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I don't seem to find any response to this specific case, any takers?
There is one use case regarding Reflection.Emit / ExpressionTree Compile (that I'm currently relying on under the .NET 4.6 experimental): I'm...
https://issuetracker.unity3d.com/issues/il2cpp-assembly-dot-getmodule-string-returns-null: seems this is fixed for a "future" release?
https://fogbugz.unity3d.com/default.asp?947807_641cej74jk5qlo1v
Cool. Are you going to submit a bug on behalf of me? *** Thanks! ***
Forgot to use reply ...
So the attached Unity project is created under Unity 2017.1.0f3 using the experimental .NET 4.6 runtime. Assets/Editor/CreateAssembly.cs provides...
It seems that Assembly.GetModule(string moduleName) under IL2CPP (iOS simulator) doesn't work (always returning null), while Assembly.GetModules()...
https://docs.unity3d.com/Manual/IL2CPP-BytecodeStripping.html
Unfortunately, Assembly.Load(AssemblyName) does not work against IL2CPP ecosystem. Based on my test (IL2CPP with the Xcode iOS simulator), if an...
A follow up question: does IL2CPP automatically process an (Unity compatible) assembly that resides in the current Unity project (e.g. under...
Exactly as M_R suggested, the assembly generation would be done in the editor (a separate phase), and the generated assembly would be put in the...
Just wanted to confirm that I've got the same behavior as the OP described. had to manually change the hint path "4.0" to "4.5" to temporarily fix...
Hmm, I've actually got an idea: since my usage case doesn't really involve "dynamic code generation", even though the Expression Tree is used...
How about things under System.Linq.Expressions only? I might be a little misleading, in that I have no explicit usage of anything under the...
So after switching to the 2017.1 experimental .NET 4.6 profile, I could finally leverage the full power of C# expression trees in my serialization...
[Error] ClientDisconnected due to error: Timeout Unity version 5.5.2p1 personal 64bit (iPhone 5S)
It turns out that NetworkManager.OnServerRemovePlayer is actually never called, which is actually a bug! The work around is to override...
It seems the NetworkServer instance is not yet active inside NetworkManager.OnStartServer, so if I am trying to call NetworkServer.Spawn inside...
So I override the NetworkManager.OnServerAddPlayer method, searches for an unassociated server pre-created player objects (controlled by AI) from...