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DataContract serialization with IL2CPP

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I've been using DataContract serialization (using the System.Runtime.Serialization.DataContractSerializer) successfully for a while now to transfer data over a network in a UWP app (HoloLens), however when trying to port the project to IL2CPP I haven't been able to use this serializer anymore.
The exception it is throwing is:> System.NotSupportedException: IL2CPP does not support marshaling delegates that point to instance methods to native code. The method we're attempting to marshal is: System.Runtime.Diagnostics.DiagnosticsEventProvider::EtwEnableCallBack".
The mentioned EtwEnableCallback isn't something that is in any of my classes, so I'm guessing it is ingested by some of the Serialization attributes? Is there a way around this error?
Example code - Simple example class to be serialized: [Serializable] public class DataContractSerializationTest { [DataMember] public string TestValue = "test"; }
Example code - Serialization: DataContractSerializer serializerTest = new DataContractSerializer(typeof(DataContractSerializationTest)); MemoryStream streamTest = new MemoryStream(); using (var writerTest = XmlDictionaryWriter.CreateBinaryWriter(streamTest)) { serializerTest.WriteObject(writerTest, new DataContractSerializationTest()); // It throws the exception here }

App not opening/working after publishing on Google Play Store

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I am having problems after building a android game (Android Google Play Store Bundle Build). I had to change the platforms supported for the Google Play Store 64 bit requirement. Everything was working fine before this change of changing the 64 bit requirement and the that I had to change the file to the Play Store bundle build (.aab) except the usual (.apk) file build. Now once I build with (.aab) and for (x86, ARM32 and ARM64) the build is successful and uploads fine on the Google Play store, but after publishing and everything the app doesn't open/work after downloading and everything. It just gives the error that "Unfortunately, (app name) has stopped working". Any help will be appreciated

Using IL2Cpp with server [best option against hack on budget]?

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is compiling in il2cpp and using server side authentication best bet against 90% of hackers. i know experienced and dedicated ones will do it. but noobs and amateurs, they wont be able to right? I mean they can change values (hex and all) but we can detect that by validating it with server and ban them. so on a budget is this our best bet?

[ Unity 2019.1.x - Vuforia 8.x - LWRP ] that works

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can anyone post [ Unity 2019.1.x - Vuforia 8.x - LWRP ] versions that actually work together! for both Android & IOS. I can't find anything to get started with I am dealing with all sorts of errors what's your best combination? thanks a lot.

No Android APK is made when building 64-bit - IL2CPP error

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Hi, I'm trying to build a 64-bit Android APK from Unity 2018.1.6f1. Scripting Backend is set to IL2CPP and ARM64 is selected. I've downloaded android-ndk-r13b and that along with the sdk and jdk are referenced in Unity's external tools settings. When I build, it claims it's successful, yet no APK file is made and the following errors are shown in the console before success. Any help is much appreciated. Failed running /Applications/Unity/Hub/Editor/2018.1.6f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp Exception: /Applications/Unity/Hub/Editor/2018.1.6f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll did not run properly!

IL2CPP: compiler limit: token overflowed internal buffer

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I am building an UWP and after the VS solution is generated, I get this error when building it. 1>C:\New folder\Il2CppOutputProject\Source\il2cppOutput\Il2CppTypeDefinitions.c(10319): fatal error C1064: compiler limit: token overflowed internal buffer Any ideas on this? 1>Building GameAssembly.dll with MsvcWinRtToolChain 1> Msvc Install Version: 15.0 1> Msvc Install SDK Directory: C:\Program Files (x86)\Windows Kits\10 1> Msvc Linker Path: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\bin\HostX64\ARM\link.exe 1> Msvc Compiler Path: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\bin\HostX64\ARM\cl.exe 1> 1> Output directory: C:\New folder\build\bin\ARM\Debug 1> Cache directory: C:\New folder\build\obj\il2cppOutputProject\ARM\Debug 1>il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: Il2CppTypeDefinitions.c 1>C:\New folder\Il2CppOutputProject\Source\il2cppOutput\Il2CppTypeDefinitions.c(10319): fatal error C1064: compiler limit: token overflowed internal buffer 1> 1>Invocation was: Executable: "C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\bin\HostX64\ARM\cl.exe" 1> 1>Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: Il2CppTypeDefinitions.c 1>C:\New folder\Il2CppOutputProject\Source\il2cppOutput\Il2CppTypeDefinitions.c(10319): fatal error C1064: compiler limit: token overflowed internal buffer 1> 1>Invocation was: Executable: "C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\bin\HostX64\ARM\cl.exe" 1>Arguments: "C:\New folder\Il2CppOutputProject\Source\il2cppOutput\Il2CppTypeDefinitions.c" /nologo /c /bigobj /W3 /Zi /EHs /GR- /Gy /utf-8 /wd4102 /wd4800 /wd4056 /wd4190 /wd4723 /wd4467 /wd4503 /wd4996 /Od /Zc:inline /RTC1 /MDd /DWINDOWS_UWP /DUNITY_UWP /DUNITY_WSA_10_0 /DUNITY_WSA /DUNITY_WINRT /DPLATFORM_WINRT /DNET_4_0 /DUNITY_AOT /DGC_NOT_DLL /DRUNTIME_IL2CPP /DIL2CPP_DEBUG=1 /D_WIN32 /DWIN32 /DWIN32_THREADS /D_WINDOWS /DWINDOWS /D_UNICODE /DUNICODE /D_CRT_SECURE_NO_WARNINGS /D_SCL_SECURE_NO_WARNINGS /D_WINSOCK_DEPRECATED_NO_WARNINGS /DNOMINMAX /D_DEBUG /DDEBUG /DIL2CPP_DEBUG /D__arm__ /DWINDOWS_SDK_BUILD_VERSION=18362 /D__WRL_NO_DEFAULT_LIB__ /DWINAPI_FAMILY=WINAPI_FAMILY_APP /I"C:\New folder\Il2CppOutputProject\IL2CPP\libil2cpp" /I"C:\New folder\Il2CppOutputProject\IL2CPP\libil2cpp" /I"C:\New folder\Il2CppOutputProject\IL2CPP\external\bdwgc\include" /I"C:\New folder\Il2CppOutputProject\Source" /I"C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt" /Fo"C:\New folder\build\obj\il2cppOutputProject\ARM\Debug\09B17862D6E792746F864293F89B66F0.obj" /Fd"C:\New folder\build\obj\il2cppOutputProject\ARM\Debug\09B17862D6E792746F864293F89B66F0.pdb" 1>EnvArg key: PATH value: C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x64;C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\bin\HostX64\x64 1> 1> at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) 1> at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) 1> at il2cpp.Program.DoRun(String[] args) 1> at il2cpp.Program.Run(String[] args) 1> at il2cpp.Program.Main(String[] args) 1>Arguments: "C:\New folder\Il2CppOutputProject\Source\il2cppOutput\Il2CppTypeDefinitions.c" /nologo /c /bigobj /W3 /Zi /EHs /GR- /Gy /utf-8 /wd4102 /wd4800 /wd4056 /wd4190 /wd4723 /wd4467 /wd4503 /wd4996 /Od /Zc:inline /RTC1 /MDd /DWINDOWS_UWP /DUNITY_UWP /DUNITY_WSA_10_0 /DUNITY_WSA /DUNITY_WINRT /DPLATFORM_WINRT /DNET_4_0 /DUNITY_AOT /DGC_NOT_DLL /DRUNTIME_IL2CPP /DIL2CPP_DEBUG=1 /D_WIN32 /DWIN32 /DWIN32_THREADS /D_WINDOWS /DWINDOWS /D_UNICODE /DUNICODE /D_CRT_SECURE_NO_WARNINGS /D_SCL_SECURE_NO_WARNINGS /D_WINSOCK_DEPRECATED_NO_WARNINGS /DNOMINMAX /D_DEBUG /DDEBUG /DIL2CPP_DEBUG /D__arm__ /DWINDOWS_SDK_BUILD_VERSION=18362 /D__WRL_NO_DEFAULT_LIB__ /DWINAPI_FAMILY=WINAPI_FAMILY_APP /I"C:\New folder\Il2CppOutputProject\IL2CPP\libil2cpp" /I"C:\New folder\Il2CppOutputProject\IL2CPP\libil2cpp" /I"C:\New folder\Il2CppOutputProject\IL2CPP\external\bdwgc\include" /I"C:\New folder\Il2CppOutputProject\Source" /I"C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\include" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\shared" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\um" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\winrt" /I"C:\Program Files (x86)\Windows Kits\10\Include\10.0.18362.0\ucrt" /Fo"C:\New folder\build\obj\il2cppOutputProject\ARM\Debug\09B17862D6E792746F864293F89B66F0.obj" /Fd"C:\New folder\build\obj\il2cppOutputProject\ARM\Debug\09B17862D6E792746F864293F89B66F0.pdb" 1>EnvArg key: PATH value: C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x64;C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.21.27702\bin\HostX64\x64 1> 1> at Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector) 1> at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) 1> at il2cpp.Program.DoRun(String[] args) 1> at il2cpp.Program.Run(String[] args) 1> at il2cpp.Program.Main(String[] args) 1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ""C:\New folder\Il2CppOutputProject\\IL2CPP\build\il2cpp.exe" --libil2cpp-static --compile-cpp -architecture=ARMv7 -configuration=Debug -platform=winrt -outputpath="C:\New folder\\build\bin\ARM\Debug\GameAssembly.dll" --data-folder="C:\New folder\\build\bin\ARM\Debug\\" -cachedirectory="C:\New folder\\build\obj\il2cppOutputProject\ARM\Debug\\" -generatedcppdir="C:\New folder\Il2CppOutputProject\\Source" --profiler-report --additional-defines=WINDOWS_UWP --additional-defines=UNITY_UWP --additional-defines=UNITY_WSA_10_0 --additional-defines=UNITY_WSA --additional-defines=UNITY_WINRT --additional-defines=PLATFORM_WINRT -dotnetprofile=unityaot -verbose --map-file-parser="C:\New folder\Il2CppOutputProject\\IL2CPP\MapFileParser\MapFileParser.exe"" exited with code -532462766. 1>Done building project "Il2CppOutputProject.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

No Line numbers in stack trace for debug android build using IL2CPP

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I am using Unity 2018.4.2f LTS. I recently migrated to IL2CPP Scripting backend to support the 64-bit architecture requirements from Google Play Store.

The issue I am facing is that the stack traces are not showing line numbers, as they used to when we were using Mono for Scripting backend. Also, the error logs now show addresses instead of the line numbers that used to come while building with Mono. E/Unity: NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.GameObject.SetActive (System.Boolean value) [0x00000] in <00000000000000000000000000000000>:0
The documentation states that lines numbers won't show for Unity iOS, but nothing of this sort has been mentioned for Unity Android.
I have set the C++ compiler configuration to Debug, and have disabled the option to Strip Engine Code.

Is this the expected behaviour, or am I missing something/doing something wrong?

Android app not building after switching to il2cpp

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I switched from the mono scripting backend to the il2cpp scripting backend to support the 64 bit architecture and I added the Android NDK to my project but when I build my project, I get no errors, and it says it built successfully but my apk file is not on my desktop where I specified.

Load assemblies at runtime on 64 bit Android

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Our company is developing a VR training platform which allows developers to create their own objects and scenes using the Unity asset bundles and the assemblies (to include the behaviour they've coded into the object. Basically the compiled MonoBehaviours). Currently it works like a charm (with the Mono backend) but one of our target platforms is the Oculus Quest which runs on Android and Google [announced][1] that they'll cease the 32-bit support for the Android soon. ___ This brings us a serious problem as **Unity doesn't allow to use the Mono backend for the 64 bit Android** apps and **IL2CPP** in turn **doesn't support the assembly loading at runtime**. So what I wanted to ask is **if there's a way to somehow use the Mono backend for the Unity 64-bit android builds** or some other way to load the assemblies in runtime with Unity and 64 bit Android currently? And if not then what other solutions could be possibly used to load the user-created MonoBehavious in runtime? [1]: https://android-developers.googleblog.com/2019/01/get-your-apps-ready-for-64-bit.html

Guidelines for socket programming on IL2CPP environment

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For avoiding conflicts with IL2CPP(not Mono), is there any guidelines or best practice regarding to socket programming under IL2CPP environment? For example, (disclaimer: these bullet list is just my rough guess, and it may be incorrect!) * Do not use BeginXXX (e.g. BeginSend) * Use worker thread and blocking socket function calls * Use only main thread and use XXXAsync(e.g. SendAsync) * Do not use await and async keyword

Help converting project to IL2CPP

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Hello, We need to convert our application to il2cpp in order to be able to create an arm64 android build, so we can upload to play store dashboard with the new requirement that all android applications will support x64 architecture starting at 1/8/19. The apk is built with no errors but when we start the application it get stuck at the home screen. At the start of the app we make a call to our own internal SDK which is a .net library written in c#. The SDK never returns a response. So this is my question: How can I know which dll library or what plugin does not support x64? or maybe what library does not manage with the il2cpp conversion? I tried analyzing the apk in android studio but was not sure what libraries made it into the final build. Maybe this question is a little complicated but I will appreciate any help or clue how to continue. Thank you!

Could not load file or assembly 'Facebook.Unity.Gameroom' Exception occurs on IL2CPP build.

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We are getting the following exception while running our game on Facebook Gameroom and calling FB.Init() function.
We are using Unity 2019.1.8f1 and IL2CPP build. If we use mono build this works fine but we want to use IL2cpp only.

FileNotFoundException: Could not load file or assembly 'Facebook.Unity.Gameroom' or one of its dependencies at System.AppDomain.Load (System.String assemblyString) [0x00000] in <00000000000000000000000000000000>:0 at System.Reflection.Assembly.Load (System.String assemblyString) [0x00000] in <00000000000000000000000000000000>:0 at Facebook.Unity.Gameroom.GameroomFacebookLoader.get_FBGameObject () [0x00000] in <00000000000000000000000000000000>:0 at Facebook.Unity.FB+CompiledFacebookLoader.Start () [0x00000] in <00000000000000000000000000000000>:0
We have verified that Facebook.Unity.Gameroom.dll is getting copied to Library/PlayerDataCache\Win\Data\Managed folder but this exception still occurs as soon as game calls FB.Init method.
Let us know if someone knows what causes this issue or any fixes for the same.

Build problem when Making an IL2CPP build to support 64 android architecture

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everythings works fine with mono but i need to switch to IL2CPP to be able to generate X64 builds and i facing this problem when i build with IL2CPP Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:368) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:349) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:211) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) please if there is any help

What is this error "Addr2Line failure"

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How can I solve this? /////////////////////////// Addr2Line failure Scripting Backend: il2cpp Build Type: release CPU: arm64-v8a ---------------------------------- Addr2Line failure Scripting Backend: il2cpp Build Type: release CPU: arm64-v8a C:/Program Files/Android/android-ndk-r16b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/bin/arm-linux-androideabi-addr2line.exe -C -f -p -e C:\Program Files\Unity\Hub\Editor\2019.1.0f2\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\il2cpp\release\Symbols\arm64-v8a\libunity.so 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 stderr[ C:/Program Files/Android/android-ndk-r16b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/bin/arm-linux-androideabi-addr2line.exe: 'C:\Program': No such file ] stdout[ ] exit code: 1

IL2CPP exception optimization

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Is there a significant performance cost to exceptions when using the IL2CPP backend on Android or other platforms? I'm debating using failure return results or raising exceptions for incorrect function use.

il2cpp error when building in arm64 android

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I am getting an error whe n trying to build for 64 bit ( now a requierement of android playstore) and i dont figure out why is it ---------- Error: Failed running C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\il2cpp/build/il2cpp.exe --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="H:\FreeFall\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so" --cachedirectory="H:\FreeFall\Assets\..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Program Files/Unity/Hub/Editor/2019.1.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK" --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.1.12f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --generatedcppdir=H:/FreeFall/Temp/StagingArea/Il2Cpp/il2cppOutput --dotnetprofile="unityaot" stdout: Building libil2cpp.so with AndroidToolChain Output directory: H:\FreeFall\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a Cache directory: H:\FreeFall\Library\il2cpp_android_arm64-v8a\il2cpp_cache ObjectFiles: 173 of which compiled: 0 Total compilation time: 221 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jacha\AppData\Local\Temp\tmpE77B.tmp" -o "H:\FreeFall\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_EF6EDCCB770919DF9915BF11EFF523DE\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-21\arch-arm64" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64" -target aarch64-none-linux-android -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\arm64-v8a" -lgnustl_static -llog -rdynamic -fuse-ld=bfd.exe H:/FreeFall/Library/il2cpp_android_arm64-v8a/il2cpp_cache/8843A5A6A9D3B6F0FE4B7BB33C6447B8.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet\`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) stderr: Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\jacha\AppData\Local\Temp\tmpE77B.tmp" -o "H:\FreeFall\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_EF6EDCCB770919DF9915BF11EFF523DE\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\platforms\android-21\arch-arm64" -gcc-toolchain "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64" -target aarch64-none-linux-android -Wl,--wrap,sigaction -L "C:\Program Files\Unity\Hub\Editor\2019.1.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\sources\cxx-stl\gnu-libstdc++\4.9\libs\arm64-v8a" -lgnustl_static -llog -rdynamic -fuse-ld=bfd.exe H:/FreeFall/Library/il2cpp_android_arm64-v8a/il2cpp_cache/8843A5A6A9D3B6F0FE4B7BB33C6447B8.o: file not recognized: File format not recognized clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation) at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet\`1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[] args) at il2cpp.Program.Run(String[] args) at il2cpp.Program.Main(String[] args) UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action\`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List\`1, Action\`1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:496) UnityEditorInternal.IL2CPPBuilder:RunCompileAndLink() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:370) UnityEditorInternal.IL2CPPUtils:RunCompileAndLink(String, String, IIl2CppPlatformProvider, Action\`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:77) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Unity WebGL il2cpp.exe did not run properly

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@ I don't speak English well so I hope you know that I use a translator I use Windows 10, Unity version 2018.2.8f1 I met the error "il2cpp.exe did not run properly" while building with WebGL I want to solve this I tried the following method ● I've modified the stack_size part from Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\emscripten.config to 1024 ● I deleted il2cpp_cache from the library inside the project file ● I modified the project file so that there was no language other than English and created a new folder inside the project file so that the build file could be created there. I tried both methods above but the result was the same I suspected it might be a different problem So I installed Unity 2019 to create a new project and build a project without scripts and objects. Surprisingly the same error didn't build Build on another computer, reinstall Unity and try again I tried it, reinstalled Windows and tried and the error was the same I hardly know what to do If you know the answer please let me know

I have the following error when trying to compile in Il2cpp...

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I have the following error when trying to compile in Il2cpp Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="D:\Client\trunk\RGame\Temp/StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="D:\Client\trunk\RGame\Assets..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Users/Developer-GameBear/AppData/Local/Android/sdk-unity/ndk-bundle" --map-file-parser="C:\Program Files\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Assembly-UnityScript.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Analytics.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\DOTween.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.Settings.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UI_SpriteAsset.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.Android.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Facebook.Unity.IOS.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Firebase.App.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Mono.Security.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\mscorlib.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\Stores.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\System.Core.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\System.dll" --assembly="D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.Purchasing.dll" --generatedcppdir="D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput" stdout: Building libil2cpp.so with AndroidToolChain. Output directory: D:\Client\trunk\RGame\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a Cache directory: D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache ObjectFiles: 612 of which compiled: 0 Total compilation time: 680 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\toolchains\llvm-3.6\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\Developer-GameBear\AppData\Local\Temp\tmpF06.tmp" -o "D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_06C30BE19AE5890DD354C27780632DA1\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\platforms\android-16\arch-arm" -gcc-toolchain "C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64" -target armv7-none-linux-androideabi -Wl,--wrap,sigaction -L "C:\Users\Developer-GameBear\AppData\Local\Android\sdk-unity\ndk-bundle\sources\cxx-stl\gnu-libstdc++\4.9\libs\armeabi-v7a" -lgnustl_static -Xlinker -Map="D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\linkresult_06C30BE19AE5890DD354C27780632DA1\libil2cpp.map" -fuse-ld=bfd D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_init_m632610565': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6567: undefined reference to init' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logout_m1517745172': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6595: undefined reference to logout' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_activateApp_m486839488': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6605: undefined reference to activateApp' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logPurchase_m2381031734': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6629: undefined reference to logPurchase' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_ui_m3813026227': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6659: undefined reference to ui' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_initScreenPosition_m2309792883': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6681: undefined reference to initScreenPosition' D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6681: undefined reference to initScreenPosition' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_logout_m1517745172': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6595: undefined reference to logout' D:\Client\trunk\RGame\Library\il2cpp_android_armeabi-v7a\il2cpp_cache\B41FC0C272C213A51F258B693527354D.o: In function CanvasFacebook_activateApp_m486839488': D:\Client\trunk\RGame\Temp\StagingArea\Il2Cpp\il2cppOutput/Bulk_Facebook.Unity_0.cpp:6605: undefined reference to `activateApp' clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)

The xcode project exported from Unity contains some code like 'dlopen', 'dlsym'

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The xcode project exported from il2cpp unity project contains some methods like 'dlopen', 'dlsym' which is not allowed by App Store. Then I found that the empty unity project is ok. And it's bad once using System.Xml.XmlDocument. And many other classes would cause this problem. Specially, the Json.Net also cause this problem. Anyone help me? Thanks! ![alt text][1] Guideline 2.5.2 - Performance - Software Requirements Your app, extension, or linked framework appears to contain code designed explicitly with the capability to change your app’s behavior or functionality after App Review approval, which is not in compliance with App Store Review Guideline 2.5.2 and section 3.3.2 of the Apple Developer Program License Agreement. This code, combined with a remote resource, can facilitate significant changes to your app’s behavior compared to when it was initially reviewed for the App Store. While you may not be using this functionality currently, it has the potential to load private frameworks, private methods, and enable future feature changes. This includes any code which passes arbitrary parameters to dynamic methods such as dlopen(), dlsym(), respondsToSelector:, performSelector:, method_exchangeImplementations(), and running remote scripts in order to change app behavior and/or call SPI, based on the contents of the downloaded script. Even if the remote resource is not intentionally malicious, it could easily be hijacked via a Man In The Middle (MiTM) attack, which can pose a serious security vulnerability to users of your app. [1]: /storage/temp/145399-15670611171.png

IL2CPP Android build crashes Mac

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When trying to build a Google App Bundle, every time the process gets to the step that says Building Native Binaries With IL2CPP I get a “Your system has run out of application memory” error and my MacBook reboots. The project built no problem on Mono, but now that Google is demanding a 64 bit version, that’s not an alternative. I’m running Unity 2019.2.2. MacOS Mojave. I have a new MacBook Pro with 16GB of RAM. So, I don’t think it’s a hardware issue. I’ve done everything I can find in the forums. My Java is the right version, I have the NDK version that Unity 2019 requires. I’ve tried every solution I can find online. Any hello would be much appreciated.
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