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4.6 iOS 64-bit beta

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

  1. alexatino

    alexatino

    Joined:
    Dec 11, 2014
    Posts:
    6
    iOS Launch Screen "You are using iPhone Basic - You are not allowed to remove the Splash Screen" Issue is still present in 4.6.3.

    Also it seems that WebRequest doesnt work really with IL2CPP.
    But i make some more tests and will tell you later.
     
  2. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,775
    @catacomber

    Does the app crash on the device, or is Xocde the thing that closes down? Also, you know if this behavior is new in 4.6.3, or have you see it with previous versions of Unity? Thanks.
     
  3. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,775
    @arkon

    This looks like something that we should be able to correct. Can you please submit a bug? Thanks.
     
  4. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @alexatino

    Thanks, please let us know when you track this down more. Our internal testing of WebRequest indicates that it works, but we are likely missing some cases.

    The splash screen issue missed the 4.6.3 cut-off, but it will be corrected in 4.6.3p1.
     
    alexatino likes this.
  5. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @cojo71

    Thanks for reporting these problems. The incorrect cast could certainly cause more problems that are difficult to track down. We will investigate it.
     
  6. alexatino

    alexatino

    Joined:
    Dec 11, 2014
    Posts:
    6
    Hello Josh,
    there is no real error message (i saw something like SslPolicyError) - but i can tell you that this just happens with SSL Websites. So SSL isnt really working there.
    If i deactivate the SSL on our Webserver it works.
    If i use Mono 2.x with SSL it works too.

    I use the .NET 2.0 Subset (which works too in the past).

    EDIT: here the "Error" in the iOS Log
    WebserviceHandler:<methodNameOfScript>m__7(Object, X509Certificate, X509Chain, SslPolicyErrors)
     
    Last edited: Feb 20, 2015
  7. RalphH

    RalphH

    Unity Technologies

    Joined:
    Dec 22, 2011
    Posts:
    592
    On it. Have a fix, aiming to make it for the next patch release.
     
    JJC1138 likes this.
  8. arkon

    arkon

    Joined:
    Jun 27, 2011
    Posts:
    1,122
    Done, Case 674003 with a repo project.
     
    Last edited: Feb 20, 2015
  9. JJC1138

    JJC1138

    Joined:
    Feb 23, 2012
    Posts:
    89
    Ah that's great news, thank you!
     
  10. Traviyaki

    Traviyaki

    Joined:
    Mar 29, 2014
    Posts:
    12
    I'm seeing a crash in Android now after going from 4.6.2 to 4.6.3 calling a network RPC. Is this related? (I would think not since il2cpp is IOS only right?)

    Crashes on:
    Code (csharp):
    1.  
    2. this.mNetwork.gameObject.networkView.RPC("OnRealTimeMessageReceived", RPCMode.Others, data);
    3.  
    It last worked fine in 4.6.2f1.

    Earlier stack trace during the crash:

    Code (csharp):
    1.  
    2. D/CrashAnrDetector(  811): backtrace:
    3. D/CrashAnrDetector(  811):     #00  pc 001cedb0  /data/app-lib/com.company.game-2/libmono.so (mono_type_get_type+20)
    4. D/CrashAnrDetector(  811):     #01  pc 00216da4  /data/app-lib/com.company.game-2/libunity.so
    5. D/CrashAnrDetector(  811):     #02  pc 002ec62c  /data/app-lib/com.company.game-2/libunity.so
    6. D/CrashAnrDetector(  811):     #03  pc 002e934c  /data/app-lib/com.company.game-2/libunity.so
    7. D/CrashAnrDetector(  811):     #04  pc 002e911c  /data/app-lib/com.company.game-2/libunity.so
    8. D/CrashAnrDetector(  811):     #05  pc 004227f0  /data/app-lib/com.company.game-2/libunity.so
    9. D/CrashAnrDetector(  811):     #06  pc 0000a2a4  <unknown>
    10.  
     
  11. RalphH

    RalphH

    Unity Technologies

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    Dec 22, 2011
    Posts:
    592
    From which version of 4.6.2 ? We made changes in a patch release of 4.6.2, which might cause this.
     
  12. sfjohansson

    sfjohansson

    Joined:
    Mar 12, 2013
    Posts:
    368
    Getting this error when building trying to build for on 4.6.3:

    This is nothing I'm using directly in my own code, the only references I've found to it was in two editor classes.

    Case: 673787
     
  13. Traviyaki

    Traviyaki

    Joined:
    Mar 29, 2014
    Posts:
    12
    Starting occurring as soon as p1. 4.6.2f1 seems fine.
     
  14. Nadan

    Nadan

    Joined:
    Jan 20, 2013
    Posts:
    341
    I add to my previous comment. The www that I use for server side highscores is not working with 4.6.3.

    Everything works when I try the game with Unity editor, with two of my games, and has worked before so I don't think I've broken anything. I tried to debug log errors with xCode. It seems that the hash is not working since it gives an error "Invalid hash!". I use the MD5 as here, so could it be that something has broken here?

    http://wiki.unity3d.com/index.php/MD5

    Code (csharp):
    1. public string Md5Sum(string strToEncrypt)
    2. {
    3. System.Text.UTF8Encoding ue = new System.Text.UTF8Encoding();
    4. byte[] bytes = ue.GetBytes(strToEncrypt);
    5.  
    6. // encrypt bytes
    7. System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
    8. byte[] hashBytes = md5.ComputeHash(bytes);
    9.  
    10. // Convert the encrypted bytes back to a string (base 16)
    11. string hashString = "";
    12.  
    13. for (int i = 0; i < hashBytes.Length; i++)
    14. {
    15. hashString += System.Convert.ToString(hashBytes[i], 16).PadLeft(2, '0');
    16. }
    17.  
    18. return hashString.PadLeft(32, '0');
    19. }
    I don't know if this is any help but the xCode gives this:

    Code (csharp):
    1.  
    2. Unloading 75 unused Assets to reduce memory usage. Loaded Objects now: 241.
    3.  
    4. Total: 20.598707 ms (FindLiveObjects: 0.146166 ms CreateObjectMapping: 0.106541 ms MarkObjects: 1.153833 ms DeleteObjects: 18.051458 ms)
    5.  
    6.  
    7. SAVING SCORE OK
    8.  
    9. Replacements.MSCompatUnicodeTable:get_IsReady()
    10.  
    11. UnityEngine.Debug:Internal_Log(Int32, String, Object)
    12.  
    13. UnityEngine.Debug:Log(Object)
    14.  
    15. $:MoveNext()
    16.  
    17. Replacements.MSCompatUnicodeTable:get_IsReady()
    18.  
    19. UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
    20.  
    21. postScore:Start()
    22.  
    23. Replacements.MSCompatUnicodeTable:get_IsReady()
    24.  
    25.  
    26. (Filename: /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineDebug.cpp Line: 56)
    27.  
    28.  
    29. netti.text is Failed: Invalid hash!
    30.  
    31. Replacements.MSCompatUnicodeTable:get_IsReady()
    32.  
    33. UnityEngine.Debug:Internal_Log(Int32, String, Object)
    34.  
    35. UnityEngine.Debug:Log(Object)
    36.  
    37. $:MoveNext()
    38.  
    39. Replacements.MSCompatUnicodeTable:get_IsReady()
    40.  
    41.  
    42.  
    43. (Filename: /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineDebug.cpp Line: 56)
    Currently I can't update any of my games for iOS since all the games use server side highscores. :/
     
    Last edited: Feb 20, 2015
  15. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @arkon

    Excellent, thanks!
     
  16. bdominguezvw

    bdominguezvw

    Joined:
    Dec 4, 2013
    Posts:
    96
    I have an error using HOTween.

    Here you have the ABSTweenPlugin code and the Stacktrace:

    https://code.google.com/p/hotween/s...ille/HOTweenV1/Plugins/Core/ABSTweenPlugin.cs

    Code (CSharp):
    1. NullReferenceException: A null value was found where an object instance was required.
    2.   at Holoville.HOTween.Plugins.Core.ABSTweenPlugin.<Init>b__0 (Vector3 value) [0x00000] in <filename unknown>:0
    3.   at Holoville.HOTween.Plugins.Core.ABSTweenPlugin.Startup (Boolean p_onlyCalcSpeedBasedDur) [0x00000] in <filename unknown>:0
    4.   at Holoville.HOTween.Tweener.Startup (Boolean p_force) [0x00000] in <filename unknown>:0
    5.   at Holoville.HOTween.Tweener.Startup () [0x00000] in <filename unknown>:0
    6.   at Holoville.HOTween.Tweener.Update (Single p_shortElapsed, Boolean p_forceUpdate, Boolean p_isStartupIteration, Boolean p_ignoreCallbacks, Boolean p_ignoreDelay) [0x00000] in <filename unknown>:0
    7.   at Holoville.HOTween.Tweener.Update (Single p_shortElapsed, Boolean p_forceUpdate, Boolean p_isStartupIteration, Boolean p_ignoreCallbacks) [0x00000] in <filename unknown>:0
    8.   at Holoville.HOTween.HOTween.DoUpdate (UpdateType p_updateType, Single p_elapsed) [0x00000] in <filename unknown>:0
    9.   at Holoville.HOTween.HOTween.Update () [0x00000] in <filename unknown>:0
    10.   at Replacements.MSCompatUnicodeTable.get_IsReady () [0x00000] in <filename unknown>:0
    11. (Filename: currently not available on il2cpp Line: -1)
     
  17. Alkimio

    Alkimio

    Joined:
    Apr 18, 2013
    Posts:
    10
    @JosePeterson, done. Case 674056 :)
     
  18. charmandermon

    charmandermon

    Joined:
    Dec 4, 2011
    Posts:
    352

    @JoshPeterson

    New Bug Report:
    674083

    Project available in:
    672238

    Thanks guys.
     
  19. NickSergeev

    NickSergeev

    Joined:
    Dec 19, 2012
    Posts:
    15
    Our binary size with 4.6.3 is now 12mb bigger comparing to Unity 4.6.2f1.. it's basically the same as with 4.6.2p2..
     
  20. joncham

    joncham

    Unity Technologies

    Joined:
    Dec 1, 2011
    Posts:
    276
    I have fixed this issue and it will be in a future release. It's due to a 'const string variableName = null;' somewhere in the code. As a workaround you could make the variable non-const or use a null rather than that variable in your code.
     
    sfjohansson likes this.
  21. AGaming

    AGaming

    Joined:
    Dec 26, 2013
    Posts:
    100
    (Case 670059) 4.6.3 Everything also doesn't work, as well as in 4.6.2, I have a monthly subscription, I don't know now, I should pay it or not. As I can't publish game in App Store. Game perfectly works in Mono 2.x but doesn't want to work in IL2CPP.
     
  22. joncham

    joncham

    Unity Technologies

    Joined:
    Dec 1, 2011
    Posts:
    276
    I am actively working and making progress on reducing size. Unfortunately it's mostly an all or nothing thing type project. Expect this to land in a future release, with the current downside that size may increase until the work is completed.
     
    NickSergeev likes this.
  23. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,775
    @cojo71

    We have been able to track down the problem related to BinaryReader in this case. Thanks for digging into the generated code and locating the problem - that really helped us isolate the cause.

    This bug may have an impact on a number of projects, since BinaryReader is used frequently, I think.

    The problem was actually related to the ldelem.u1 opcode, which loads an element from a byte array. The specification requires that this element be pushed to the evaluation stack as an int32 (4 byte value), but IL2CPP was pushing it as a 1 byte value (the uint8_t cast in C++), which was incorrect.

    We're hoping to land this fix in 4.6.3p1. Thanks!
     
  24. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I have never seen this with mono before only with il2cpp and I think it was because my file size is too big.

    It shuts down on the device and Xcode says I've lost the connection. I try to run it again and can play a slight bit further (but can't use the keyboard) and then the app shuts down on the device again. I do a reboot and can play a little further in the game--actually go from one level to another and then it shuts down again. I had no problem running this very same build on Unity 6.1.

    I haven't tried 6.3 yet but will try today.

    I could try to submit a bug report but I think the only way you might see the problem is to try to run the whole game not a stripped down version and the project is about 5 gb.

    I'd really like our game to run on a 32 bit device--an iPad mini isn't even that old a device. Thanks for any help.
     
    Last edited: Feb 20, 2015
  25. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @alexatino

    Would you mind submitting a bug, so that this does not fall off of our radar? Thanks.
     
  26. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @Nadan

    This is not a problem we have seen yet, from what I can tell. Can you submit a bug so that we can have a closer look? Thanks.
     
  27. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @bdominguezvw

    Can please submit a bug with this project? I don't see anything that we know should not work, so we will correct it. Thanks.
     
  28. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @AGaming

    Can you provide more information about how your game does not work with IL2CPP? If you have provided it elsewhere on the forums and I missed it, I apologize. Thanks!
     
  29. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
    Posts:
    6,775
    @catacomber

    As a test, have you tried to only build the ARMv7 binary with IL2CPP? That option should be available in the iOS Player Settings in the Architecture selection. That should decrease the binary size, and might verify that binary size is the cause of the problem. Also, I am interested to know if things work well with 4.6.3 and the Mono scripting backend.

    I agree that this is probably not something we can reproduce with a smaller project. If you would like to submit a bug you can do so without uploading the project and then we can communicate via email to determine how to get the 5 GB project to us.
     
  30. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Will the Arm7 binary with Il2cpp run on a 32 bit device? I haven't tried that.

    Will try 6.3 with mono today.

    Will also submit a bug report and then maybe you can tell me how to get the file to you. I can try google drive.

    I'm desperate to get it to work on a 32 bit device because I really don't want to lose my players who still have older devices.

    I'm fairly sure this is a file size problem as it's the same problem I had playing a huge game I bought in the App Store--a very graphics heavy game--on my mini last year--that game would only run without stopping and starting on the latest devices.

    Thanks very much.
     
  31. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,775
    @catacomber

    Yes, an ARMv7 binary built with IL2CPP will run on a 32-bit device. Let me know what you determine. Thanks!
     
  32. cojo71

    cojo71

    Joined:
    Aug 19, 2014
    Posts:
    26
    Beautiful. Thanks for jumping on this so quickly.

    As an aside, I also responded to your request for Facebook app access on case 670080 - the app login should be publicly available for you now.

    Thanks again!
     
  33. AGaming

    AGaming

    Joined:
    Dec 26, 2013
    Posts:
    100
    @catacomber

    (Case 674127) http://fogbugz.unity3d.com/default.asp?674127_kg50nh4il9rsd54t

    I filed a new bug reports. I'm at least roughly to respond when the problem is resolved. I pay a subscription every month, I indie developers from Ukraine, in our country is very difficult situation. And believe me, for me right now is a very significant amount of money. Because of this problem, I can not publish the game in the App Store. Thanks for any help.
     
  34. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    Hi, was 670410 addressed in 4.6.3? I'm still getting the error.
     
  35. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    From the bug report it seems to me you are using fps shooter asset from the asset store and although can be Unity issue, you should contact the asset developer
     
  36. GuillaumeZAHRA

    GuillaumeZAHRA

    Joined:
    Jan 5, 2013
    Posts:
    53
    What are the Colliders type used in your game ?

    Do you have tried to change them by another type of collider ? If you use complex collider can you try with a simple box collider and see if your game crash too ?

    I have read there will be some changements about Collider in Unity 5, and i don't know, maybe some IL2CPP is already using some of the upcoming changes from PhysX ?
     
  37. ZimM

    ZimM

    Joined:
    Dec 24, 2012
    Posts:
    963
    Hi,

    4.6.3 update indeed fixes a lot of stuff, thanks for your hard work!
    Unfortunately, the sockets support still seems to be at least broken and not actually usable. Even very basic stuff just seems to stall, and especially when it's multithreaded. Same exact code works fine with Mono runtime. Case 666462, just for the records.

    Sometimes it crashes like this:
    upload_2015-2-22_0-37-35.png

    Could you please share any information (if there is any, of course) on the actual state of sockets support, API-wise? Are 100% of networking-related APIs that worked with Mono are implemented in IL2CPP and should basically work, or is 4.6.3 more like a step for network API's to be actually working?

    Thanks.
     
    Last edited: Feb 21, 2015
  38. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I tried 4.6.3 today and it's better but not by much. The app still folds on my device. And it's not that much bigger than an app we successfully submitted to Apple last year. A 3d rpg game is hard to make tiny.

    I'm in the process of trying to submit a Bug Report which says--as below. I don't see where I can build any more for mono in 4.6.3. Armv7 is there in the Player Build Settings if I choose mono as a backend but it's grayed out.

    So I tried using IL2CPP with armv7 architecture and this is a copy of what my bug report should say---if I can get it submitted---it's trying to upload my zipped 5gb file--

    the Bug Report tool requires me to submit a file before it will submit the report so right now it's trying to upload a zipped version of my 5gb file so don't have a bug report number yet. If it fails, I'll try to submit a shell file just to get it submitted. This is the content of my bug report---attached also are pics of the messages I got in Xcode---at first it thought my device was null and then recognized it.

    "1) What happened

    I'm running an rpg game on Unity 4.6.3 on an iPad Mini first gen using IL2CPP and armv7 architecture. Doing this so we can keep our players who still play on older devices. Obviously, when we submit to Apple we'll need to build for ARM64 as well.

    2) How can we reproduce it using the example you attached.

    When I built the game in xCode, it launched. Then closed on the device. I got no errors in Xcode but I got the message Lost connection to device use Debug to reattach the process. I did that--although first I got a reattach to null not my device message and then I got an attach to my device name and I could run the app but I could only load a scene that has very little going on. I couldn't load a larger scene--which is actually a large scene I cut down in size because I had this problem before.

    When I tried to load the larger scene, the game folded on the device and I again got the message lost connection to the device use debug to reattach process.

    I don't think you can trace the source of the problem without having the full project which is 5 gb.

    A stripped down file won't help.

    Is there a way I can get the full project to you so you can see what's going on?"

    Thanks very much for your help.
     

    Attached Files:

    Last edited: Feb 21, 2015
  39. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I've been with Unity for awhile and although things are challenging right now, I have the confidence you'll work everything out. I just want to keep my players who are still using iPhone 5's and iPad minis first generation and iPad Air first gen happy. Not everybody likes the size of the newer Apple devices. I realize I could just buy an iPad air2 and my game would probably be running fine on that--and am testing this with Unity 4.6.3 with testers tomorrow-- but I'm comfortable with my iPad mini. I don't want to replace it just yet. I don't like the size of the new devices and read the IPad mini 3 might be defunct at some point so don't want to go there. And so many of my players are still using similar older but not so old devices. I'm sure you'll get it all worked out. :)
     
  40. JJC1138

    JJC1138

    Joined:
    Feb 23, 2012
    Posts:
    89
    @catacomber The memory debug view in Xcode should be helpful in determining for definite whether it's memory exhaustion that's making your game crash:

    Screen Shot 2015-02-21 at 07.45.20.png

    IIRC you get an explicit message on the debug console too if iOS terminates your app because of memory pressure.
     
  41. NickSergeev

    NickSergeev

    Joined:
    Dec 19, 2012
    Posts:
    15
    thanks! do you have any exact date for this? 'cause we have :)
    and although we're trying to strip everything we can and optimize code base we're still pretty far from what we need
     
  42. AGaming

    AGaming

    Joined:
    Dec 26, 2013
    Posts:
    100
    I contacted the UFPS developers, they told that a problem on the party of Unity, because of instability of IL2CPP system.
     
  43. Nadan

    Nadan

    Joined:
    Jan 20, 2013
    Posts:
    341
    I submitted a bug but didn't receive confirmation email - at least yet.

    I wrote this small script to reproduce the error. It will make an hash of the string "unity". When you play this on Unity editor the hash is correct, but when you build this with IL2CPP and test it on iPad the hash has changed (is incorrect) and is not working anymore.

    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5. public class HashTest : MonoBehaviour
    6. {
    7.  
    8. public string hashString;
    9.  
    10.     void Start()
    11.     {
    12.         hashString = Md5Sum("unity");
    13.         Debug.Log (hashString);
    14.     }
    15.  
    16.     void OnGUI ()
    17.     {
    18.         GUI.Label(new Rect(0,0,Screen.width,Screen.height), "Hash is :\t\t" + hashString + "\nHash shoud be :\t439b3a25b555b3bc8667a09a036ae70c");
    19.     }
    20.  
    21.     public string Md5Sum(string strToEncrypt)    
    22.     {
    23.         System.Text.UTF8Encoding ue = new System.Text.UTF8Encoding();
    24.         byte[] bytes = ue.GetBytes(strToEncrypt);
    25.         // encrypt bytes
    26.         System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
    27.         byte[] hashBytes = md5.ComputeHash(bytes);
    28.         // Convert the encrypted bytes back to a string (base 16)
    29.         string hashString = "";
    30.         for (int i = 0; i < hashBytes.Length; i++)
    31.         {
    32.             hashString += System.Convert.ToString(hashBytes[i], 16).PadLeft(2, '0');
    33.         }        
    34.         return hashString.PadLeft(32, '0');
    35.     }
    36.  
    37. }
    38.  
    39.  
     
  44. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Thanks. I'll check that. :) Couldn't get my full file uploaded via the bug reporter so will strip it a little and try again.
     
  45. manny003

    manny003

    Joined:
    Mar 18, 2014
    Posts:
    69
    *** IL2CPP GetFiles using wildcards not working? ***

    I just noticed this after installing 4.6.3 but it may have been present all along. I have code that looks at a sub-folder under Application.persistentDataPath to look for and count files meeting a certain naming convention (i..e all xml files beginning with some number and dash). This code works fine in Unity Editor and on devices when I build with Mono 2.0.

    However, when compiling for IL2CPP for both my iPad Air2 and iPad Mini (1st Gen), it see no files. Here are some code fragments:

    var dirPath : String = Application.persistentDataPath + "/Levels";
    var defaultDir : DirectoryInfo = new DirectoryInfo(dirPath); // path exists from other code not seen here

    // trying to get all files that begin with some prefix string followed by a dash and ending with ".xml"
    var fileInfo : FileInfo[] = defaultDir.GetFiles(varMyFilePrefix + "-*.xml");

    Debug.Log("File Count: " + fileInfo.Length); // this outputs zero but we know we have files

    // get ALL files in path.
    var allFiles : FileInfo[] = defaultDir.GetFiles();
    Debug.Log("Files Total : " + allFiles.Length); // here we get the number of files we know are present

    // list all files and we saw the file we were looking for when trying to use wildcard
    for (var x : int = 0; x < allFiles.Length; x++) {
    Debug.Log("File" + x + ": " + allFiles[x].FullName);
    }

    Unity Version: 4.6.3f1 (but problem may have existed prior)
    Language: Unity Script/Javascript
    Development Env: Mac OSX Mavericks, XCode 6.1.1
    Testing Devices: iPad Air 2 with iOS 8, iPad Mini 1st Gen with iOS 7

    Thanks,
    Manny
     
  46. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I reopened my game in Xcode today---and hit Run---nothing else---didn't make any changes---just hit Run and Xcode built the app once more and ran it on my 32 bit device with no crashes---so far, so good. Don't know why it worked like that but will hold off submitting a bug report.

    I have to build a version to send to my testers today so will be back if that crashes. But so far so good. Wish I knew why it kept closing on my device yesterday and not today. : ) No lost connection today. : )

    EDIT: Just Archived my app for Adhoc Distribution to testers.

    The estimated file size----and this project is no larger than that of our app of last year-----which I think was 120MB----is 461.9 MB! Building only for armv7.

    The actual size of the exported ipa is 243.8 MB. The size on my device, looking in iTunes is 462 MB. : [

    The good news is that that huge, huge ipa installed and synced in iTunes is running fine so far on my 32 bit device! : ) ) ) ) )

    YAY!
     
    Last edited: Feb 22, 2015
  47. drawcode

    drawcode

    Joined:
    Jul 21, 2008
    Posts:
    70
    Our bug #670088 is still open, blocking + show stopping. The bug has changed the exception stack so we re-reported it as a new bug for 4.6.3 as #674387.

    The bug emerged and has to do with ICSharpZipLib under IL2CPP on iOS, it "works on Mono" tm (that should be a new t-shirt).

    Thanks for working hard on getting all these fixed and progress on IL2CPP. After it is all set it will be nice to have C++ running rather than via Mono to make sure there are no issues with licensing and Apple playing games with the types of platforms it accepts, almost there.

    We'll be able to hold off the clients for another couple/few weeks but after that the clients will force the developers to start uprising and rebelling in a Develop Spring or like that zombie scene in World War Z as they pile on each other as they climb the walls.
     
  48. jeffsherwin

    jeffsherwin

    Joined:
    Aug 22, 2014
    Posts:
    47
    Case 674416

    Everyplay crashes Android 4.2 everytime on 4.6.3
    Simplest possible use case attached to the case
     
  49. Hacky

    Hacky

    Joined:
    Mar 22, 2013
    Posts:
    28
    Hi,

    it seems that in 4.6.3 the Binary Formatter is broken again. Everything works fine in 4.6.2p2. I submitted a bug with an example project (Case 674496).

    Here the error:
    Code (CSharp):
    1. System.NotSupportedException: Unknow type tag
    2.   at System.Runtime.Remoting.RemotingException..ctor (System.String message) [0x00000] in <filename unknown>:0
    3.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadType (System.IO.BinaryReader reader, TypeTag code) [0x00000] in <filename unknown>:0
    4.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadTypeMetadata (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo) [0x00000] in <filename unknown>:0
    5.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectInstance (System.IO.BinaryReader reader, Boolean isRuntimeObject, Boolean hasTypeInfo, Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
    6.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
    7.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0
    8.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (BinaryElement element, System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
    9.   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in <filename unknown>:0
    10.   at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0
    11.   at SaveLoadDiceData.load () [0x00000] in <filename unknown>:0
    12.   at SaveLoadDiceData.OnGUI () [0x00000] in <filename unknown>:0
    13.   at Replacements.MSCompatUnicodeTable.get_IsReady () [0x00000] in <filename unknown>:0
    14. SaveLoadDiceData:OnGUI()
    15. Replacements.MSCompatUnicodeTable:get_IsReady()
    16. (Filename: /Users/builduser/buildslave/unity/build/artifacts/iPhonePlayer-armv7-il2cppGenerated/UnityEngineDebug.cpp Line: 56)
    Best regards,
    David
     
  50. manny003

    manny003

    Joined:
    Mar 18, 2014
    Posts:
    69

    I'd second this -- although I'm not getting the same error, just the data I'm saving is not what I'm getting back. I use the serializer to save many game state stuff and it works in Unity Editor and Mono, but for IL2CPP the values I try to save and then get back are all over the place.