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System.Net.Sockets.SocketException: Operation on non-blocking socket would block

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using System; using System.Net; using System.Net.Sockets; using System.Threading; using System.Text; using UnityEngine; // State object for receiving data from remote device. using System.Collections; public class StateObject { // Client socket. public Socket workSocket = null; // Size of receive buffer. public const int BufferSize = 256; // Receive buffer. public byte[] buffer = new byte[BufferSize]; // Received data string. public StringBuilder sb = new StringBuilder(); } public class SocketTest : MonoBehaviour { // The port number for the remote device. private const int port = 11000; // The response from the remote device. private static String response = String.Empty; Socket client; private void StartClient() { // Connect to a remote device. try { // Establish the remote endpoint for the socket. // The name of the // remote device is "host.contoso.com". IPAddress[] ipAddresses = Dns.GetHostAddresses( "10.0.0.10" ); IPAddress ipAddress = ipAddresses[ 0 ]; IPEndPoint remoteEP = new IPEndPoint(ipAddress, port); // Create a TCP/IP socket. client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); client.ReceiveTimeout = 6000; // Connect to the remote endpoint. client.BeginConnect( remoteEP, new AsyncCallback(ConnectCallback), client); // Send test data to the remote device. // Receive the response from the remote device. // Write the response to the console. //Console.WriteLine("Response received : {0}", response); //// Release the socket. //client.Shutdown(SocketShutdown.Both); //client.Close(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } private void ConnectCallback(IAsyncResult ar) { try { // Retrieve the socket from the state object. Socket client = (Socket) ar.AsyncState; // Complete the connection. client.EndConnect(ar); Debug.Log("Socket connected to " + client.RemoteEndPoint.ToString()); // Signal that the connection has been made. Send(client, "This is a test"); } catch (Exception e) { Console.WriteLine(e.ToString()); } } private void Receive(Socket client) { try { // Create the state object. StateObject state = new StateObject(); state.workSocket = client; // Begin receiving the data from the remote device. client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback), state); } catch (Exception e) { Console.WriteLine(e.ToString()); } } private void ReceiveCallback( IAsyncResult ar ) { try { // Retrieve the state object and the client socket // from the asynchronous state object. StateObject state = (StateObject) ar.AsyncState; Socket client = state.workSocket; // Read data from the remote device. int bytesRead = client.EndReceive(ar); if (bytesRead > 0) { // There might be more data, so store the data received so far. Debug.Log( Encoding.ASCII.GetString(state.buffer,0,bytesRead) ); // Get the rest of the data. client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback( ReceiveCallback ), state ); } else { // All the data has arrived; put it in response. // Signal that all bytes have been received. } } catch (Exception e) { Console.WriteLine(e.ToString()); } } private void Send(Socket client, String data) { // Convert the string data to byte data using ASCII encoding. byte[] byteData = Encoding.ASCII.GetBytes(data); // Begin sending the data to the remote device. client.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), client); } private void SendCallback(IAsyncResult ar) { try { // Retrieve the socket from the state object. Socket client = (Socket) ar.AsyncState; // Complete sending the data to the remote device. int bytesSent = client.EndSend(ar); Debug.Log( "Sent " + bytesSent + " bytes to server." ); // Signal that all bytes have been sent. Receive(client); } catch (Exception e) { Console.WriteLine(e.ToString()); } } void Start() { StartCoroutine( StartClientAsync() ); } IEnumerator StartClientAsync() { StartClient(); yield return new WaitForSeconds( 3 ); } void OnDestroy() { client.Shutdown(SocketShutdown.Both); client.Close(); } } The code above is work fine on Mono2x, but when I upgrade to IL2CPP I get the exception: System.Net.Sockets.SocketException: Operation on non-blocking socket would block at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in :0 at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, SocketError& errorCode) [0x00000] in :0 at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in :0 at SocketTest.ReceiveCallback (IAsyncResult ar) [0x00000] in :0 at System.AsyncCallback.Invoke (IAsyncResult ar) [0x00000] in :0 at System.Net.Sockets.Socket+SocketAsyncResult.Complete () [0x00000] in :0 at System.Net.Sockets.Socket+Worker.Receive () [0x00000] in :0 This is the code for the server: using System; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; public class StateObject { public Socket workSocket = null; public const int BufferSize = 1024; public byte[] buffer = new byte[ BufferSize ]; public StringBuilder sb = new StringBuilder(); } public class AsynchronousSocketListener { public static ManualResetEvent allDone = new ManualResetEvent( false ); public AsynchronousSocketListener() { } public static void StartListening() { byte[] bytes = new byte[ 1024 ]; IPAddress[] ipAddress = Dns.GetHostAddresses( "10.0.0.10" ); Console.WriteLine( ipAddress[ 0 ].ToString() ); IPEndPoint localEndPoint = new IPEndPoint( ipAddress[ 0 ], 11000 ); Socket listener = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp ); try { listener.Bind( localEndPoint ); listener.Listen( 100 ); while ( true ) { allDone.Reset(); Console.WriteLine( "Waiting for a connection..." ); listener.BeginAccept( new AsyncCallback( AcceptCallback ), listener ); allDone.WaitOne(); } } catch ( Exception e ) { Console.WriteLine( e.ToString() ); } Console.WriteLine( "\nPress ENTER to continue..." ); Console.Read(); } public static void AcceptCallback( IAsyncResult ar ) { allDone.Set(); Socket listener = ( Socket )ar.AsyncState; Socket handler = listener.EndAccept( ar ); StateObject state = new StateObject(); state.workSocket = handler; handler.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback( ReadCallback ), state ); } public static void ReadCallback( IAsyncResult ar ) { string content = string.Empty; StateObject state = ( StateObject )ar.AsyncState; Socket handler = state.workSocket; int bytesRead = handler.EndReceive( ar ); if ( bytesRead > 0 ) { state.sb.Append( Encoding.ASCII.GetString( state.buffer, 0, bytesRead ) ); content = state.sb.ToString(); if ( content.IndexOf( "" ) > -1 ) { Console.WriteLine( "Read {0} bytes from socket. \n Data: {1}", content.Length, content ); int lastTickCount = Environment.TickCount; while ( true ) { if ( Environment.TickCount - lastTickCount > 6000 ) { string contentTemp = DateTime.Now.ToLongTimeString().ToString() + content; if ( handler.Connected ) { Send( handler, contentTemp ); } else { break; } lastTickCount = Environment.TickCount; } } } else { handler.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback( ReadCallback ), state ); } } } static void Send( Socket handler, string data ) { byte[] byteData = Encoding.ASCII.GetBytes( data ); handler.BeginSend( byteData, 0, byteData.Length, 0, new AsyncCallback( SendCallback ), handler ); } static void SendCallback( IAsyncResult ar ) { try { Socket handler = ( Socket )ar.AsyncState; int bytesSent = handler.EndSend( ar ); Console.WriteLine( "Sent {0} bytes to client.", bytesSent ); //handler.Shutdown( SocketShutdown.Both ); //handler.Close(); } catch ( Exception e ) { Console.WriteLine( e.ToString() ); } } public static int Main( string[] args ) { StartListening(); return 0; } } I have find the problem is the ReceiveTimeout property of the Socket. Microsoft documentation say: this option applies to synchronous Receive calls only. If the time-out period is exceeded, the Receive method will throw a SocketException. Reference: [link text][1] [1]: https://msdn.microsoft.com/en-us/library/system.net.sockets.socket.receivetimeout(v=vs.110).aspx But I think Mono2x's Async Receive call is right do accord the Microsoft documentation, didn't effected by the ReceiveTimeout property. il2cpp async receive call do effected by the ReceiveTimeout property of Socket, which is wrong. So when the ReceiveTimeout reach, the Async Receive call complete with no data, then I get the Exception.

Which backend scripting build is required for Websocket-sharp? (IL2CPP or .NET)

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I am writing an application where I need to throw information using websockets. I came across the [websocket-sharp library][1]. As given in the guide, I have put the .dll file inside the `Assets/Plugins/` location. However, often it happens that after a restart of my system of unity, it starts throwing an error as `Websocket sharp namespace or directive could not be found`. I have to reimport or copy and paste. Also some of the related scripts or resources based on Websockt sharp like [unityros][2], while building with .NET backend scripting fails to build throwing errors for includes like: using System.Threading using WebsocketSharp a fix I found was to use: #if UNITY_EDITOR using System.Threading using WebsocketSharp #endif and also need to add functions within the same if and endif conditions that use those include headers *(sorry I am a C++ language guy - apologies for the terminologies like include headers)*. But no error is thrown when I build these projects with setting **backend scripting to IL2CPP from the Unity Player Settings**. Can I use an IL2CPP file for deploying it in MR devices like hololens? Build configuration for MR devices would be **Release, x64, Remote Device**. Kindly advise. [1]: https://github.com/sta/websocket-sharp [2]: https://github.com/michaeljenkin/unityros

How to prevent functions be inlined while building as .cpp ?

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I am currently using Unity 2017.2.f1. When I build my project in iOS, the App size is about 101M, so I have to do something to reduce the size. My unity project will generate .cpp code by using il2cpp scripting backend. It seems that all functions will be inlined. So I want to trying removing all inline keywords. Is there any good ideal about that?

Unity 2017.3 Android IL2CPP ArgumentNullException

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Hello, I'm using too many external libraries in my project to check what causes this error and I can't figure out where this error actually comes from. Please help. :) It works fine with Mono, but with IL2CPP this happens:
01-12 15:44:00.330: E/Unity(13561): ArgumentNullException: Value cannot be null.
01-12 15:44:00.330: E/Unity(13561): Parameter name: method
01-12 15:44:00.330: E/Unity(13561):   at System.Dynamic.Utils.ContractUtils.RequiresNotNull (System.Object value, System.String paramName) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.330: E/Unity(13561):   at System.Linq.Expressions.Expression.Call (System.Reflection.MethodInfo method, System.Linq.Expressions.Expression arg0) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.330: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T].CreateCustomNoMatchDelegate (System.Reflection.MethodInfo invoke) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.330: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T].MakeUpdateDelegate () [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.330: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T].GetUpdateDelegate (T& addr) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.330: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T]..ctor (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.330: E/Unity(13561):   at System.Runtime.CompilerServices.Cal
01-12 15:44:00.340: E/Unity(13561): ArgumentNullException: Value cannot be null.
01-12 15:44:00.340: E/Unity(13561): Parameter name: method
01-12 15:44:00.340: E/Unity(13561):   at System.Dynamic.Utils.ContractUtils.RequiresNotNull (System.Object value, System.String paramName) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.340: E/Unity(13561):   at System.Linq.Expressions.Expression.Call (System.Reflection.MethodInfo method, System.Linq.Expressions.Expression arg0) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.340: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T].CreateCustomNoMatchDelegate (System.Reflection.MethodInfo invoke) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.340: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T].MakeUpdateDelegate () [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.340: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T].GetUpdateDelegate (T& addr) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.340: E/Unity(13561):   at System.Runtime.CompilerServices.CallSite`1[T]..ctor (System.Runtime.CompilerServices.CallSiteBinder binder) [0x00000] in <00000000000000000000000000000000>:0 
01-12 15:44:00.340: E/Unity(13561):   at System.Runtime.CompilerServices.Cal

IL2CPP Android Development Build not detected

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I'm trying to make android build with IL2CPP scripting backend, however it always crashing with this error: stdout: IL2CPP error (no further information about what managed code was being converted is available) Additional information: Build a development build for more information. Actually I've set "Development Build" in build settings, so why do I get such an info?

Unable to write files to storage [SD or Internal] when building with IL2CPP in unity 2018.1.0b4

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When I build with IL2CPP in unity 2018.1.0b4 and try to write a file to the storage nothing happens! here's my code...
using UnityEngine; using System.IO; using Newtonsoft.Json; public class Serializer : MonoBehaviour { public void Serialize () { string json = JsonConvert.SerializeObject(saveData, Formatting.Indented); File.WriteAllText(Path.Combine(Application.persistentDataPath, "savegameData.json"), json); } }

Unity Failed running IL2CPP when build on Nintendo Switch

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Hi, I've been dealing this for days but I still don't have a clue how this: ---------- Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --enable-array-bounds-check --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --additional-include-directories="C:/Program Files/Unity/Editor/Data/PlaybackEngines/Switch/Tools\il2cpp\libil2cpp\os" --verbose --enable-stats --stats-output-dir="C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --map-file-parser="C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\Assembly-CSharp-firstpass.dll" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\Assembly-CSharp.dll" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\SmoothMoves_Runtime.dll" --assembly="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Managed\UnityEngine.dll" --generatedcppdir="C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\il2cppOutput" stdout: Building SwitchPlayer.nss with SwitchToolChain. Output directory: C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\Temp\StagingArea\Native Cache directory: C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\SwitchIL2CPPCache\il2cpp_cache ObjectFiles: 577 of which compiled: 577 Time Compile: 26868 milliseconds Bulk_Assembly-CSharp_3.cpp Time Compile: 24619 milliseconds Bulk_Assembly-CSharp_4.cpp Time Compile: 19229 milliseconds Bulk_Generics_8.cpp Time Compile: 18628 milliseconds Bulk_mscorlib_6.cpp Time Compile: 17091 milliseconds Bulk_Assembly-CSharp_2.cpp Time Compile: 16517 milliseconds Bulk_Assembly-CSharp_5.cpp Time Compile: 15958 milliseconds Bulk_Assembly-CSharp_0.cpp Time Compile: 14422 milliseconds Bulk_mscorlib_1.cpp Time Compile: 12205 milliseconds GenericMethods0.cpp Time Compile: 11920 milliseconds Bulk_Assembly-CSharp_9.cpp Total compilation time: 212716 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Nintendo\HPWAS_NS\NintendoSDK\Compilers\NX\nx\aarch64\bin\clang.exe -nostartfiles -Wl,--gc-sections -Wl,-init=_init,-fini=_fini -Wl,-z,combreloc,-z,relro,--enable-new-dtags -Wl,-pie -Wl,--build-id=uuid -Wl,-u,malloc -Wl,-u,calloc -Wl,-u,realloc -Wl,-u,aligned_alloc -Wl,-u,free -v "-Wl,-T" "C:\Nintendo\HPWAS_NS\NintendoSDK\Resources\SpecFiles\Application.aarch64.lp64.ldscript" -fuse-ld=gold.exe -Wl,--dynamic-list=C:\Nintendo\HPWAS_NS\NintendoSDK\Resources\SpecFiles\ExportDynamicSymbol.lst -Wl,--start-group "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\rocrt.o" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\nnApplication.o" @C:\Users\Daylight-Kilo-PC\AppData\Local\Temp\tmpDD0C.tmp "C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools\../Native/Release/SwitchPlayer.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_init_memory.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_gfx.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_mii_draw.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_gfx.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libnn_mii_draw.a" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\libcurl.a" -Wl,--end-group -Wl,--start-group "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\multimedia.nss" "C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\nnSdk.nss" -Wl,--end-group C:\Nintendo\HPWAS_NS\NintendoSDK\Libraries\NX-NXFP2-a64\Release\crtend.o -o "C:\Users\Daylight-Kilo-PC\Documents\HPAWS_NS\SwitchIL2CPPCache\il2cpp_cache\linkresult_543290C4E51FD2CF14FBDB08D980EB5E\SwitchPlayer.nss" Rynda clang version 1.3.6 (based on LLVM 4.0.1-d81ae111dda) Target: aarch64-nintendo-nx-elf Thread model: posix InstalledDir: C:\Nintendo\HPWAS_NS\NintendoSDK\Compilers\NX\nx\aarch64\bin "C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Compilers\\NX\\nx\\aarch64\\bin\\aarch64-nintendo-nx-elf-ld.gold.exe" "@C:\\Users\\DAYLIG~1\\AppData\\Local\\Temp\\response-b277d8.txt" Arguments passed via response file: "-z" "relro" "-X" "--hash-style=both" "--build-id=uuid" "--eh-frame-hdr" "-m" "aarch64elf" "-dynamic-linker" "/lib/ld-nx-aarch64.so.1" "-o" "C:\\Users\\Daylight-Kilo-PC\\Documents\\HPAWS_NS\\SwitchIL2CPPCache\\il2cpp_cache\\linkresult_543290C4E51FD2CF14FBDB08D980EB5E\\SwitchPlayer.nss" "-LC:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Compilers\\NX\\nx\\aarch64/lib" "--gc-sections" "-init=_init" "-fini=_fini" "-z" "combreloc" "-z" "relro" "--enable-new-dtags" "-pie" "--build-id=uuid" "-u" "malloc" "-u" "calloc" "-u" "realloc" "-u" "aligned_alloc" "-u" "free" "-T" "C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Resources\\SpecFiles\\Application.aarch64.lp64.ldscript" "--dynamic-list=C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Resources\\SpecFiles\\ExportDynamicSymbol.lst" "--start-group" "C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Libraries\\NX-NXFP2-a64\\Release\\rocrt.o" "C:\\Nintendo\\HPWAS_NS\\NintendoSDK\\Libraries\\NX-NXFP2-a64\\Release\\nnApplication.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BD4462D42D4870314F72640B32476F27.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F71883461C9B36FE6652C00D07532C87.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/DE15F1A943D8608159AA94820D7A888A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/CE4B37255D2A296F17BFFB0385E68B72.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4B9739F1EF7869F065E904BF354497AF.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/3B04C9A61404BA89B70F4FCA678BF05C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/862CB94D33831A761D7A7030E37280A2.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/90F89EF513D66794C50D77BA4C198C86.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E5204368B2A06139ADF9E48B1FDA3E9E.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B56A04C3423200E23DABEF7FFBDEE015.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/EE3020C013F814DBDC0FEC703CB4B162.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0426312A690BCA60835E33F1F9A28895.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/59405A2680FFF873C73B78E0C1214AE7.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/69A8F35BD1B8D0BE80C3F091385C0725.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4581789D5A308355CF0DFA99C5B15EEF.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/EC01ABA06C514C9FA3434B71E1B79DB8.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/44B037D1705360C0369318775FCFD477.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/9DD29E606078F9D99879EE10D93D0256.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/07C73B086E74ED4D2719FA303CE9338F.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5A738F9FD37A8049140F6448D90F00D3.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/71381D470A9B7868924AC1C787265BCC.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/9F0FF7BB77AD09BD4F255A3F486F5E48.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B5E92609D856E03F0F402C5435745E76.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/84AF6993DC5E01B17F07A3C9A32937F6.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BD18605CA945E7D11FCE69DA35FB6F74.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0659BF9D5D16330FDF93750F425A7093.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F19D35A231284A0ED57F528316CBC031.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/AFB6883060E6DD99D81F258CC57E8C3A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/978FBA2A448733813E6AB0D8D8E1AE34.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/16EC3A197A64AF9AC9E2E8565F1CF6FA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E398352D9F6BA62AC9B029421ACB0C31.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/A80307E12AA770E406967A1DE1F93B7B.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/3C050E47AF8482D6FA35B161CD411015.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F178DF1AD40EBF5259D57ACB451B772A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/CCD2DCF45D88F7C3AC47356D7010BAE1.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/89B96E9C2F59384FBB813C8D7EDEA997.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/32CCB749AC95DA671757F321A34E6623.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/EE0D5696BFBCB2ACE172BE5F8A88F271.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/22769E8346387F18ABC4BC985F984684.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/02C3601C7E4CD3E8B3AF4F396BB77010.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/01756C341B42A70F02974825E7356265.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B9F7A0B02100784D7C33675DB689CD81.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/089F1D64AA68883E17E4EC887F9E1F2F.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F483D6971CA9DFB3779956AA9F3AA157.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/9DBD536809AF34798CB37D4B8BC64FF8.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/19C1400B082C64E193F3D824EDAAF27A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0813D5B902967E486DF424BBB91EA6A1.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E41BFEF2E8F0200E59F3890B2D030C9C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BC0809BCD3C2DB96D6237411ABF8B392.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/08C7C317517EDB432E4DAE7EC09DCCE4.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/A22D740672430AF8BFC693FD3CD2DD6B.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/2934723E98123FF21728C88D3989073A.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/C6DC4C511F67E6F9F8CF3F4927FB4516.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/CDAC040FEDA9B8A80A7891719C9FC6CB.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/DC5D452157C57A31FFFFC5142A073189.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5982956664FD3F9070D8ACB96F0B6515.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/35A41C34BEDB15FA074BED37FCB09ABE.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/91052F093B0E14C39955670BCF99361E.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/193D176C9D66E2DFD7186C4A341C4225.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/099AC38B598F26B9E081847997DA37FA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/2575891B43D2C3BDA04DA46C21380C09.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BEB11326F1608E47B58C719FAA2E6784.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/A406B67A7C60EFD6D0483A5068E57B29.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4B48D384694566C974F2CA85024F7690.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/4A6BAD52BA57B139461CECE6FA1F5788.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/3819A2D3850FE7B766FE7EEF4EF5F2C7.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/3E7F8F25FA9D96A41D9E162E261DA60C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0DE5A60B8A413D7E76E36EEE20AB35AC.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/2F29903E30C6CAE7E48F922D004FFAD1.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/C031F63686301B6E53C5310ED3814D74.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/45B0AB3573D074AF88940C7EAC31360C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/8CDF6B184CDBA16511F18CBF23B0B20D.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/27A8122A18CE30C48649D368AF3B2B79.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/632D5BE954C338DAEF34B05804B8DCBA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/FFF4DC3CE554900295C834FB6573231B.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/CEA4AE4B7E7F2443EE45D04DA9FE6756.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/D10E058F97853CE81D35C934358BED48.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/855A86422D37B6E829088EB62572DFBA.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/7EE425292B9CF251AE3DF086825964BB.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/0D5B19CDB9E07BE2F401024EB7556329.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/B476AA46212E72AD1DC935DA2A51B04B.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/BA54883D7DEA30949FE7F98A4737EDEF.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/E7AD19463F30DED789BCF30DA01049B9.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5C42DB96B27C0B12D25713E24038638E.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/B7E71EAD87928362FE4050AD012CD2D0.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/F3FA68F0BFEBC09C29BAFA38D42F319C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/96FC1FD6583FC097E41B3321511775D2.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/D3DFE940817A27A505845649A241A393.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/5729B4BCC9A28D013AFE3A2827AEDDB4.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/libil2cpp/3DD9E80E7DEE7E93B763EADB7D76D45C.o" "C:/Users/Daylight-Kilo-PC/Documents/HPAWS_NS/SwitchIL2CPPCache/il2cpp_cache/FCA91457AAE77BD84096EE9B5A5940B4.o" ---------- **Appreciated if anyone can help !**, btw nothing happened if I build with an empty project

il2cpp missing

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When selecting UWP settings (for building hololens app) I get the error message il2cpp not installed??? Just installed Unity 2018.1.0b4 Where can I get this il2cpp ?

Exporting Unity3D game with managed plugins to Nintendo Switch

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We removed our question due to possible NDA violation. We have moved to dedicated Nintendo developers forum. Please delete this question if possible.

Can't use System.Net.Sockets on Nintendo Switch

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We removed our question due to possible NDA violation. We have moved to dedicated Nintendo developers forum. Please delete this question if possible.

unity5.3.4 build ios il2cpp error

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I'm getting the below (quoted) error when trying to build to iOS. (unity5.3.4f1).i do not know how to fix it. who can help me? i'm waitting.thanks IL2CPP error (no further information about what managed code was being converted is available) Additional information: Build a development build for more information. ���õ�Ŀ�귢�����쳣�� Failed running C:\Program Files\unity5.3.4\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --copy-level=None --emit-null-checks --enable-array-bounds-check --extra-types.file="C:\Program Files\unity5.3.4\Unity\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" --assembly="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" --assembly="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" --assembly="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\StagingArea\Data\Managed\CoreGameLib.dll" --assembly="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\StagingArea\Data\Managed\Tool.dll" --assembly="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\StagingArea\Data\Managed\PlayMaker.dll" --assembly="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\StagingArea\Data\Managed\UnityEngine.dll" --generatedcppdir="F:\Projects\PetPlanet_2017.9.1\ClientForIOS_20180207\PetsPlanet\Temp\il2cppOutput\il2cppOutput" stdout: IL2CPP error (no further information about what managed code was being converted is available) Additional information: Build a development build for more information. ���õ�Ŀ�귢�����쳣�� il2cpp.exe didn't catch exception: System.Reflection.TargetInvocationException: ���õ�Ŀ�귢�����쳣�� ---> System.NullReferenceException: δ�������������õ�������ʵ���� �� Unity.IL2CPP.GenericSharing.GenericSharingAnalysisComponent.GetSharedType(TypeReference type) �� Unity.IL2CPP.GenericsCollection.GenericContextAwareVisitor.ProcessGenericType(GenericInstanceType type, InflatedCollectionCollector generics, GenericInstanceMethod contextMethod) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeTypeReferenceRecursive(TypeReference typeReference) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(CustomAttributeArgument customAttributeArgument, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(CustomAttribute customAttribute, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(MethodDefinition methodDefinition, Context context) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(MethodDefinition methodDefinition, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(TypeDefinition typeDefinition, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(ModuleDefinition moduleDefinition, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(AssemblyDefinition assemblyDefinition, Context context) --- �ڲ��쳣��ջ���ٵĽ�β --- �� System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) �� System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) �� System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) �� System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) �� Unity.Cecil.Visitor.Visitor.Visit[T](T node, Context context) �� Unity.IL2CPP.GenericsCollection.GenericsCollector.CollectPerAssembly(AssemblyDefinition assembly) �� System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext() �� Unity.IL2CPP.GenericsCollection.GenericsCollector.MergeCollections(IEnumerable`1 collections) �� Unity.IL2CPP.GenericsCollection.GenericsCollector.Collect(IEnumerable`1 assemblies) �� Unity.IL2CPP.AssemblyConverter.PreProcessStage(InflatedCollectionCollector& genericsCollectionCollector, TypeDefinition[]& allTypeDefinitions)�� Unity.IL2CPP.AssemblyConverter.Apply() �� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(String[] assemblies, NPath outputDir) �� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir) �� il2cpp.Program.DoRun(String[] args) �� il2cpp.Program.Run(String[] args) �� il2cpp.Program.Main(String[] args) stderr: δ���������쳣: System.Reflection.TargetInvocationException: ���õ�Ŀ�귢�����쳣�� ---> System.NullReferenceException: δ�������������õ�������ʵ���� �� Unity.IL2CPP.GenericSharing.GenericSharingAnalysisComponent.GetSharedType(TypeReference type) �� Unity.IL2CPP.GenericsCollection.GenericContextAwareVisitor.ProcessGenericType(GenericInstanceType type, InflatedCollectionCollector generics, GenericInstanceMethod contextMethod) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeTypeReferenceRecursive(TypeReference typeReference) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.ProcessCustomAttributeArgument(CustomAttributeArgument customAttributeArgument) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(CustomAttributeArgument customAttributeArgument, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(CustomAttribute customAttribute, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(MethodDefinition methodDefinition, Context context) �� Unity.IL2CPP.GenericsCollection.GenericContextFreeVisitor.Visit(MethodDefinition methodDefinition, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(TypeDefinition typeDefinition, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(ModuleDefinition moduleDefinition, Context context) �� Unity.Cecil.Visitor.Visitor.Visit(AssemblyDefinition assemblyDefinition, Context context) --- �ڲ��쳣��ջ���ٵĽ�β --- �� System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) �� System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) �� System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) �� System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) �� Unity.Cecil.Visitor.Visitor.Visit[T](T node, Context context) �� Unity.IL2CPP.GenericsCollection.GenericsCollector.CollectPerAssembly(AssemblyDefinition assembly) �� System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext() �� Unity.IL2CPP.GenericsCollection.GenericsCollector.MergeCollections(IEnumerable`1 collections) �� Unity.IL2CPP.GenericsCollection.GenericsCollector.Collect(IEnumerable`1 assemblies) �� Unity.IL2CPP.AssemblyConverter.PreProcessStage(InflatedCollectionCollector& genericsCollectionCollector, TypeDefinition[]& allTypeDefinitions)�� Unity.IL2CPP.AssemblyConverter.Apply() �� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(String[] assemblies, NPath outputDir) �� Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir) �� il2cpp.Program.DoRun(String[] args) �� il2cpp.Program.Run(String[] args) �� il2cpp.Program.Main(String[] args) UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:94) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:328) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:128) UnityEditor.HostView:OnGUI() Exception: C:\Program Files\unity5.3.4\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:96) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:328) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean developmentBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:128) UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String stagingAreaDataManaged, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:429) UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:27) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316) UnityEditor.HostView:OnGUI() Error building Player: Exception: C:\Program Files\unity5.3.4\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!

How to post process Unity-built dll before il2cpp kicks in?

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I need to post process dlls generated by Unity (with Android as a target platform), but I'm not sure how to do that. Is there any way to do that after the c# build is completed but before il2cpp starts?

IL2CPP fails on Mac, for Mac, latest beta: WHY?

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Here's the message in the console. This, unfortunately, means nothing to me. This is a completely empty, new project. Not a template, an empty, new 2D project. Nothing has been added to the Scene or Project. ![alt text][1] [1]: /storage/temp/113278-screen-shot-2018-03-19-at-61441-pm.png

Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!

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The newly created project, which has no scripts in it, WebGL player Settings API compatibility level.NET2.0. Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1 setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:98) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1 arguments, System.Action`1 setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:313) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (ICollection`1 userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:304) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41) UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:343) UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:871) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186) UnityEditor.HostView:OnGUI()

il2cpp rigidbody bug?

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![mono][1]
mono


![il2cpp][2]
il2cpp




What should I do?
My unity version is 2017.3.1f1.

+ When I test it, I only get this problem when I use the Asset Bundle.

[1]: /storage/temp/113615-mono.gif [2]: /storage/temp/113616-il2cpp.gif

Build stuck on "build native binary with IL2CPP" and will show these errors

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Hello, I'm trying to build a build for the WebGL platform. Unfortunately, at the end of creation, everything is stuck on "build native binary with IL2CPP". Unitsy then throw these errors into the console: Failed running "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc" @"C:\Users\TPN~1\Desktop\TVORBA~1\SPACEM~1\Assets\..\Temp\emcc_arguments.resp" stdout: stderr:ERROR:root:C:\Users\Štěpán\Desktop\TVORBA HER\Spaceminator\Temp\StagingArea\Data\Native\build.bc: No such file or directory ("C:\Users\Štěpán\Desktop\TVORBA HER\Spaceminator\Temp\StagingArea\Data\Native\build.bc" was expected to be an input file, based on the commandline arguments provided) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Exception: Failed building WebGL Player. UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48) UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (BuildPostProcessArgs args, Boolean wasmBuild, System.String sourceFiles, System.String sourceFilesHash) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:408) UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:451) UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:916) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Error building Player: 3 errors Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) I'll be happy for any help or tip :) Thanks

Build stuck on "build native binary with IL2CPP" and show these errors

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Hello, I'm trying to create a build for the WebGL platform. Unfortunately, at the end of creation, everything is stuck on "build native binary with IL2CPP". Unity then throw these errors into the console: Failed running "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" "C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc" @"C:\Users\TPN~1\Desktop\TVORBA~1\SPACEM~1\Assets\..\Temp\emcc_arguments.resp" stdout: stderr:ERROR:root:C:\Users\Štěpán\Desktop\TVORBA HER\Spaceminator\Temp\StagingArea\Data\Native\build.bc: No such file or directory ("C:\Users\Štěpán\Desktop\TVORBA HER\Spaceminator\Temp\StagingArea\Data\Native\build.bc" was expected to be an input file, based on the commandline arguments provided) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Exception: Failed building WebGL Player. UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48) UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (BuildPostProcessArgs args, Boolean wasmBuild, System.String sourceFiles, System.String sourceFilesHash) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:408) UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:451) UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:916) UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Error building Player: 3 errors Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) I use a font where I can use characters for my native language - ě,š,č,ř etc. Can it be that? If so, how can you solve this problem? I'll be happy for any help or tip :) Thanks

Game project directory filesize x10 increase after IL2CPP compilation

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I use to save the whole directory of my project for backup reasons. Zipped it has always been around 7Mb filesize. Last week after compiling the APK using IL2CPP the APK build itself file slightly decreased, while the project folder zipped is now nearly 80 Mb. Investigating the reason I discover that a new IL2CPP folder (il2cpp_android_armeabi-v7a) is created under Library subfolder. That folder unzipped is 240 Mb and mainly contains IL2CPP cache files. Now the problem is that even if I revert the editor settings by not using IL2CPP anymore still the project folder retains the IL2CPP cache. 2 questions: 1. Is there a way to avoid Unity to save the IL2CPP cache folder? 2. If I delete that folder will I still be able to import the project without any loss? Any answer will be appreciated. Thank you

Why does IL2CPP replace the "new" with Activator.CreateInstance?

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private void FooA() where T: new() { var t = new T(); } public void FooB() { FooA>(); } For some reason IL2CPP can't make AOT code for the SomeGenericClass constructor if we call FooB. Also I saw that the "new T()" was replaced by "Activator.CreateInstance". Is that "generic sharing"? If yes, how can I disable it for my project? But it will be nice to disable for all generic classes in some namespace. Thanks for help.

I want to change the "Data" folder when using il2Cpp

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Projects created using il2Cpp use files such as "Managed / Metadata / grobal-metadata.dat" and "unity default resource" by referring to the "Data" folder when executing the application, but this "Data" Can I change the folder to an arbitrary directory? Currently I confirmed that it can be executed by placing the "Data" folder right under ".app", but due to the circumstances of the project, since it has become a specification to download resources, directly place "Data" folder It is a difficult situation to do so it will be helpful if you give me advice. Below is the development environment version. Unity: 4.6.9 f 1 xcode: 7.2.1 ------------ google translate ----------- il2Cppを使用して作成したプロジェクトはアプリ実行時に「Data」フォルダを参照して「Managed/Metadata/grobal-metadata.dat」や「unity default resource」などのファイルを使用しますが、この「Data」フォルダを任意のディレクトリへ変更する事は出来ないでしょうか? 現状では「.app」直下に「Data」フォルダを配置する事で実行できる事を確認しましたがプロジェクトの都合上、リソースをダウンロードする仕様になってしまっているため、直接「Data」フォルダを配置する事が難しい状況なので助言を頂けると助かります。 以下は開発環境のバージョンになります。 Unity : 4.6.9f1 xcode : 7.2.1
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