.Exit(System.Object obj)
    System.Guid.NewGuid()
    HTTP.WebSocket.WebSocketKey()
    HTTP.WebSocket.Connect(System.Uri uri)
    HTTP.WebSocket.Connect(System.String uri)
    MultiplayerSocketConnection+<_Connect>c_Iterator28.MoveNext()
    Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType)
    Replacements.Attribute.CheckParameters(Object, Type)

    -------------------------------------------------------------

    SynchronizationLockException: Object has not been locked by this thread.
    System.Theading.Monitor.Exit(System.Object obj)
    DataAssetManager.get_Instance()
    MasterDataAssets.GetMessageRecord(System.String _key)
    Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType)
    Replacements.Attribute.CheckParameters(Object, Type)

    -------------------------------------------------------------

    SynchronizationLockException: Object has not been locked by this thread.
    System.Theading.Monitor.Exit(System.Object obj)
    HTTP.WebSocket+<Dispatcher>c_Iterator11.MoveNext()
    Replacements.Attribute.CheckParameters (System.Object element, System.Type attributeType)
    Replacements.Attribute.CheckParameters(Object, Type)



    The second error is a Singleton that has a lock() on its Instance call. Its not even being called by anything that has to do with sockets and multiplayer, but rather just a normal call on what should be the unity main thread.

    And just to be clear, there are no Exceptions/errors on mono and in unity etc. This is only on IL2CPP on iOS. Also it seems decently random. I can run our game for a bit but it eventually throws this error.
     
  28. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,664
    @ljmeijer: Thanks for the update.

    Also, seen crashes in a Monitor.TryEnter(obj, TimeSpan.FromSeconds(0.5f)) call. Tried to create a small repro-project, but wasn't able to reproduce there. It was something like FrenzooInfo mentioned.
     
  29. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
    Posts:
    47
    The EveryPlay stuff seems to work over the network. Maybe solutioning is in there?
     
  30. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
    Posts:
    47
    Yep I am in spinlock on this as well.
    Pushed a bug on Monday:
    http://fogbugz.unity3d.com/default.asp?669115_dngkuilhilrbeebc

    with only Parse inside of it. Very easy to see NULL aspect of ParseUser.CurrentUser

    Really wish we had some insight to inPlay bugs. Difficult to build any sort of release scheduling - rsn i guess :).
    Anyway to get a read only priority listing of bugs to reference?
    Not able to gen an IL2CPP list on the issue tracker :(
    I simply cannot parse this forum list. Maybe it's just me.
     
    Last edited: Feb 4, 2015
  31. drawcode

    drawcode

    Joined:
    Jul 21, 2008
    Posts:
    72
    Awesome thanks!

    I updated the bug report, 668269 and 667818 can be closed.

    The workaround worked but also helped point us to a bug or unneeded type that when fixed, doesn't require the workaround. Turns out we didn't need the <U> generic passed in on LoadItem as it was moved to a base class and previously needed it (added recently for saving levels). We removed that and were able to compile and link. It appears IL2CPP was confused with the T and U values on that method being the same occasionally or unable to figure out the type or thinking it should be stripped.

    The method looked like:
    public T LoadItem<U>(args) {}, occasionally T and U were the same (in this case U was not needed and it no longer had problems linking once removed).

    I updated my bug report with some more info but for us the bug is closed, your workaround pointed us to a flaw that IL2CPP had a hard time parsing but also wasn't needed. My guess is it is a bug related to generics when the generics might be the same type or the type is unable to be located. The code definitely had IL2CPP translation go on a little adventure.

    You can close out 668269 and 667818.

    Thank you so much for your quick turnaround. Looking forward to UnityEngine.Networking / Raknet to IL2CPP which I hear is coming along.
     
    Last edited: Feb 4, 2015
  32. Penya

    Penya

    Joined:
    Jul 17, 2012
    Posts:
    1
    We updated yesterday and everything except Facebook/Parse functionality works well. We don't get any bugs or error messages, but everything related to Parse just stopped working with the upgrade.

    Hope we get an answer to this soon because this is the only thing missing in our project.
     
  33. XilenceX

    XilenceX

    Joined:
    Jun 16, 2013
    Posts:
    122
    So this bug report (Case 666495) has been submitted about 10 days ago. It states pretty clearly that the new GUI system is broken on 64bit iOS. It's super easy to reproduce: new scene, add canvas component, add text (or button btw). Launch the game via XCode on an iOS device and the UI will NOT appear.
    Instead the the referenced script is missing errors show up.
    (See quoted XCode log, mine is pretty much identical.)

    So my question is why has noone looked into this yet?!? Or did I miss the reply?
    I mean this is a super important issue right? It's still persistent in 4.6.2 will it be fixed in the next patch release? Or would it be better to go back to the terribad old GUI system?
     
  34. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @XilenceX: I investigated the bug, and with my development-branch il2cpp, I could not reproduce, and as I had a lot of fixes on that branch, I've assumed one of those fixes solved the problem. I've just asked QA to verify that project works with the patch release that's about to go out, to make sure it was not some sort of fluke that it only worked for me.

    @Penya: there's been some parse related fixes going in the last few days. I'm not 100% sure if they fix all of your problems. do you have a case number we can use to try out your project to make sure we have tackled everything your project uses w.r.t Parse? If not, I'd say try with the new patch release that's scheduled to go out today, if that still has a problem for you, let us know, (with a repro project), and we'll get right on it.
     
  35. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @XilenceX: QA just got back to me that your repro project works fine with the soon-to-be-shipped patch release. please let us know if you have any further problems.
     
  36. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @jeffsherwin hey jeff, yes, we just fixed your bug 669115 two hours ago. @lukaszunity did all the work, and he'll respond to your ticket shortly with a simple to apply workaround so you can move forward, and do not have to wait until the next patch release. please let us know if you hit any more trouble, Lucas
     
    jeffsherwin likes this.
  37. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    To everyone who has hit a snafu on il2cpp, we have fixed most of the issues reported in this thread and elsewhere, and shipped a new build. 4.6.2p1 go grab it at: http://unity3d.com/unity/qa/patch-releases the releasenotes contain a subset of all improvements made, I'll paste the il2cpp relevant ones here for your convenience:

    • (666962), (666773), (667191), (668541), (668567), (669305) - iOS/IL2CPP : Fixed RakNet being unavailable on IL2CPP, causing linker errors.
    • (669032) - iOS/IL2CPP: Don't include dll metadata files to binary.
    • (663053) - iOS/IL2CPP: Ensure that the HideInInspector and ResourceRequest types are not stripped so they can be used if necessary.
    • (none) - iOS/IL2CPP: Fixed a problem with generic classes where the generic type argument lives in a different assembly from the type definition.
    • (666206) - iOS/IL2CPP: Fixed Attribute.GetCustomAttribute crash.
    • (665476) - iOS/IL2CPP: Fixed C++ build error when using Interlocked.CompareExchange/Exchange with null.
    • (666808) - iOS/IL2CPP: Fixed issue with array of interfaces also being marked as interfaces.
    • (664371) - iOS/IL2CPP: Fixed Type.GetNestedTypes() crash.
    • (668204) - iOS/IL2CPP: Handle non-ASCII characters in names.
    • (none) - iOS/IL2CPP: Make reflection on constant fields work, (with the exception of string, for which support is pending).
    • (none) - iOS/IL2CPP: Never use microcorlib for IL2CPP.
    • (664066), (664035) - iOS/IL2CPP: Nullable now works correctly when being cast to/from object or T.
    • (665825) - iOS/IL2CPP: Prevented a duplicate symbol linker error for projects that use zlib in a static library by renaming the zlib symbols exported from the IL2CPP version of zlib.
    • (none) - iOS/IL2CPP: Support attributes that have arrays of System.Type arguments.
    • (667196) - iOS/IL2CPP: Make JsonFX work with stripping.

    If you find yourself having an il2cpp problem, please make sure that the problem is not already fixed in this new build. If it is not, please let us know, and we'll jump on it straight away.
     
    drawcode and MrEsquire like this.
  38. Deleted User

    Deleted User

    Guest

    Awesome news! Will have to download it tonight and test if the Xcode project builds without errors.
     
  39. tcossairt

    tcossairt

    Joined:
    Dec 5, 2013
    Posts:
    129
    We are running into a new "not supported by il2cpp" problem with latest build in IL2CPP builds only. Any chance this unsupported feature will be supported in the near term future (i.e. within the month)? Appears to be a how we are using reflection to replicate our object data over our network code.

    Update_ReplicateObjects: Tools/il2cpp/il2cpp/libil2cpp/icalls/mscorlib/System.Reflection/MemberInfo.cpp(22) : Unsupported internal call for IL2CPP:MemberInfo::get_MetadataToken - "This icall is not supported by il2cpp."
    WellFired.GizmosChangeColor:Dispose()
    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:LogError(Object
    ngNetwork:Update_ReplicateObjects()
     
  40. glacius3000

    glacius3000

    Joined:
    Oct 5, 2012
    Posts:
    69
    I think there's a bug when calling a function using variable argument lists in C on iOS 64 builds. The following is my test code to test my theory out.
    I posted this on the main forum but that may not be the best place to post this.

    I wrote a plugin for the function below
    Code (CSharp):
    1. //null terminated avg. ends when it encounters a 0
    2. //num is ignored
    3. double average ( int num, ... )
    4. {
    5.     va_list args;
    6.     double sum = 0;
    7.     double count = 0;
    8.     double n = 0;
    9.    
    10.     va_start ( args, num );
    11.    
    12.     while((n = va_arg(args, double)))
    13.     {
    14.         sum += n;
    15.         ++count;
    16.     }
    17.     va_end ( args );
    18.    
    19.     if(count == 0)
    20.         return -1;
    21.    
    22.     return sum / count;
    23. }
    My C# wrapper for it is below.
    Code (CSharp):
    1. public class VarTest
    2. {
    3.  
    4.     [DllImport("__Internal",
    5.                CallingConvention = CallingConvention.Cdecl)]
    6.     public extern static double average(
    7.         int extra,
    8.         double nothing);
    9. }
    10.  
    And finally my test mono behavior script.
    Code (CSharp):
    1. public class CallAvgTest : MonoBehaviour {
    2.  
    3.     // Use this for initialization
    4.     void Start ()
    5.     {
    6.         GetComponent<Text>().text = VarTest.average(30,0).ToString();
    7.     }
    8.  
    9. }
    10.  
    This should output -1 but instead outputs junk (2.09 once, another time 4.12). This does surprisingly work fine when I run it on a 32bit iOS device.

    I think my only workaround for this at the moment is to write a C wrapper function for the C function. I'm attaching the project if anyone wants to test it out themselves.
     

    Attached Files:

  41. hamstar

    hamstar

    Joined:
    Sep 25, 2013
    Posts:
    84
    @Lucas Meijer

    Doesn't look like 4.6.2p1 fixed Parse issues. :( Seems like Parse.ParseFacebookUtils.LogInAsync throwing an exception.
     
    jeffsherwin likes this.
  42. andrew210

    andrew210

    Joined:
    Apr 23, 2014
    Posts:
    241
    Have updated to the latest version and am seeing some different errors now (before the game did build, but had a run-away memory issue on start up).

     
  43. Deleted User

    Deleted User

    Guest

    Yay! The duplicate symbol errors are gone and I can build the Xcode project once again. Thank you! Now to find a 64 bit device to test with...
     
  44. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
    Posts:
    47
    filed 669983
    4.6.2p1 ParseUser.CurrentUser is NULL

    WebRequest issue still in play for p2?

    UnityAds and Everyplay are working for network access.
    Maybe is not the same issue but they seem to have solutioning

    -- edit
    check that unityads Advertisement.Show never gets callback :(
    everyplay is able to receive and send into network
     
    Last edited: Feb 5, 2015
  45. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,676
    Could you try building to an empty folder? Looks like some files didn't get updated properly.
     
  46. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,931
    @glacius3000

    Can you submit a bug with this project? That way it will be properly tracked. We definitely don't support this yet.
     
  47. FredDeschenes

    FredDeschenes

    Joined:
    Mar 15, 2013
    Posts:
    21
    Fyi 666129 seems fixed with 4.6.2p1 (even if not in release notes). Thanks!
     
  48. FredRodrigue

    FredRodrigue

    Joined:
    May 24, 2013
    Posts:
    6
    Most of the bugs we had are fixed, only 668121 is still occuring. Thanks!
     
  49. mh114

    mh114

    Joined:
    Nov 17, 2013
    Posts:
    295
    @Lucas Meijer
    My previous problem 666848 was not fixed in latest patch, but no problem, I managed to find the cause of it. I made a very simple repro project that demonstrates the issue. Seems that IL2CPP doesn't like my three-dimensional lookup table (I mistakenly wrote two-dimensional in the bug report, but no matter).

    The new case is 670009. Hopefully you'll get it sorted out, ought to be a simple fix now. :)
     
  50. Lucas-Meijer

    Lucas-Meijer

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    175
    @tcossairt: if you can file a bug report on it, with a (the smaller the better) repro project, we will fix it
    @FredDeschenes: awesome! let us know if you run into any more trouble.
    @jeffsherwin: yes, webrequest is still #1 on our list. I suspect unity ads and everyplay work because I suspect they use UnityEngine.WWW class, which is working (but has somewhat fewer features than WebRequest)
    @FredRodrigue: we fixed this bug internally today, but it didn't make the build. I will reply to your bugcase in private with a workaround you can do today to make your project work so you don't have to wait until the next patch release.

    Many thanks to everyone for sending in bugreports and letting us know which pieces are not quite working for you yet. The il2cpp team will continue to monitor the incoming bugs and this thread, and we'll work around the clock to solve whatever problems people might run into getting their game shipped.
     
    jeffsherwin likes this.