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iOS IL2CPP Networking Issues Unity 5.0.x

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Just wondering if anyone is running into(or has run into) similar issue where Unity networking features don't seem to be working on iOS devices when built from Unity 5.0.x with IL2CPP. Build Settings Configuration (Current Unity Version: 5.0.2p3) - Scripting Backend: **IL2CPP** - Target Device: **iPhone + iPad** - Target Solution: **Native** - Architecture: **Universal** Currently, the networking features in my game are heavily reliant on RPCs. Using the above build settings, I am able to generate and build to an iOS device through Xcode just fine. However, at the point in the game where players need to login (i.e. start using RPCs) the app seems to stop working properly. Judging from the output in the console window in Xcode (I threw in some debug logs before and after the RPC calls just to make sure it was indeed being called) and logging on my server, none of the RPCs sent from the app seem to be reaching the server. Nonetheless, The server does register the app is connected though. There also isn't any error messages being thrown at any point regarding failed RPCs in Xcode's console window. =( From my research regarding this issue, the majority of posts similar to this problem seem to be regarding Unity 4.6.x. Ideally, I hope it doesn't come the point where I would have to downgrade my project to Unity 4.6.x. Moreover, from the patch notes on [Unity's site][1] regarding the 5.0.2p3 patch, there seem to be some fixes regarding RPCs. Unfortunately, as described above, this didn't seem to solve the issue. All in all, if anyone has had any success building iOS apps with Unity 5.0.x with IL2CPP, any help or suggestions would be very much appreciated! Cheers **NOTE:** When building the project using the **Mono** scripting backend everything works perfectly fine. But since Mono doesn't support ARM64, I need to get IL2CPP working. [1]: http://unity3d.com/unity/qa/patch-releases

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